nuclide/src/gs-entbase/shared/env_beam.qc

521 lines
14 KiB
Plaintext

/*
* 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
{
BEAM_CHANGED_SPRITE,
BEAM_CHANGED_STARTPOS_X,
BEAM_CHANGED_STARTPOS_Y,
BEAM_CHANGED_STARTPOS_Z,
BEAM_CHANGED_ENDPOS_X,
BEAM_CHANGED_ENDPOS_Y,
BEAM_CHANGED_ENDPOS_Z,
BEAM_CHANGED_ACTIVE,
BEAM_CHANGED_FLAGS,
BEAM_CHANGED_COLOR,
BEAM_CHANGED_WIDTH,
BEAM_CHANGED_AMPLITUDE
};
enumflags
{
BEAM_STARTON,
BEAM_TOGGLE,
BEAM_RANDOMSTRIKE,
BEAM_RING,
BEAM_STARTSPARKS,
BEAM_ENDSPARKS,
BEAM_DECAL,
BEAM_SHADESTART,
BEAM_SHADEEND
};
/*!QUAKED env_beam (1 0 0) (-8 -8 -8) (8 8 8) BEAM_STARTON BEAM_TOGGLE BEAM_RANDOMSTRIKE BEAM_RING BEAM_STARTSPARKS BEAM_ENDSPARKS BEAM_DECAL BEAM_SHADESTART BEAM_SHADEEND
# OVERVIEW
Controllable beam effect, akin to lightning. Also known as env_lightning.
# KEYS
- "targetname" : Name
- "LightningStart" : Targetname of the entity that acts as starting point for the beam.
- "LightningEnd" : Targetname of the entity that acts as an ending point for the beam.
- "Radius" : If either start/end point is undefined, it'll pick the nearest surface
in this specified radius as start/end points.
- "life" : Lifetime of the beam in seconds.
- "StrikeTime" : Time in seconds before the beam reactivates.
- "damage" : Damage per second that's dealt when touching the inner beam.
- "texture" : Path to the sprite to use in place of a texture.
- "BoltWidth" : Thickness multiplier. 0-255 range.
- "NoiseAmplitude" : Amplitude multiplier. 0-255 range.
# SPAWNFLAGS
- BEAM_STARTON (1) : Activate the beam at map start.
- BEAM_TOGGLE (2) : Beam can now be toggled off, else StrikeTime + life keys take over.
- BEAM_RANDOMSTRIKE (4) : Use variations in StrikeTime + life keys when set.
- BEAM_RING (8) : Instead of a beam, two points will connect into a ring.
- BEAM_STARTSPARKS (16) : TODO: Start of the beam will spark when set.
- BEAM_ENDSPARKS (32) : TODO: End of the beam will spark when set.
- BEAM_DECAL (64) : TODO: Presumably leaves decals when sparks hit a surface.
- BEAM_SHADESTART (128) : Beam will fade towards the start point when set.
- BEAM_SHADEEND (256) : Beam will fade towards the end point when set.
# TRIVIA
This entity was introduced in Half-Life (1998).
*/
class
env_beam:NSRenderableEntity
{
public:
void env_beam(void);
#ifdef SERVER
virtual void Respawn(void);
virtual void SpawnKey(string,string);
virtual void EvaluateEntity(void);
virtual float SendEntity(entity,float);
virtual void Trigger(entity, triggermode_t);
nonvirtual void CastLaser(void);
nonvirtual void LaunchBeam(void);
nonvirtual void EndBeam(void);
nonvirtual void StopBeam(void);
#else
virtual float predraw(void);
virtual void ReceiveEntity(float,float);
#endif
private:
PREDICTED_VECTOR(m_vecStartPos)
PREDICTED_VECTOR(m_vecEndPos)
PREDICTED_INT(m_iActive)
PREDICTED_INT(m_iBeamFlags)
PREDICTED_FLOAT(m_flBeamWidth)
PREDICTED_FLOAT(m_flAmplitude)
/* visual fluff */
string m_strTexture;
PREDICTED_INT(m_iSpriteID)
#ifdef SERVER
string m_strStartEnt;
string m_strEndEnt;
float m_flRadius;
float m_flLifeTime;
float m_flStrikeTime;
float m_iDamage;
#endif
};
void
env_beam::env_beam(void)
{
#ifdef SERVER
m_strStartEnt = __NULL__;
