/*
-Touch handler.
+TODO:
+- add an unlock sound (here to trigger_keylock and to func_door)
+- display available keys on the HUD
+- make more tests
+- think about adding NOT_EASY/NOT_NORMAL/NOT_HARD for Q1 compatibility
+- should keys have a trigger?
*/
+
+float item_keys_usekey(entity l, entity p) {
+ float valid = l.itemkeys & p.itemkeys;
+
+ if (!valid) {
+ // other has none of the needed keys
+ return FALSE;
+ } else if (l.itemkeys == valid) {
+ // ALL needed keys were given
+ l.itemkeys = 0;
+ return TRUE;
+ } else {
+ // only some of the needed keys were given
+ l.itemkeys &= ~valid;
+ return TRUE;
+ }
+}
+
+string item_keys_keylist(float keylist) {
+ float base, l;
+ string n;
+
+ // no keys
+ if (!keylist)
+ return "";
+
+ // one key
+ if ((keylist & (keylist-1)) != 0)
+ return strcat("the ", item_keys_names[lowestbit(keylist)]);
+
+ n = "";
+ base = 0;
+ while (keylist) {
+ l = lowestbit(keylist);
+ if (n)
+ n = strcat(n, ", the ", item_keys_names[base + l]);
+ else
+ n = strcat("the ", item_keys_names[base + l]);
+
+ keylist = bitshift(keylist, -(l + 1));
+ base+= l + 1;
+ }
+
+ return n;
+}
+
+
+/*
+================================
+item_key
+================================
+*/
+
+/**
+ * Key touch handler.
+ */
void item_key_touch(void) {
- if (other.classname != "player")
+ if (!IS_PLAYER(other))
return;
-
+
// player already picked up this key
if (other.itemkeys & self.itemkeys)
return;
-
+
other.itemkeys |= self.itemkeys;
-
- if (self.message)
- centerprint(other, self.message);
-}
+ play2(other, self.noise);
-/*
-Spawn a key with given model, key code and color.
-*/
-void spawn_item_key(float key_code) {
- self.itemkeys = key_code;
+ centerprint(other, self.message);
+};
+
+/**
+ * Spawn a key with given model, key code and color.
+ */
+void spawn_item_key() {
precache_model(self.model);
-
- if(self.spawnflags & 1)
+
+ if (self.spawnflags & 1) // FLOATING
self.noalign = 1;
+
if (self.noalign)
self.movetype = MOVETYPE_NONE;
else
self.movetype = MOVETYPE_TOSS;
-
- setsize(self, '-16 -16 -24', '16 16 32');
+
+ precache_sound(self.noise);
+
+ self.mdl = self.model;
+ self.effects = EF_LOWPRECISION;
setmodel(self, self.model);
+ //setsize(self, '-16 -16 -24', '16 16 32');
+ setorigin(self, self.origin + '0 0 32');
+ setsize(self, '-16 -16 -56', '16 16 0');
self.modelflags |= MF_ROTATE;
-
+ self.solid = SOLID_TRIGGER;
+
if (!self.noalign)
{
// first nudge it off the floor a little bit to avoid math errors
}
self.touch = item_key_touch;
-}
+};
-/*
-Spawn silver key.
+/*QUAKED item_key (0 .5 .8) (-16 -16 -24) (16 16 32) FLOATING
+A key entity.
+The itemkeys should contain one of the following key IDs:
+1 - GOLD key -
+2 - SILVER key
+4 - BRONZE key
+8 - RED keycard
+16 - BLUE keycard
+32 - GREEN keycard
+Custom keys:
+... - last key is 1<<23
+Keys with bigger Id than 32 don't have a default netname and model, if you use one of them, you MUST provide those.
+-----------KEYS------------
+colormod: color of the key (default: '.9 .9 .9').
+itemkeys: a key Id.
+message: message to print when player picks up this key.
+model: custom key model to use.
+netname: the display name of the key.
+noise: custom sound to play when player picks up the key.
+-------- SPAWNFLAGS --------
+FLOATING: the item will float in air, instead of aligning to the floor by falling
+---------NOTES----------
+This is the only correct way to put keys on the map!
+
+itemkeys MUST always have exactly one bit set.
*/
-void spawnfunc_item_key1(void) {
- if (!self.model)
- self.model = "models/keys/key.md3";
-
+void spawnfunc_item_key() {
+ local string _model, _netname;
+ local vector _colormod;
+
+ // reject this entity if more than one key was set!
