197 lines
3.9 KiB
Plaintext
197 lines
3.9 KiB
Plaintext
/*
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* Copyright (c) 2016-2020 Marco Cawthorne <marco@icculus.org>
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*
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* Permission to use, copy, modify, and distribute this software for any
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* purpose with or without fee is hereby granted, provided that the above
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* copyright notice and this permission notice appear in all copies.
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*
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* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
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* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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/*QUAKED func_plat (0 .5 .8) ? FNCPLAT_TRIGGER
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It's a simple elevator. It goes down... and back up.
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-------- KEYS --------
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"targetname" : Name
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"speed" : Speed of the lift in units per second
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"height" : Number of units the lift is supposed to move down
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-------- TRIVIA --------
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This entity was introduced in Quake (1996).
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*/
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enumflags
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{
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FNCPLAT_TRIGGER,
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};
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enum
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{
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PLATSTATE_RAISED,
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PLATSTATE_LOWERED,
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PLATSTATE_UP,
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PLATSTATE_DOWN
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};
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class func_plat:NSRenderableEntity
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{
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int m_iState;
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float m_flSpeed;
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float m_flHeight;
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void(void) func_plat;
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virtual void(float) Save;
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virtual void(string, string) Restore;
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virtual void(entity, int) Trigger;
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virtual void(void) ArrivedUp;
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virtual void(void) ArrivedDown;
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virtual void(vector, void(void)) Move;
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virtual void(void) MoveToggle;
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virtual void(void) Respawn;
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virtual void(entity) Touch;
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virtual void(string, string) SpawnKey;
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};
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void
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func_plat::Save(float handle)
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{
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SaveInt(handle, "state", m_iState);
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SaveFloat(handle, "speed", m_flSpeed);
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SaveFloat(handle, "height", m_flHeight);
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super::Save(handle);
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}
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void
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func_plat::Restore(string strKey, string strValue)
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{
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switch (strKey) {
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case "state":
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m_iState = ReadInt(strValue);
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break;
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case "spped":
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m_flSpeed = ReadFloat(strValue);
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break;
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case "height":
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m_flHeight = ReadFloat(strValue);
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break;
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default:
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super::Restore(strKey, strValue);
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}
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}
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void
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func_plat::ArrivedUp(void)
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{
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velocity = [0,0,0];
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m_iState = PLATSTATE_RAISED;
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}
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void
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func_plat::ArrivedDown(void)
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{
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velocity = [0,0,0];
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m_iState = PLATSTATE_LOWERED;
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}
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void
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func_plat::Move(vector vecDest, void() vFunc)
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{
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vector vecDifference;
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float flTravel, fTravelTime;
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m_iState = PLATSTATE_DOWN;
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vecDifference = (vecDest - origin);
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flTravel = vlen(vecDifference);
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fTravelTime = (flTravel / m_flSpeed);
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think = vFunc;
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if (fTravelTime < 0.1) {
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velocity = [0,0,0];
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nextthink = ltime + 0.1f;
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return;
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}
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velocity = (vecDifference * (1.0f / fTravelTime));
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nextthink = (ltime + fTravelTime);
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}
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void
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func_plat::MoveToggle(void)
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{
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if (m_iState == PLATSTATE_RAISED) {
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Move(GetSpawnOrigin() - [0,0,m_flHeight], ArrivedDown);
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} else if (m_iState == PLATSTATE_LOWERED) {
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Move(GetSpawnOrigin(), ArrivedUp);
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}
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}
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void
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func_plat::Trigger(entity act, int state)
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{
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if (HasSpawnFlags(FNCPLAT_TRIGGER))
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return;
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switch (state) {
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case TRIG_OFF:
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Move(GetSpawnOrigin() - [0,0,m_flHeight], ArrivedDown);
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break;
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case TRIG_ON:
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Move(GetSpawnOrigin(), ArrivedUp);
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break;
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default:
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MoveToggle();
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}
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}
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void
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func_plat::Touch(entity eToucher)
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{
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if (eToucher.movetype != MOVETYPE_WALK) {
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return;
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}
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MoveToggle();
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}
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void
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func_plat::Respawn(void)
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{
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SetMovetype(MOVETYPE_PUSH);
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SetSolid(SOLID_BSP);
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SetModel(GetSpawnModel());
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SetOrigin(GetSpawnOrigin());
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ClearAngles();
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m_iState = PLATSTATE_RAISED;
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think = __NULL__;
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nextthink = 0.0f;
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}
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void
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func_plat::SpawnKey(string strKey, string strValue)
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{
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switch (strKey) {
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case "height":
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m_flHeight = stof(strValue);
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break;
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case "speed":
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m_flSpeed = stof(strValue);
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break;
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default:
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super::SpawnKey(strKey, strValue);
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}
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}
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void
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func_plat::func_plat(void)
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{
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m_flSpeed = 100.0f;
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}
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