m_strEndEnt = __NULL__;
m_flRadius = 0.0f;
m_flLifeTime = 0.0f;
m_flStrikeTime = 0.0f;
m_iDamage = 0i;
m_iBeamFlags = 0i;
m_strTexture = __NULL__;
m_flBeamWidth = 0.0f;
#endif
}
#ifdef SERVER
void
env_beam::Respawn(void)
{
SetSize([0,0,0], [0,0,0]);
SetOrigin(GetSpawnOrigin());
m_iValue = 0;
/* force us to precache the sprite model... and get a modelindex back */
m_iSpriteID = getmodelindex(m_strTexture, false);
if (HasSpawnFlags(BEAM_STARTON))
Trigger(this, TRIG_ON);
/* keep it simple */
m_iBeamFlags = spawnflags | BEAM_SHADEEND;
}
void
env_beam::SpawnKey(string strKey, string strValue)
{
switch (strKey) {
case "LightningStart":
m_strStartEnt = ReadString(strValue);
break;
case "LightningEnd":
m_strEndEnt = ReadString(strValue);
break;
case "Radius":
m_flRadius = ReadFloat(strValue);
break;
case "life":
m_flLifeTime = ReadFloat(strValue);
break;
case "StrikeTime":
m_flStrikeTime = ReadFloat(strValue);
break;
case "damage":
m_iDamage = ReadInt(strValue);
break;
case "texture":
m_strTexture = ReadString(strValue);
break;
case "BoltWidth":
m_flBeamWidth = ReadFloat(strValue);
break;
case "NoiseAmplitude":
m_flAmplitude = ReadFloat(strValue);
break;
case "rendercolor":
m_vecRenderColor = ReadVector(strValue);
break;
default:
super::SpawnKey(strValue, strKey);
}
}
void
env_beam::CastLaser(void)
{
traceline(m_vecStartPos, m_vecEndPos, MOVE_NORMAL, this);
if (trace_fraction >= 1.0)
return;
if (trace_ent.takedamage == DAMAGE_NO)
return;
Damage_Apply(trace_ent, this, m_iDamage, 0, DMG_ELECTRO);
}
/* called first */
void
env_beam::LaunchBeam(void)
{
float lifetime;
m_iActive = 1i; /* beam is now active */
/* attack when desired */
if (m_iDamage > 0)
CastLaser();
/* if it's set to be toggle, we will forget about timers altogether */
if (HasSpawnFlags(BEAM_TOGGLE))
return;
/* if lifetime is less or equal to 0, it's an infinite beam */
if (m_flLifeTime <= 0.0f)
return;
/* if we have a specific life time set */
lifetime = m_flLifeTime;
if (HasSpawnFlags(BEAM_RANDOMSTRIKE))
lifetime *= random();
ScheduleThink(EndBeam, lifetime);
}
/* called second */
void
env_beam::EndBeam(void)
{
float striketime;
m_iActive = 0i; /* beam is now active */
striketime = m_flStrikeTime;
if (HasSpawnFlags(BEAM_RANDOMSTRIKE))
striketime *= random();
ScheduleThink(LaunchBeam, striketime);
}
/* kill the beam under any circumstances. */
void
env_beam::StopBeam(void)
{
m_iActive = 0i; /* beam is now active */
ReleaseThink();
}
void
env_beam::Trigger(entity act, triggermode_t state)
{
/* if toggle isn't enabled, it can only ever get activated */
if (m_flLifeTime > 0 && HasSpawnFlags(BEAM_TOGGLE) == false) {
m_iValue = 1;
} else {
switch (state) {
case TRIG_OFF:
m_iValue = 0;
break;
case TRIG_ON:
m_iValue = 1;
break;
default:
m_iValue = 1 - m_iValue;
}
}
/* either launch a whole new beam, or kill it entirely */
if (m_iValue)
LaunchBeam();
else
StopBeam();
}
void
env_beam::EvaluateEntity(void)
{
entity eFind;
/* only bother updating our start/end pos if we're running */
if (m_iActive) {
m_vecStartPos = origin;
m_vecEndPos = origin;
/* Get updated positions */
if (m_strStartEnt) {
eFind = find(world, ::targetname, m_strStartEnt);