+ if (self.itemkeys>0 && (self.itemkeys & (self.itemkeys-1)) != 0) {
+ objerror("item_key.itemkeys must contain only 1 bit set specifying the key it represents!");
+ remove(self);
+ return;
+ }
+
+ // find default netname and colormod
+ switch(self.itemkeys) {
+ case 1:
+ _netname = "GOLD key";
+ _colormod = '1 .9 0';
+ break;
+
+ case 2:
+ _netname = "SILVER key";
+ _colormod = '.9 .9 .9';
+ break;
+
+ case 4:
+ _netname = "BRONZE key";
+ _colormod = '.6 .25 0';
+ break;
+
+ case 8:
+ _netname = "RED keycard";
+ _colormod = '.9 0 0';
+ break;
+
+ case 16:
+ _netname = "BLUE keycard";
+ _colormod = '0 0 .9';
+ break;
+
+ case 32:
+ _netname = "GREEN keycard";
+ _colormod = '0 .9 0';
+ break;
+
+ default:
+ _netname = "FLUFFY PINK keycard";
+ _colormod = '1 1 1';
+
+ if (self.netname == "") {
+ objerror("item_key doesn't have a default name for this key and a custom one was not specified!");
+ remove(self);
+ return;
+ }
+ break;
+
+ }
+
+ // find default model
+#ifdef GMQCC
+ _model = string_null;
+#endif
+ if (self.itemkeys <= ITEM_KEY_BIT(2)) {
+ _model = "models/keys/key.md3";
+ } else if (self.itemkeys >= ITEM_KEY_BIT(3) && self.itemkeys <= ITEM_KEY_BIT(5)) {
+ _model = "models/keys/key.md3"; // FIXME: replace it by a keycard model!
+ } else if (self.model == "") {
+ objerror("item_key doesn't have a default model for this key and a custom one was not specified!");
+ remove(self);
+ return;
+ }
+
+ // set defailt netname
+ if (self.netname == "")
+ self.netname = _netname;
+
+ // set default colormod
if (!self.colormod)
- self.colormod = '.9 .9 .9';
-
- if (!self.message)
- self.message = "You've picked up the silver key!";
-
- spawn_item_key(KEYS_SILVER_KEY);
+ self.colormod = _colormod;
+
+ // set default model
+ if (self.model == "")
+ self.model = _model;
+
+ // set default pickup message
+ if (self.message == "")
+ self.message = strzone(strcat("You've picked up the ", self.netname, "!"));
+
+ if (self.noise == "")
+ self.noise = "misc/itempickup.wav";
+
+ // save the name for later
+ item_keys_names[lowestbit(self.itemkeys)] = self.netname;
+
+ // put the key on the map
+ spawn_item_key();
}
-/*
-Spawn gold key.
+/*QUAKED item_key1 (0 .5 .8) (-16 -16 -24) (16 16 32) FLOATING
+SILVER key.
+-----------KEYS------------
+colormod: color of the key (default: '.9 .9 .9').
+message: message to print when player picks up this key.
+model: custom model to use.
+noise: custom sound to play when player picks up the key.
+-------- SPAWNFLAGS --------
+FLOATING: the item will float in air, instead of aligning to the floor by falling
+---------NOTES----------
+Don't use this entity on new maps! Use item_key instead.
+*/
+void spawnfunc_item_key1(void) {
+ self.classname = "item_key";
+ self.itemkeys = ITEM_KEY_BIT(1);
+ spawnfunc_item_key();
+};
+
+/*QUAKED item_key2 (0 .5 .8) (-16 -16 -24) (16 16 32) FLOATING
+GOLD key.
+-----------KEYS------------
+colormod: color of the key (default: '1 .9 0').
+message: message to print when player picks up this key.
+model: custom model to use.
+noise: custom sound to play when player picks up the key.
+-------- SPAWNFLAGS --------
+FLOATING: the item will float in air, instead of aligning to the floor by falling
+---------NOTES----------
+Don't use this entity on new maps! Use item_key instead.
*/
void spawnfunc_item_key2(void) {
- if (!self.model)
- self.model = "models/keys/key.md3";
-
- if (!self.colormod)
- self.colormod = '1 .9 0';
-
- if (!self.message)
- self.message = "You've picked up the gold key!";
-
- spawn_item_key(KEYS_GOLD_KEY);
-}
+ self.classname = "item_key";
+ self.itemkeys = ITEM_KEY_BIT(0);
+ spawnfunc_item_key();
+};
+
+
+/*
+================================
+trigger_keylock
+================================
+*/
+
+/**
+ * trigger givent targets
+ */
+void trigger_keylock_trigger(string s) {
+ local entity t, stemp, otemp, atemp;
+
+ stemp = self;
+ otemp = other;
+ atemp = activator;
+
+
+ for(t = world; (t = find(t, targetname, s)); )
+ if (t.use) {
+ self = t;
+ other = stemp;
+ activator = atemp;
+ self.use();
+ }
+
+ self = stemp;
+ other = otemp;
+ activator = atemp;
+};
+
+/**
+ * kill killtarget of trigger keylock.
