]> git.rm.cloudns.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
item_key1/item_key2 work now with func_door, new entity: trigger_keylock
authorprzemek <przemek@7bulls.com>
Sun, 9 Oct 2011 13:02:37 +0000 (15:02 +0200)
committerprzemek <przemek@7bulls.com>
Sun, 9 Oct 2011 13:02:37 +0000 (15:02 +0200)
qcsrc/server/defs.qh
qcsrc/server/item_key.qc
qcsrc/server/t_plats.qc

index 091866a06bf1954484fff7ddcd7f9c142d33daf6..5915773ce20c487c51ae519823edabf2bf2eb470 100644 (file)
@@ -252,6 +252,9 @@ float alreadychangedlevel;
 // spawnflags require key (for now only func_door)
 #define SPAWNFLAGS_GOLD_KEY 8
 #define SPAWNFLAGS_SILVER_KEY 16
+// message delay for func_door locked by keys and key locks
+// this field is used on player entities
+.float key_door_messagetime;
 
 
 .float version;
@@ -669,3 +672,4 @@ float serverflags;
 .float misc_bulletcounter;     // replaces uzi & hlac bullet counter.
 
 void PlayerUseKey();
+
index 6a1ce5383be5821484eb736306aac3262715cf95..55f71e3bc3444ba1db64077c333beb5bf4b40362 100644 (file)
@@ -1,19 +1,43 @@
 /*
-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?
+*/
+
+/*
+================================
+item_key1 / item_key2
+================================
+*/
+
+/*
+Key touch handler.
 */
 void item_key_touch(void) {
-       if (other.classname != "player")
+       local entity p;
+       
+       if (other.owner)
+               p = other.owner;
+       else
+               p = other;
+       
+       if (p.classname != "player")
                return;
                
        // player already picked up this key
-       if (other.itemkeys & self.itemkeys)
+       if (p.itemkeys & self.itemkeys)
                return;
        
-       other.itemkeys |= self.itemkeys;
+       p.itemkeys |= self.itemkeys;
+       play2(other, self.noise);
        
-       if (self.message)
-               centerprint(other, self.message);
-}
+       if (self.message) {
+               centerprint(p, self.message);
+       }
+};
 
 /*
 Spawn a key with given model, key code and color.
@@ -22,16 +46,27 @@ void spawn_item_key(float key_code) {
        self.itemkeys = key_code;
        precache_model(self.model);
        
-       if(self.spawnflags & 1)
+       if (self.spawnflags & 1)
                self.noalign = 1;
+       
        if (self.noalign)
                self.movetype = MOVETYPE_NONE;
        else
                self.movetype = MOVETYPE_TOSS;
                
-       setsize(self, '-16 -16 -24', '16 16 32');
+       if (!self.noise)
+               self.noise = "misc/itempickup.wav";
+       
+       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)
        {
@@ -42,11 +77,19 @@ void spawn_item_key(float key_code) {
        }
 
        self.touch = item_key_touch;
-}
+};
 
 
-/*
-Spawn silver 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----------
 */
 void spawnfunc_item_key1(void) {
        if (!self.model)
@@ -54,15 +97,23 @@ void spawnfunc_item_key1(void) {
        
        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);
-}
+};
 
-/*
-Spawn gold key.
+/*QUAKED item_key2 (0 .5 .8) (-16 -16 -24) (16 16 32) FLOATING
+GOLDEN 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----------
 */
 void spawnfunc_item_key2(void) {
        if (!self.model)
@@ -75,6 +126,246 @@ void spawnfunc_item_key2(void) {
                self.message = "You've picked up the gold key!";
                