if (eFind) {
m_vecStartPos = eFind.origin;
} else {
m_vecStartPos = NearestWallPointForRadius(m_flRadius);
}
} else {
m_vecStartPos = NearestWallPointForRadius(m_flRadius);
}
if (m_strEndEnt) {
eFind = find(world, ::targetname, m_strEndEnt);
if (eFind) {
m_vecEndPos = eFind.origin;
} else {
m_vecEndPos = NearestWallPointForRadius(m_flRadius);
}
} else {
m_vecEndPos = NearestWallPointForRadius(m_flRadius);
}
}
EVALUATE_FIELD(m_iSpriteID, BEAM_CHANGED_SPRITE)
EVALUATE_VECTOR(m_vecStartPos, 0, BEAM_CHANGED_STARTPOS_X)
EVALUATE_VECTOR(m_vecStartPos, 1, BEAM_CHANGED_STARTPOS_Y)
EVALUATE_VECTOR(m_vecStartPos, 2, BEAM_CHANGED_STARTPOS_Z)
EVALUATE_VECTOR(m_vecEndPos, 0, BEAM_CHANGED_ENDPOS_X)
EVALUATE_VECTOR(m_vecEndPos, 1, BEAM_CHANGED_ENDPOS_Y)
EVALUATE_VECTOR(m_vecEndPos, 2, BEAM_CHANGED_ENDPOS_Z)
EVALUATE_FIELD(m_iActive, BEAM_CHANGED_ACTIVE)
EVALUATE_FIELD(m_iBeamFlags, BEAM_CHANGED_FLAGS)
EVALUATE_VECTOR(m_vecRenderColor, 0, BEAM_CHANGED_COLOR)
EVALUATE_VECTOR(m_vecRenderColor, 1, BEAM_CHANGED_COLOR)
EVALUATE_VECTOR(m_vecRenderColor, 2, BEAM_CHANGED_COLOR)
EVALUATE_FIELD(m_flBeamWidth, BEAM_CHANGED_WIDTH)
EVALUATE_FIELD(m_flAmplitude, BEAM_CHANGED_AMPLITUDE)
}
float
env_beam::SendEntity(entity ePEnt, float flChanged)
{
WriteByte(MSG_ENTITY, ENT_BEAM);
WriteFloat(MSG_ENTITY, flChanged);
SENDENTITY_INT(m_iSpriteID, BEAM_CHANGED_SPRITE)
SENDENTITY_COORD(m_vecStartPos[0], BEAM_CHANGED_STARTPOS_X)
SENDENTITY_COORD(m_vecStartPos[1], BEAM_CHANGED_STARTPOS_Y)
SENDENTITY_COORD(m_vecStartPos[2], BEAM_CHANGED_STARTPOS_Z)
SENDENTITY_COORD(m_vecEndPos[0], BEAM_CHANGED_ENDPOS_X)
SENDENTITY_COORD(m_vecEndPos[1], BEAM_CHANGED_ENDPOS_Y)
SENDENTITY_COORD(m_vecEndPos[2], BEAM_CHANGED_ENDPOS_Z)
SENDENTITY_BYTE(m_iActive, BEAM_CHANGED_ACTIVE)
SENDENTITY_BYTE(m_iBeamFlags, BEAM_CHANGED_FLAGS)
SENDENTITY_BYTE(m_vecRenderColor[0], BEAM_CHANGED_COLOR)
SENDENTITY_BYTE(m_vecRenderColor[1], BEAM_CHANGED_COLOR)
SENDENTITY_BYTE(m_vecRenderColor[2], BEAM_CHANGED_COLOR)
SENDENTITY_BYTE(m_flBeamWidth, BEAM_CHANGED_WIDTH)
SENDENTITY_BYTE(m_flAmplitude, BEAM_CHANGED_AMPLITUDE)
//print(sprintf("S (%x): %v %v %i\n", flChanged, m_vecStartPos, m_vecEndPos, m_iActive));
return (1);
}
#else
void
env_beam::ReceiveEntity(float flNew, float flChanged)
{
READENTITY_INT(m_iSpriteID, BEAM_CHANGED_SPRITE)
READENTITY_COORD(m_vecStartPos[0], BEAM_CHANGED_STARTPOS_X)
READENTITY_COORD(m_vecStartPos[1], BEAM_CHANGED_STARTPOS_Y)
READENTITY_COORD(m_vecStartPos[2], BEAM_CHANGED_STARTPOS_Z)
READENTITY_COORD(m_vecEndPos[0], BEAM_CHANGED_ENDPOS_X)
READENTITY_COORD(m_vecEndPos[1], BEAM_CHANGED_ENDPOS_Y)
READENTITY_COORD(m_vecEndPos[2], BEAM_CHANGED_ENDPOS_Z)
READENTITY_BYTE(m_iActive, BEAM_CHANGED_ACTIVE)
READENTITY_BYTE(m_iBeamFlags, BEAM_CHANGED_FLAGS)
READENTITY_BYTE(m_vecRenderColor[0], BEAM_CHANGED_COLOR)
READENTITY_BYTE(m_vecRenderColor[1], BEAM_CHANGED_COLOR)
READENTITY_BYTE(m_vecRenderColor[2], BEAM_CHANGED_COLOR)
READENTITY_BYTE(m_flBeamWidth, BEAM_CHANGED_WIDTH)
READENTITY_BYTE(m_flAmplitude, BEAM_CHANGED_AMPLITUDE)
//print(sprintf("R (%x): %v %v %i\n", flChanged, m_vecStartPos, m_vecEndPos, m_iActive));
drawmask = MASK_ENGINE;
setsize(this, [0,0,0], [0,0,0]);