+ */
+void trigger_keylock_kill(string s) {
+ local entity t;
+ for(t = world; (t = find(t, targetname, s)); )
+ remove(t);
+};
+
+void trigger_keylock_touch(void) {
+ local float key_used, started_delay;
+
+ key_used = FALSE;
+ started_delay = FALSE;
+
+ // only player may trigger the lock
+ if (!IS_PLAYER(other))
+ return;
+
+
+ // check silver key
+ if (self.itemkeys)
+ key_used = item_keys_usekey(self, other);
+
+ activator = other;
+
+ if (self.itemkeys) {
+ // at least one of the keys is missing
+ if (key_used) {
+ // one or more keys were given, but others are still missing!
+ play2(other, self.noise1);
+ centerprint(other, strcat("You also need ", item_keys_keylist(self.itemkeys), "!"));
+ other.key_door_messagetime = time + 2;
+ } else if (other.key_door_messagetime <= time) {
+ // no keys were given
+ play2(other, self.noise2);
+ centerprint(other, strcat("You need ", item_keys_keylist(self.itemkeys), "!"));
+ other.key_door_messagetime = time + 2;
+ }
+
+ // trigger target2
+ if (self.delay <= time || started_delay == TRUE)
+ if (self.target2) {
+ trigger_keylock_trigger(self.target2);
+ started_delay = TRUE;
+ self.delay = time + self.wait;
+ }
+ } else {
+ // all keys were given!
+ play2(other, self.noise);
+ centerprint(other, self.message);
+
+ if (self.target)
+ trigger_keylock_trigger(self.target);
+
+ if (self.killtarget)
+ trigger_keylock_kill(self.killtarget);
+
+ remove(self);
+ }
+
+};
+
+/*QUAKED trigger_keylock (.0 .5 .8) ?
+Keylock trigger. Must target other entities.
+This trigger will trigger target entities when all required keys are provided.
+-------- KEYS --------
+itemkeys: A bit field with key IDs that are needed to open this lock.
+sounds: 1 to play misc/secret.wav, 2 to play misc/talk.wav, 3 to play misc/trigger1.wav (3 is default)
+target: trigger all entities with this targetname when triggered and all keys have been given to it, then remove this trigger
+target2: trigger all entities with this targetname when triggered without giving it all the required keys.
+killtarget: remove all entities with this targetname when triggered with all the needed keys.
+message: print this message to the player who activated the trigger when all needed keys have been given.
+message2: print this message to the player who activated the trigger when not all of the needed keys have been given.
+noise: sound to play when lock gets unlocked (default: see sounds)
+noise1: sound to play when only some of the needed key were used but not all (default: misc/decreasevalue.wav)
+noise2: sound to play when a key is missing (default: misc/talk.wav)
+wait: prevent triggering again for this amount of time (default: 5) - applies to target2, target3, target4.
+---------NOTES----------
+If spawned without any key specified in itemkeys, this trigger will display an error and remove itself.
+message2 and noise2 will be resent to the player every 2 seconds while he is in the trigger zone.
+*/
+void spawnfunc_trigger_keylock(void) {
+ if (!self.itemkeys) {
+ remove(self);
+ return;
+ }
+
+ // set unlocked message
+ if (self.message == "")
+ self.message = "Unlocked!";
+
+ // set default unlock noise
+ if (self.noise == "") {
+ if (self.sounds == 1)
+ self.noise = "misc/secret.wav";
+ else if (self.sounds == 2)
+ self.noise = "misc/talk.wav";
+ else //if (self.sounds == 3) {
+ self.noise = "misc/trigger1.wav";
+ }
+
+ // set default use key sound
+ if (self.noise1 == "")
+ self.noise1 = "misc/decreasevalue.wav";
+
+ // set closed sourd
+ if (self.noise2 == "")
+ self.noise2 = "misc/talk.wav";
+
+ // delay between triggering message2 and trigger2
+ if (!self.wait)
+ self.wait = 5;
+
+ // precache sounds
+ precache_sound(self.noise);
+ precache_sound(self.noise1);
+ precache_sound(self.noise2);
+
+ EXACTTRIGGER_INIT;
+
+ self.touch = trigger_keylock_touch;
+};