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

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/*
* Copyright (c) 2023 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
{
FUNNEL_CHANGED_SPRITE,
FUNNEL_CHANGED_STARTPOS_X,
FUNNEL_CHANGED_STARTPOS_Y,
FUNNEL_CHANGED_STARTPOS_Z,
FUNNEL_CHANGED_ENDPOS_X,
FUNNEL_CHANGED_ENDPOS_Y,
FUNNEL_CHANGED_ENDPOS_Z,
FUNNEL_CHANGED_ACTIVE,
FUNNEL_CHANGED_FLAGS,
FUNNEL_CHANGED_COLOR,
FUNNEL_CHANGED_WIDTH,
FUNNEL_CHANGED_AMOUNT
};
enumflags
{
FUNNEL_REVERSE,
FUNNEL_REPEATABLE
};
/*!QUAKED env_funnel (1 .5 0) (-8 -8 -8) (8 8 8) REVERSE REPEATABLE
# OVERVIEW
An effect that when triggered, will create lots of glowing orbs that funnel into
the position of this entity.
# KEYS
- "targetname" : Name
- "sprite" : Particle sprite path.
# SPAWNFLAGS
- REVERSE (1) : Will play the effect in reverse.
- REPEATABLE (2) : Will allow you to trigger the effect multiple times.
# TRIVIA
This entity was introduced in Half-Life (1998).
*/
class
env_funnel:NSRenderableEntity
{
public:
void env_funnel(void);
#ifdef SERVER
virtual void Respawn(void);
virtual void SpawnKey(string,string);
virtual void Save(float);
virtual void Restore(string, string);
virtual void EvaluateEntity(void);
virtual float SendEntity(entity,float);
virtual void Trigger(entity, triggermode_t);
virtual void Input(entity, string, string);
#else
virtual float predraw(void);
virtual void ReceiveEntity(float,float);
virtual void RendererRestarted(void);
nonvirtual void RenderGlow(vector, vector, float);
#endif
private:
string m_strTexture;
NETWORKED_INT(m_iSpriteID)
NETWORKED_VECTOR(m_vecStartPos)
NETWORKED_VECTOR(m_vecEndPos)
NETWORKED_BOOL(m_bActive)
NETWORKED_FLOAT_N(spawnflags)
#ifdef SERVER
float m_flHeight;
#else
float m_flProgression;
#endif
};
void
env_funnel::env_funnel(void)
{
#ifdef SERVER
m_strTexture = "sprites/flare6.spr";
m_iSpriteID = 0i;
m_flHeight = 512.0f;
#else
m_flProgression = 0.0f;
#endif
}
#ifdef SERVER
void
env_funnel::Respawn(void)
{
SetSize([0,0,0], [0,0,0]);
SetOrigin(GetSpawnOrigin());
m_vecStartPos = GetOrigin();
m_vecEndPos = GetOrigin() + [0.0f, 0.0f, m_flHeight];
m_iSpriteID = getmodelindex(m_strTexture, false);
pvsflags = PVSF_IGNOREPVS;
m_vecRenderColor = [1,1,1];
m_flRenderAmt = 1.0f;
}
void
env_funnel::SpawnKey(string strKey, string strValue)
{
switch (strKey) {
case "sprite": /* Sven */
case "netname": /* Spirit */
m_strTexture = ReadString(strValue);
break;
case "height":
m_flHeight = ReadFloat(strValue);
break;
default:
super::SpawnKey(strValue, strKey);
}
}
void
env_funnel::Save(float handle)
{
super::Save(handle);
SaveString(handle, "m_strTexture", m_strTexture);
SaveFloat(handle, "m_flHeight", m_flHeight);
}
void
env_funnel::Restore(string strKey, string strValue)
{
switch (strKey) {
case "m_strTexture":
m_strTexture = ReadString(strValue);