        spawn_item_key(KEYS_GOLD_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, stemp, otemp, atemp;
+       
+       stemp = self;
+       otemp = other;
+       atemp = activator;
+
+       for(t = world; (t = find(t, targetname, s)); )
+               if (t.use) {
+                       remove(t);
+               }
+       
+       self = stemp;
+       other = otemp;
+       activator = atemp;
+};
+
+void trigger_keylock_touch(void) {
+       local float key_used, silver_key_missing, gold_key_missing, started_delay;
+       local entity p;
+       
+       key_used = FALSE;
+       silver_key_missing = FALSE;
+       gold_key_missing = FALSE;
+       started_delay = FALSE;
+       
+       if (other.owner)
+               p = other.owner;
+       else
+               p = other;
+       
+       // only player may trigger the lock
+       if (p.classname != "player")
+               return;
+       
+       
+       // check silver key
+       if (self.itemkeys & KEYS_SILVER_KEY) {
+               // lock still requires the SILVER key
+               if (p.itemkeys & KEYS_SILVER_KEY) {
+                       self.itemkeys &~= KEYS_SILVER_KEY;
+                       key_used = TRUE;
+               } else {
+                       silver_key_missing = TRUE;
+               }
+       }
+       
+       // check gold key
+       if (self.itemkeys & KEYS_GOLD_KEY) {
+               // lock still requires the GOLD key
+               if (p.itemkeys & KEYS_GOLD_KEY) {
+                       self.itemkeys &~= KEYS_GOLD_KEY;
+                       key_used = TRUE;
+               } else {
+                       gold_key_missing = TRUE;
+               }
+       }
+       
+       
+       activator = other;
+       
+       if (silver_key_missing) {
+               // silver key is missing
+               if (self.delay <= time) {
+                       if (self.target4) {
+                               trigger_keylock_trigger(self.target4);
+                               started_delay = TRUE;
+                               self.delay = time + self.wait;
+                       }
+               }
+       }
+               
+       if (gold_key_missing) {
+               // gold key is missing
+               if (self.delay <= time || started_delay) {
+                       if (self.target3) {
+                               trigger_keylock_trigger(self.target3);
+                               started_delay = TRUE;
+                               self.delay = time + self.wait;
+                       }
+               }
+               
+       }
+       
+       if (silver_key_missing || gold_key_missing) {
+               // at least one of the keys is missing
+               
+               if (key_used) {
+                       // one key was given, but an other one is missing!
+                       play2(other, self.noise1);
+                       if (silver_key_missing)
+                               centerprint(other, "You also need the silver key!");
+                       else if (gold_key_missing)
+                               centerprint(other, "You also need the gold key!");
+                       p.key_door_messagetime = time + 2;
+               } else {
+                       if (p.key_door_messagetime <= time) {
+                               play2(other, self.noise2);
+                               centerprint(other, self.message2);
+                               p.key_door_messagetime = time + 2;
+                       }
+               }
+               
+               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) ? - - - GOLD_KEY SILVER_KEY
+Keylock trigger.  Must target other entities.
+This trigger will trigger target entities when all required keys are provided.
+-------- KEYS --------
+wait: prevent triggering again for this amount of time (default: 5) - applies to target2, target3, target4.
+sounds: 1 to play misc/secret.wav, 2 to play misc/talk.wav, 3 to play misc/trigger1.wav
+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.
+target3: trigger all entities with this targetname when triggered with GOLD_KEY missing (requires GOLD_KEY spawnflag)
+target4: trigger all entities with this targetname when triggered with SILVER_KEY missing (requires SILVER_KEY spawnflag)
+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 one of the needed key was used (default: misc/decreasevalue.wav)
+noise2: sound to play when a key is missing (default: misc/talk.wav)
+killtarget: remove all entities with this targetname when triggered with all the needed keys.
+-------- SPAWNFLAGS --------
+GOLD_KEY: causes the door to open only if the activator holds a gold key.
+SILVER_KEY: causes the door to open only if the activator holds a silver key.
+---------NOTES----------
+If spawned without any key specified, this trigger will 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.spawnflags & (SPAWNFLAGS_SILVER_KEY | SPAWNFLAGS_GOLD_KEY))) {
+               remove(self);
+               return;
+       }
 
+       // give the trigger the silver key      
+       if (self.spawnflags & SPAWNFLAGS_SILVER_KEY)
+               self.itemkeys |= KEYS_SILVER_KEY;
+       
+       // give the trigger the gold key
+       if (self.spawnflags & SPAWNFLAGS_GOLD_KEY)
+               self.itemkeys |= KEYS_GOLD_KEY;
+
+       if (!self.message2) {
+               // generate default missing key message
+               if (self.itemkeys & (KEYS_GOLD_KEY | KEYS_SILVER_KEY) == KEYS_GOLD_KEY | KEYS_SILVER_KEY) {
+                       self.message2 = "Silver key and gold key required!";
+               } else if (self.itemkeys & KEYS_GOLD_KEY) {
+                       self.message2 = "Gold key required!";
+               } else if (self.itemkeys & KEYS_SILVER_KEY) {
+                       self.message2 = "Silver key required!";
+               }
+       }
+       
+       if (!self.message) {
+               self.message = "Unlocked!";
+       }
+       
+       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";
+               }
+       }
+               
+       if (!self.noise1)
+               self.noise1 = "misc/decreasevalue.wav";
+               
+       if (!self.noise2)
+               self.noise2 = "misc/talk.wav";
+       
+       if (!self.wait)
+               self.wait = 5;
+       
+       precache_sound(self.noise);
+       precache_sound(self.noise1);
+       precache_sound(self.noise2);
+       
+       EXACTTRIGGER_INIT;
+       
+       self.touch = trigger_keylock_touch;
+};
 
index 25a25cdd1b1cee8a19db00f097697750cf3a6a6c..db58fb0b74cf4502962dbea97e666a7b656365e8 100644 (file)
@@ -885,6 +885,7 @@ void door_go_up()
 };
 