setorigin(this, m_vecStartPos);
/* the sprite has changed, we need to query a new texture */
if (flChanged & BEAM_CHANGED_SPRITE) {
m_strTexture = spriteframe(modelnameforindex(m_iSpriteID), 0, 0.0f);
}
}
#define BEAM_COUNT 16
float
pseudorand(float input)
{
float seed = (float)input % 5.0f;
seed += (float)input % 8.0f;
seed += (float)input % 4.0f;
seed += (float)input % 13.0f;
seed += (float)input % 70.0f;
/* like the engine its random(), never return 0, never return 1 */
return bound(0.01, (seed) / 100.0f, 0.99f);
}
static float env_beam_jitlut[BEAM_COUNT] = {
0.000000,
0.195090,
0.382683,
0.555570,
0.707106,
0.831469,
0.923879,
0.980785,
1.000000,
0.980786,
0.923880,
0.831471,
0.707108,
0.555572,
0.382685,
0.000000,
};
float
env_beam::predraw(void)
{
/* only draw when active. */
if (!m_iActive)
return (PREDRAW_NEXT);
if (autocvar(r_skipBeams, 0))
return (PREDRAW_NEXT);
/* primitive representation */
#if 0
R_BeginPolygon("", 0, 0);
R_PolygonVertex(m_vecStartPos, [0,1], [0,1,0], 1.0f);
R_PolygonVertex(m_vecEndPos, [1,1], [0,1,0], 1.0f);
R_EndPolygon();
#endif
if (m_strTexture) {
float last_progression = 0.0f;
makevectors(g_view.GetCameraAngle());
setproperty(VF_ORIGIN, pSeat->m_vecPredictedOrigin);
R_BeginPolygon(m_strTexture, DRAWFLAG_ADDITIVE, 0);
for (float i = 0; i < BEAM_COUNT; i++) {
float progression = (i / (BEAM_COUNT-1));
vector point;
vector jitter;
float a = 1.0f;
/* our steps from a - b */
if (m_iBeamFlags & BEAM_RING) {
vector center = m_vecStartPos - (m_vecStartPos - m_vecEndPos) * 0.5f;
float length = vlen(m_vecStartPos - m_vecEndPos) * 0.5;
float theta = 2.0f * M_PI * (i / (BEAM_COUNT-1));
vector p = [sin(theta), cos(theta)] * length;
point = center + p;
} else {
point[0] = Math_Lerp(m_vecStartPos[0], m_vecEndPos[0], progression);
point[1] = Math_Lerp(m_vecStartPos[1], m_vecEndPos[1], progression);
point[2] = Math_Lerp(m_vecStartPos[2], m_vecEndPos[2], progression);
}
/* get the direction the beam is 'looking' */
makevectors(vectoangles(m_vecEndPos - m_vecStartPos));
/* nudge it a lil bit up/down left/right from its trajectory */
/* these are all randomly chosen constants */
jitter = v_right * (pseudorand((4 * time) + i + entnum) - 0.5);
jitter += v_up * (pseudorand((4 * time) + i + 64.12 + entnum) - 0.5);
jitter += v_right * (pseudorand(100 + (8 * time) + i + entnum) - 0.5);
jitter += v_up * (pseudorand(100 + (8 * time) + i + 25.4 + entnum) - 0.5);
jitter *= m_flAmplitude;
/* start/end points get less jittery the closer we get*/
jitter *= env_beam_jitlut[i];
/* apply jitter */
point += jitter;
/* fading flag stuff */
if ((i == 0 && m_iBeamFlags & BEAM_SHADESTART) ||
(i == BEAM_COUNT && m_iBeamFlags & BEAM_SHADEEND))
a = 0.0f;
R_PolygonVertex(point, [1, 0], m_vecRenderColor / 255, a);
if (autocvar(cl_showoff, 0))
dynamiclight_add(point, 150, m_vecRenderColor/255);
last_progression = progression;
}
R_EndPolygonRibbon(m_flBeamWidth/8, [-1,0]);
}
return (PREDRAW_NEXT);
}
#endif
#ifdef CLIENT
void
env_beam_ReadEntity(float isnew)
{
env_beam beam = (env_beam)self;
float changedflags = readfloat();
if (isnew)
spawnfunc_env_beam();
beam.ReceiveEntity(isnew, changedflags);
}
#endif