break;
case "m_flHeight":
m_flHeight = ReadFloat(strValue);
break;
default:
super::Restore(strKey, strValue);
}
}
void
env_funnel::Input(entity eAct, string strInput, string strData)
{
switch (strInput) {
case "Use":
Trigger(eAct, TRIG_TOGGLE);
break;
default:
super::Input(eAct, strInput, strData);
}
}
void
env_funnel::Trigger(entity act, triggermode_t state)
{
switch (state) {
case TRIG_OFF:
m_bActive = false;
break;
case TRIG_ON:
m_bActive = true;
break;
default:
m_bActive = (m_bActive == true) ? false : true;
}
}
void
env_funnel::EvaluateEntity(void)
{
EVALUATE_FIELD(m_iSpriteID, FUNNEL_CHANGED_SPRITE)
EVALUATE_VECTOR(m_vecStartPos, 0, FUNNEL_CHANGED_STARTPOS_X)
EVALUATE_VECTOR(m_vecStartPos, 1, FUNNEL_CHANGED_STARTPOS_Y)
EVALUATE_VECTOR(m_vecStartPos, 2, FUNNEL_CHANGED_STARTPOS_Z)
EVALUATE_VECTOR(m_vecEndPos, 0, FUNNEL_CHANGED_ENDPOS_X)
EVALUATE_VECTOR(m_vecEndPos, 1, FUNNEL_CHANGED_ENDPOS_Y)
EVALUATE_VECTOR(m_vecEndPos, 2, FUNNEL_CHANGED_ENDPOS_Z)
EVALUATE_FIELD(m_bActive, FUNNEL_CHANGED_ACTIVE)
EVALUATE_FIELD(spawnflags, FUNNEL_CHANGED_FLAGS)
EVALUATE_VECTOR(m_vecRenderColor, 0, FUNNEL_CHANGED_COLOR)
EVALUATE_VECTOR(m_vecRenderColor, 1, FUNNEL_CHANGED_COLOR)
EVALUATE_VECTOR(m_vecRenderColor, 2, FUNNEL_CHANGED_COLOR)
EVALUATE_FIELD(m_flRenderAmt, FUNNEL_CHANGED_AMOUNT)
}
float
env_funnel::SendEntity(entity ePEnt, float flChanged)
{
WriteByte(MSG_ENTITY, ENT_FUNNEL);
WriteFloat(MSG_ENTITY, flChanged);
SENDENTITY_INT(m_iSpriteID, FUNNEL_CHANGED_SPRITE)
SENDENTITY_COORD(m_vecStartPos[0], FUNNEL_CHANGED_STARTPOS_X)
SENDENTITY_COORD(m_vecStartPos[1], FUNNEL_CHANGED_STARTPOS_Y)
SENDENTITY_COORD(m_vecStartPos[2], FUNNEL_CHANGED_STARTPOS_Z)
SENDENTITY_COORD(m_vecEndPos[0], FUNNEL_CHANGED_ENDPOS_X)
SENDENTITY_COORD(m_vecEndPos[1], FUNNEL_CHANGED_ENDPOS_Y)
SENDENTITY_COORD(m_vecEndPos[2], FUNNEL_CHANGED_ENDPOS_Z)
SENDENTITY_BYTE(m_bActive, FUNNEL_CHANGED_ACTIVE)
SENDENTITY_BYTE(spawnflags, FUNNEL_CHANGED_FLAGS)
SENDENTITY_BYTE(m_vecRenderColor[0], FUNNEL_CHANGED_COLOR)
SENDENTITY_BYTE(m_vecRenderColor[1], FUNNEL_CHANGED_COLOR)
SENDENTITY_BYTE(m_vecRenderColor[2], FUNNEL_CHANGED_COLOR)
SENDENTITY_BYTE(m_flRenderAmt, FUNNEL_CHANGED_AMOUNT)
return (1);
}
#else
void
env_funnel::ReceiveEntity(float flNew, float flChanged)
{
READENTITY_INT(m_iSpriteID, FUNNEL_CHANGED_SPRITE)
READENTITY_COORD(m_vecStartPos[0], FUNNEL_CHANGED_STARTPOS_X)
READENTITY_COORD(m_vecStartPos[1], FUNNEL_CHANGED_STARTPOS_Y)
READENTITY_COORD(m_vecStartPos[2], FUNNEL_CHANGED_STARTPOS_Z)
READENTITY_COORD(m_vecEndPos[0], FUNNEL_CHANGED_ENDPOS_X)
READENTITY_COORD(m_vecEndPos[1], FUNNEL_CHANGED_ENDPOS_Y)
READENTITY_COORD(m_vecEndPos[2], FUNNEL_CHANGED_ENDPOS_Z)
READENTITY_BYTE(m_bActive, FUNNEL_CHANGED_ACTIVE)
READENTITY_BYTE(spawnflags, FUNNEL_CHANGED_FLAGS)
READENTITY_BYTE(m_vecRenderColor[0], FUNNEL_CHANGED_COLOR)
