#include <common/mapobjects/misc/corner.qc>
#include <common/mapobjects/misc/dynlight.qc>
#include <common/mapobjects/misc/follow.qc>
+#include <common/mapobjects/misc/keys.qc>
#include <common/mapobjects/misc/laser.qc>
#include <common/mapobjects/misc/teleport_dest.qc>
#include <common/mapobjects/misc/corner.qh>
#include <common/mapobjects/misc/dynlight.qh>
#include <common/mapobjects/misc/follow.qh>
+#include <common/mapobjects/misc/keys.qh>
#include <common/mapobjects/misc/laser.qh>
#include <common/mapobjects/misc/teleport_dest.qh>
--- /dev/null
+#include "keys.qh"
+
+#ifdef CSQC
+bool item_keys_usekey(entity l, entity p)
+{
+ int valid = (l.itemkeys & p.itemkeys); // TODO: itemkeys isn't networked or anything!
+ l.itemkeys &= ~valid; // only some of the needed keys were given
+ return valid != 0;
+}
+#endif
+
+#ifdef SVQC
+/*
+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?
+*/
+
+bool item_keys_usekey(entity l, entity p)
+{
+ int valid = l.itemkeys & p.itemkeys;
+
+ if (!valid) {
+ // player 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) {
+ // no keys
+ if (!keylist)
+ return "";
+
+ // one key
+ if ((keylist & (keylist-1)) == 0)
+ return strcat("the ", item_keys_names[lowestbit(keylist)]);
+
+ string n = "";
+ int base = 0;
+ while (keylist) {
+ int 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(entity this, entity toucher)
+{
+ if (!IS_PLAYER(toucher))
+ return;
+
+ // player already picked up this key
+ if (PS(toucher).itemkeys & this.itemkeys)
+ return;
+
+ PS(toucher).itemkeys |= this.itemkeys;
+ play2(toucher, this.noise);
+
+ centerprint(toucher, this.message);
+
+ string oldmsg = this.message;
+ this.message = "";
+ SUB_UseTargets(this, toucher, toucher); // TODO: should we be using toucher for the trigger here?
+ this.message = oldmsg;
+}
+
+/**
+ * Spawn a key with given model, key code and color.
+ */
+void spawn_item_key(entity this)
+{
+ precache_model(this.model);
+
+ if (this.spawnflags & 1) // FLOATING
+ this.noalign = 1;
+
+ if (this.noalign)
+ set_movetype(this, MOVETYPE_NONE);
+ else
+ set_movetype(this, MOVETYPE_TOSS);
+
+ precache_sound(this.noise);
+
+ this.mdl = this.model;
+ this.effects = EF_LOWPRECISION;
+ _setmodel(this, this.model);
+ //setsize(this, '-16 -16 -24', '16 16 32');
+ setorigin(this, this.origin + '0 0 32');
+ setsize(this, '-16 -16 -56', '16 16 0');
+ this.modelflags |= MF_ROTATE;
+ this.solid = SOLID_TRIGGER;
+
+ if (!this.noalign)
+ {
+ // first nudge it off the floor a little bit to avoid math errors
+ setorigin(this, this.origin + '0 0 1');
+ // note droptofloor returns false if stuck/or would fall too far
+ droptofloor(this);
+ }
+
+ settouch(this, item_key_touch);
+}
+
+
+/*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.
+*/
+spawnfunc(item_key)
+{
+ string _netname;
+ vector _colormod;
+
+ // reject this entity if more than one key was set!
+ if (this.itemkeys>0 && (this.itemkeys & (this.itemkeys-1)) != 0) {
+ objerror(this, "item_key.itemkeys must contain only 1 bit set specifying the key it represents!");
+ delete(this);
+ return;
+ }
+
+ // find default netname and colormod
+ switch(this.itemkeys) {
+ case BIT(0):
+ _netname = "GOLD key";
+ _colormod = '1 .9 0';
+ break;
+
+ case BIT(1):
+ _netname = "SILVER key";
+ _colormod = '.9 .9 .9';
+ break;
+
+ case BIT(2):
+ _netname = "BRONZE key";
+ _colormod = '.6 .25 0';
+ break;
+
+ case BIT(3):
+ _netname = "RED keycard";
+ _colormod = '.9 0 0';
+ break;
+
+ case BIT(4):
+ _netname = "BLUE keycard";
+ _colormod = '0 0 .9';
+ break;
+
+ case BIT(5):
+ _netname = "GREEN keycard";
+ _colormod = '0 .9 0';
+ break;
+
+ default:
+ _netname = "FLUFFY PINK keycard";
+ _colormod = '1 1 1';
+
+ if (this.netname == "") {
+ objerror(this, "item_key doesn't have a default name for this key and a custom one was not specified!");
+ delete(this);
+ return;
+ }
+ break;
+
+ }
+
+ // find default model
+ string _model = string_null;
+ if (this.itemkeys <= ITEM_KEY_BIT(2)) {
+ _model = "models/keys/key.md3";
+ } else if (this.itemkeys >= ITEM_KEY_BIT(3) && this.itemkeys <= ITEM_KEY_BIT(5)) {
+ _model = "models/keys/key.md3"; // FIXME: replace it by a keycard model!
