mirror of
https://git.code.sf.net/p/quake/prozac-qfcc
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166 lines
3.4 KiB
C++
166 lines
3.4 KiB
C++
#include "defs.qh"
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/*============================
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coop.qc
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This file handles all the
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cooperative mode functions
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============================*/
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void() DroppedKeyThink =
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{
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// let the throwing player pick it up again
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self.think = dont_think;
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self.touch = key_touch;
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self.owner = NIL;
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};
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void() DropKey =
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{
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if ((self.items & IT_KEY1) || (self.items & IT_KEY2))
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{
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newmis = spawn();
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if (self.items & IT_KEY1)
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{
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self.items = self.items & ~IT_KEY1;
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newmis.items = IT_KEY1;
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if (world.worldtype == 0)
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{
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setmodel (newmis, "progs/w_s_key.mdl");
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newmis.netname = "silver key";
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newmis.noise = "misc/medkey.wav";
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}
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else if (world.worldtype == 1)
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{
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setmodel (newmis, "progs/m_s_key.mdl");
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newmis.netname = "silver runekey";
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newmis.noise = "misc/runekey.wav";
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}
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else if (world.worldtype == 2)
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{
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setmodel (newmis, "progs/b_s_key.mdl");
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newmis.netname = "silver keycard";
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newmis.noise = "misc/basekey.wav";
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}
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}
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else if (self.items & IT_KEY2)
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{
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self.items = self.items & ~IT_KEY2;
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newmis.items = IT_KEY2;
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if (world.worldtype == 0)
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{
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setmodel (newmis, "progs/w_g_key.mdl");
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newmis.netname = "gold key";
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newmis.noise = "misc/medkey.wav";
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}
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else if (world.worldtype == 1)
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{
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setmodel (newmis, "progs/m_g_key.mdl");
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newmis.netname = "gold runekey";
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newmis.noise = "misc/runekey.wav";
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}
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else if (world.worldtype == 2)
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{
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setmodel (newmis, "progs/b_g_key.mdl");
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newmis.netname = "gold keycard";
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newmis.noise = "misc/basekey.wav";
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}
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}
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newmis.owner = self;
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newmis.touch = NIL;
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setorigin(newmis, self.origin + '0 0 16');
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makevectors(self.v_angle);
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newmis.velocity = normalize(v_forward) * 300 + '0 0 200';
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newmis.movetype = MOVETYPE_TOSS;
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newmis.solid = SOLID_TRIGGER;
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newmis.deadflag = TRUE;
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setsize (newmis, '-16 -16 -24', '16 16 32');
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newmis.think = DroppedKeyThink;
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newmis.nextthink = time + 1.5;
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}
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else
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{
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sprint (self, PRINT_HIGH, "You don't have a key\n");
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}
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};
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/*==================================
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DoorShouldOpen
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This function is only for key doors in
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coop mode 2.
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It returns true if all players have keyed
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the door.
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==================================*/
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float() DoorShouldOpen =
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{
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local entity ptr;
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local float plyrcount;
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local entity plyr1 = NIL;
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local entity plyr2 = NIL;
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if (coop != 2)
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return TRUE;
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plyrcount = 0;
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ptr = find(NIL, classname, "player");
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while (ptr)
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{
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if (!(ptr.tf_items & self.items) && ptr.playerclass != PC_UNDEFINED
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&& ptr.solid != SOLID_NOT
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&& ptr.model)
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{
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plyrcount = plyrcount + 1;
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if (plyrcount == 1)
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plyr1 = ptr;
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else if(plyrcount == 2)
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plyr2 = ptr;
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}
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ptr = find(ptr, classname, "player");
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}
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if (plyrcount != 0)
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{
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if (plyrcount == 1)
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{
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bprint(PRINT_HIGH, plyr1.netname);
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bprint(PRINT_HIGH, " needs");
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}
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else if (plyrcount == 2)
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{
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bprint(PRINT_HIGH, plyr1.netname);
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bprint(PRINT_HIGH, " and ");
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bprint(PRINT_HIGH, plyr2.netname);
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bprint(PRINT_HIGH, " need");
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}
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else
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{
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bprint(PRINT_HIGH, "More players need");
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}
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bprint(PRINT_HIGH, " to unlock the ");
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if (self.items & IT_KEY1)
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bprint(PRINT_HIGH, "silver");
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else
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bprint(PRINT_HIGH, "gold");
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bprint(PRINT_HIGH, " door\n");
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return FALSE;
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}
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bprint(PRINT_HIGH, "The ");
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if (self.items & IT_KEY1)
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bprint(PRINT_HIGH, "silver");
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else
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bprint(PRINT_HIGH, "gold");
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bprint(PRINT_HIGH, " door has been unlocked\n");
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return TRUE;
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};
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