/* * Copyright (c) 2016-2022 Vera Visions LLC. * * Permission to use, copy, modify, and distribute this software for any * purpose with or without fee is hereby granted, provided that the above * copyright notice and this permission notice appear in all copies. * * THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES * WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF * MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR * ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES * WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER * IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING * OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE. */ enumflags { FNCPLAT_TRIGGER, }; enum { PLATSTATE_RAISED, PLATSTATE_LOWERED, PLATSTATE_UP, PLATSTATE_DOWN }; /*!QUAKED func_plat (0 .5 .8) ? FNCPLAT_TRIGGER # OVERVIEW It's a simple elevator. It goes down... and back up. # KEYS - "targetname" : Name - "speed" : Speed of the lift in units per second - "height" : Number of units the lift is supposed to move down # SPAWNFLAGS - FNCPLAT_TRIGGER (1) : Has to be triggered to move. # NOTES By default, touching the platform near its end/start point results in the platform to be called up/down. # TRIVIA This entity was introduced in Quake (1996). */ class func_plat:NSRenderableEntity { int m_iState; float m_flSpeed; float m_flHeight; public: void func_plat(void); virtual void Save(float); virtual void Restore(string,string); virtual void Trigger(entity, triggermode_t); virtual void Respawn(void); virtual void Touch(entity); virtual void SpawnKey(string,string); virtual void ArrivedUp(void); virtual void ArrivedDown(void); virtual void MoveToggle(void); virtual void Move(vector, void(void)); }; void func_plat::func_plat(void) { m_flSpeed = 100.0f; m_flHeight = 0.0f; m_iState = 0i; } void func_plat::Save(float handle) { super::Save(handle); SaveInt(handle, "state", m_iState); SaveFloat(handle, "speed", m_flSpeed); SaveFloat(handle, "height", m_flHeight); } void func_plat::Restore(string strKey, string strValue) { switch (strKey) { case "state": m_iState = ReadInt(strValue); break; case "speed": m_flSpeed = ReadFloat(strValue); break; case "height": m_flHeight = ReadFloat(strValue); break; default: super::Restore(strKey, strValue); } } void func_plat::SpawnKey(string strKey, string strValue) { switch (strKey) { case "height": m_flHeight = stof(strValue); break; case "speed": m_flSpeed = stof(strValue); break; default: super::SpawnKey(strKey, strValue); } } void func_plat::Respawn(void) { SetMovetype(MOVETYPE_PUSH); SetSolid(SOLID_BSP); SetModel(GetSpawnModel()); SetOrigin(GetSpawnOrigin()); ClearAngles(); m_iState = PLATSTATE_RAISED; ReleaseThink(); } void func_plat::ArrivedUp(void) { ClearVelocity(); m_iState = PLATSTATE_RAISED; } void func_plat::ArrivedDown(void) { ClearVelocity(); m_iState = PLATSTATE_LOWERED; } void func_plat::Move(vector vecDest, void() vFunc) { vector vecDifference; float flTravel, fTravelTime; m_iState = PLATSTATE_DOWN; vecDifference = (vecDest - origin); flTravel = vlen(vecDifference); fTravelTime = (flTravel / m_flSpeed); SetThink(vFunc); if (fTravelTime < 0.1) { ClearVelocity(); SetNextThink(0.1f); return; } SetVelocity(vecDifference * (1.0f / fTravelTime)); SetNextThink(fTravelTime); } void func_plat::MoveToggle(void) { if (m_iState == PLATSTATE_RAISED) { Move(GetSpawnOrigin() - [0,0,m_flHeight], ArrivedDown); } else if (m_iState == PLATSTATE_LOWERED) { Move(GetSpawnOrigin(), ArrivedUp); } } void func_plat::Trigger(entity act, triggermode_t state) { if (HasSpawnFlags(FNCPLAT_TRIGGER)) return; switch (state) { case TRIG_OFF: Move(GetSpawnOrigin() - [0,0,m_flHeight], ArrivedDown); break; case TRIG_ON: Move(GetSpawnOrigin(), ArrivedUp); break; default: MoveToggle(); } } void func_plat::Touch(entity eToucher) { if (eToucher.movetype != MOVETYPE_WALK) { return; } MoveToggle(); }