+ } else if (this.model == "") {
+ objerror(this, "item_key doesn't have a default model for this key and a custom one was not specified!");
+ delete(this);
+ return;
+ }
+
+ // set defailt netname
+ if (this.netname == "")
+ this.netname = _netname;
+
+ // set default colormod
+ if (!this.colormod)
+ this.colormod = _colormod;
+
+ // set default model
+ if (this.model == "")
+ this.model = _model;
+
+ // set default pickup message
+ if (this.message == "")
+ this.message = strzone(strcat("You've picked up the ", this.netname, "!"));
+
+ if (this.noise == "")
+ this.noise = strzone(SND(ITEMPICKUP));
+
+ // save the name for later
+ item_keys_names[lowestbit(this.itemkeys)] = this.netname;
+
+ // put the key on the map
+ spawn_item_key(this);
+}
+
+/*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.
+*/
+spawnfunc(item_key1)
+{
+ this.classname = "item_key";
+ this.itemkeys = ITEM_KEY_BIT(1);
+ spawnfunc_item_key(this);
+}
+
+/*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.
+*/
+spawnfunc(item_key2)
+{
+ this.classname = "item_key";
+ this.itemkeys = ITEM_KEY_BIT(0);
+ spawnfunc_item_key(this);
+}
+
+#endif
--- /dev/null
+#pragma once
+
+/**
+ * Returns the bit ID of a key
+ */
+#define ITEM_KEY_BIT(n) ( bitshift(1, n) )
+
+#define ITEM_KEY_MAX 24
+
+/**
+ * list of key names.
+ */
+#ifdef SVQC
+string item_keys_names[ITEM_KEY_MAX];
+
+/**
+ * Use keys from p on l.
+ * Returns true if any new keys were given, false otherwise.
+ */
+float item_keys_usekey(entity l, entity p);
+
+/**
+ * Returns a string with a comma separated list of key names, as specified in keylist.
+ */
+string item_keys_keylist(float keylist);
+#endif
// check silver key
if(this.itemkeys)
- key_used = item_keys_usekey(this, toucher);
+ {
+#ifdef SVQC
+ entity store = PS(toucher);
+#elif defined(CSQC)
+ entity store = toucher;
+#endif
+ key_used = item_keys_usekey(this, store);
+ }
if(this.itemkeys)
{
#pragma once
-
-#ifdef CSQC
-bool item_keys_usekey(entity l, entity p)
-{
- int valid = (l.itemkeys & p.itemkeys); // TODO: itemkeys isn't networked or anything!
- l.itemkeys &= ~valid; // only some of the needed keys were given
- return valid != 0;
-}
-#endif
#include "triggers.qh"
-#ifdef SVQC
- #include <server/item_key.qh>
-#endif
void SUB_DontUseTargets(entity this, entity actor, entity trigger) { }
#include <server/handicap.qc>
#include <server/impulse.qc>
#include <server/ipban.qc>
-#include <server/item_key.qc>
#include <server/items.qc>
#include <server/mapvoting.qc>
#include <server/matrix.qc>
#include <server/handicap.qh>
#include <server/impulse.qh>
#include <server/ipban.qh>
-#include <server/item_key.qh>
#include <server/items.qh>
#include <server/mapvoting.qh>
#include <server/matrix.qh>
+++ /dev/null
-#include "item_key.qh"
-
-#include "../common/mapobjects/subs.qh"
-#include <common/mapobjects/triggers.qh>
-#include "../common/monsters/_mod.qh"
-#include "../common/notifications/all.qh"
-#include "../common/util.qh"
-#include "../lib/warpzone/util_server.qh"
-
-/*
-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?
-*/
-
-bool item_keys_usekey(entity l, entity p)
-{
- int valid = l.itemkeys & PS(p).itemkeys;
-
- if (!valid) {
- // player 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) {
- // no keys
- if (!keylist)
- return "";
-
- // one key
- if ((keylist & (keylist-1)) == 0)
- return strcat("the ", item_keys_names[lowestbit(keylist)]);
-
- string n = "";
- int base = 0;
- while (keylist) {
- int 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(entity this, entity toucher)
-{
- if (!IS_PLAYER(toucher))
- return;
-
- // player already picked up this key
- if (PS(toucher).itemkeys & this.itemkeys)
- return;
-
- PS(toucher).itemkeys |= this.itemkeys;
- play2(toucher, this.noise);
-
- centerprint(toucher, this.message);
-
- string oldmsg = this.message;
- this.message = "";
- SUB_UseTargets(this, toucher, toucher); // TODO: should we be using toucher for the trigger here?