 
+
 /*
 =============================================================================
 
@@ -893,6 +894,63 @@ ACTIVATION FUNCTIONS
 =============================================================================
 */
 
+float door_check_keys(void) {
+       local entity door, p;
+       
+       
+       if (self.owner)
+               door = self.owner;
+       else
+               door = self;
+       
+       if (other.owner)
+               p = other.owner;
+       else
+               p = other;
+               
+       if (door.spawnflags & (SPAWNFLAGS_GOLD_KEY | SPAWNFLAGS_SILVER_KEY)) {
+               // this door require a key
+               // only a player can have a key
+               if (p.classname != "player")
+                       return FALSE;
+               
+               // check gold key
+               if (self.owner.spawnflags & SPAWNFLAGS_GOLD_KEY) {
+                       if (!(other.itemkeys & KEYS_GOLD_KEY)) {
+                               if (p.key_door_messagetime <= time) {
+                                       play2(other, "misc/talk.wav");
+                                       centerprint(other, "You don't have the gold key!");
+                                       p.key_door_messagetime = time + 2;
+                               }
+                               return FALSE;
+                       } else {
+                               self.owner.spawnflags &~= SPAWNFLAGS_GOLD_KEY;
+                       }
+               }
+                       
+               // check silver key
+               if (self.owner.spawnflags & SPAWNFLAGS_SILVER_KEY) {
+                       if (!(other.itemkeys & KEYS_SILVER_KEY)) {
+                               if (p.key_door_messagetime <= time) {
+                                       play2(other, "misc/talk.wav");
+                                       centerprint(other, "You don't have the silver key!");
+                                       p.wait = key_door_messagetime + 2;
+                               }
+                               return FALSE;
+                       } else {
+                               self.owner.spawnflags &~= SPAWNFLAGS_SILVER_KEY;
+                       }
+               }
+               
+               // door is now unlocked
+               play2(other, "misc/talk.wav");
+               centerprint(other, "Door unlocked!");
+       }
+       
+       return TRUE;
+}
+
+
 void door_fire()
 {
        local entity    oself;
@@ -958,6 +1016,7 @@ void door_use()
        local entity oself;
 
        //dprint("door_use (model: ");dprint(self.model);dprint(")\n");
+       
        if (self.owner)
        {
                oself = self;
@@ -977,26 +1036,9 @@ void door_trigger_touch()
        if (time < self.attack_finished_single)
                return;
        
-       if (self.spawnflags & (SPAWNFLAGS_GOLD_KEY | SPAWNFLAGS_SILVER_KEY)) {
-               // this door require a key
-               // only a player can have a key
-               if (other.classname != "player")
-                       return;
-               
-               // check gold key
-               if (self.spawnflags & SPAWNFLAGS_GOLD_KEY)
-                       if (!(other.itemkeys & KEYS_GOLD_KEY)) {
-                               centerprint(other, "You don't have the gold key");
-                               return;
-                       }
-                       
-               // check silver key
-               if (self.spawnflags & SPAWNFLAGS_SILVER_KEY)
-                       if (!(other.itemkeys & KEYS_SILVER_KEY)) {
-                               centerprint(other, "You don't have the silver key");
-                               return;
-                       }
-       }
+       // check if door is locked
+       if (!door_check_keys())
+               return;
        
        self.attack_finished_single = time + 1;
 
@@ -1345,6 +1387,10 @@ void door_reset()
 
 void spawnfunc_func_door()
 {
+       print("spawnfunc_func_door() spawnflags=", ftos(self.spawnflags));
+       print(", gold_key=", ftos(self.spawnflags & SPAWNFLAGS_GOLD_KEY));
+       print(", silver_key=", ftos(self.spawnflags & SPAWNFLAGS_SILVER_KEY), "\n");
+
        //if (!self.deathtype) // map makers can override this
        //      self.deathtype = " got in the way";
        SetMovedir ();
@@ -1358,8 +1404,9 @@ void spawnfunc_func_door()
        self.blocked = door_blocked;
        self.use = door_use;
 
-    if(self.spawnflags & 8)
-        self.dmg = 10000;
+       // FIXME: undocumented flag 8, originally (Q1) GOLD_KEY
+       // if(self.spawnflags & 8)
+       //      self.dmg = 10000;
 
     if(self.dmg && (!self.message))
                self.message = "was squished";