READENTITY_BYTE(m_vecRenderColor[1], FUNNEL_CHANGED_COLOR)
READENTITY_BYTE(m_vecRenderColor[2], FUNNEL_CHANGED_COLOR)
READENTITY_BYTE(m_flRenderAmt, FUNNEL_CHANGED_AMOUNT)
drawmask = MASK_ENGINE;
setsize(this, [0,0,0], [0,0,0]);
origin = m_vecStartPos;
if (flChanged & FUNNEL_CHANGED_SPRITE) {
RendererRestarted();
}
if (flChanged & FUNNEL_CHANGED_ACTIVE) {
if (m_bActive) {
m_flProgression = 1.0f;
}
}
}
void
env_funnel::RendererRestarted(void)
{
m_strTexture = spriteframe(modelnameforindex(m_iSpriteID), 0, 0.0f);
}
void
env_funnel::RenderGlow(vector forg, vector fsize, float amount)
{
float alphaTint = m_flRenderAmt * (1.0 - amount);
vector renderColor = m_vecRenderColor;
R_BeginPolygon(m_strTexture, 1, 0);
R_PolygonVertex(forg + v_right * fsize[0] - v_up * fsize[1],
[1,1], renderColor * alphaTint, 1.0f);
R_PolygonVertex(forg - v_right * fsize[0] - v_up * fsize[1],
[0,1], renderColor * alphaTint, 1.0f);
R_PolygonVertex(forg - v_right * fsize[0] + v_up * fsize[1],
[0,0], renderColor * alphaTint, 1.0f);
R_PolygonVertex(forg + v_right * fsize[0] + v_up * fsize[1],
[1,0], renderColor * alphaTint, 1.0f);
R_EndPolygon();
}
float g_funnelLUT[64] = {
0.049774,
0.911133,
0.425507,
0.945343,
0.746552,
0.490356,
0.199341,
0.348816,
0.690338,
0.367065,
0.130249,
0.207275,
0.244965,
0.901581,
0.310852,
0.645386,
0.877228,
0.736389,
0.668610,
0.345398,
0.901581,
0.310852,
0.470245,
0.736389,
0.645386,
0.746552,
0.490356,
0.199341,
0.668610,
0.987640,
0.643555,
0.531952,
0.968109,
0.725342,
0.612732,
0.166107,
0.049774,
0.911133,
0.470245,
0.737854,
0.953552,
0.345398,
0.737854,
0.953552,
0.425507,
0.945343,
0.396271,
0.877228,
0.531952,
0.968109,
0.725342,
0.286743,
0.244965,
0.286743,
0.348816,
0.690338,
0.367065,
0.130249,
0.207275,
0.987640,
0.643555,
0.396271,
0.612732,
0.166107,
};
float
env_funnel::predraw(void)
{
vector vecPlayer;
vecPlayer = g_view.GetCameraOrigin();
float progress;
/* reverse */
if (HasSpawnFlags(1))
progress = 1.0 - m_flProgression;
else
progress = m_flProgression;
if (!m_bActive)
return (PREDRAW_NEXT);
if (autocvar(r_skipBeams, 0))
return (PREDRAW_NEXT);
if (m_flProgression <= 0.0f)
return (PREDRAW_NEXT);
makevectors(g_view.GetCameraAngle());
for (int i = 0; i < 64i; i++) {
vector startPos;
vector endPos;
vector finalPos;
float rand1 = ((0.5F - g_funnelLUT[i]) * 2.0f);
float rand2 = ((0.5F - g_funnelLUT[63-i]) * 2.0f);
float rand3 = rand1 * rand2;
startPos = m_vecStartPos;
endPos = m_vecEndPos;
if (i & 2)
endPos[0] += rand1 * 512.0f;
else
endPos[0] -= rand1 * 512.0f;
if (i & 1)
endPos[1] -= rand2 * 512.0f;
else
endPos[1] += rand2 * 512.0f;
endPos[2] += rand3 * 512.0f;
finalPos = vectorLerp(startPos, endPos, progress);
RenderGlow(finalPos, [64, 64], m_flProgression);
}
m_flProgression -= frametime * 0.25;
return (PREDRAW_NEXT);
}
#endif