- this.message = oldmsg;
-}
-
-/**
- * Spawn a key with given model, key code and color.
- */
-void spawn_item_key(entity this)
-{
- precache_model(this.model);
-
- if (this.spawnflags & 1) // FLOATING
- this.noalign = 1;
-
- if (this.noalign)
- set_movetype(this, MOVETYPE_NONE);
- else
- set_movetype(this, MOVETYPE_TOSS);
-
- precache_sound(this.noise);
-
- this.mdl = this.model;
- this.effects = EF_LOWPRECISION;
- _setmodel(this, this.model);
- //setsize(this, '-16 -16 -24', '16 16 32');
- setorigin(this, this.origin + '0 0 32');
- setsize(this, '-16 -16 -56', '16 16 0');
- this.modelflags |= MF_ROTATE;
- this.solid = SOLID_TRIGGER;
-
- if (!this.noalign)
- {
- // first nudge it off the floor a little bit to avoid math errors
- setorigin(this, this.origin + '0 0 1');
- // note droptofloor returns false if stuck/or would fall too far
- droptofloor(this);
- }
-
- settouch(this, item_key_touch);
-}
-
-
-/*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.
-*/
-spawnfunc(item_key)
-{
- string _netname;
- vector _colormod;
-
- // reject this entity if more than one key was set!
- if (this.itemkeys>0 && (this.itemkeys & (this.itemkeys-1)) != 0) {
- objerror(this, "item_key.itemkeys must contain only 1 bit set specifying the key it represents!");
- delete(this);
- return;
- }
-
- // find default netname and colormod
- switch(this.itemkeys) {
- case BIT(0):
- _netname = "GOLD key";
- _colormod = '1 .9 0';
- break;
-
- case BIT(1):
- _netname = "SILVER key";
- _colormod = '.9 .9 .9';
- break;
-
- case BIT(2):
- _netname = "BRONZE key";
- _colormod = '.6 .25 0';
- break;
-
- case BIT(3):
- _netname = "RED keycard";
- _colormod = '.9 0 0';
- break;
-
- case BIT(4):
- _netname = "BLUE keycard";
- _colormod = '0 0 .9';
- break;
-
- case BIT(5):
- _netname = "GREEN keycard";
- _colormod = '0 .9 0';
- break;
-
- default:
- _netname = "FLUFFY PINK keycard";
- _colormod = '1 1 1';
-
- if (this.netname == "") {
- objerror(this, "item_key doesn't have a default name for this key and a custom one was not specified!");
- delete(this);
- return;
- }
- break;
-
- }
-
- // find default model
- string _model = string_null;
- if (this.itemkeys <= ITEM_KEY_BIT(2)) {
- _model = "models/keys/key.md3";
- } else if (this.itemkeys >= ITEM_KEY_BIT(3) && this.itemkeys <= ITEM_KEY_BIT(5)) {
- _model = "models/keys/key.md3"; // FIXME: replace it by a keycard model!
- } else if (this.model == "") {
- objerror(this, "item_key doesn't have a default model for this key and a custom one was not specified!");
- delete(this);
- return;
- }
-
- // set defailt netname
- if (this.netname == "")
- this.netname = _netname;
-
- // set default colormod
- if (!this.colormod)
- this.colormod = _colormod;
-
- // set default model
- if (this.model == "")
- this.model = _model;
-
- // set default pickup message
- if (this.message == "")
- this.message = strzone(strcat("You've picked up the ", this.netname, "!"));
-
- if (this.noise == "")
- this.noise = strzone(SND(ITEMPICKUP));
-
- // save the name for later
- item_keys_names[lowestbit(this.itemkeys)] = this.netname;
-
- // put the key on the map
- spawn_item_key(this);
-}
-
-/*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.
-*/
-spawnfunc(item_key1)
-{
- this.classname = "item_key";
- this.itemkeys = ITEM_KEY_BIT(1);
- spawnfunc_item_key(this);
-}
-
-/*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.
-*/
-spawnfunc(item_key2)
-{
- this.classname = "item_key";
- this.itemkeys = ITEM_KEY_BIT(0);
- spawnfunc_item_key(this);
-}
+++ /dev/null
-#pragma once
-
-/**
- * Returns the bit ID of a key
- */
-#define ITEM_KEY_BIT(n) ( bitshift(1, n) )
-
-#define ITEM_KEY_MAX 24
-
-/**
- * list of key names.
- */
-#ifdef SVQC
-string item_keys_names[ITEM_KEY_MAX];
-
-/**
- * Use keys from p on l.
- * Returns true if any new keys were given, false otherwise.
- */
-float item_keys_usekey(entity l, entity p);
-
-/**
- * Returns a string with a comma separated list of key names, as specified in keylist.
- */
-string item_keys_keylist(float keylist);
-#endif