]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/client/particles.qc
Experiment with beam_traileffect and add comment for beam_hitlight /
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / particles.qc
index 07a88b9926e426c37c7ca97d5127495e696675c8..11a1f0c9d6b5db05c8d61235b1ece805b76310be 100644 (file)
@@ -368,15 +368,18 @@ void Net_ReadShockwaveParticle()
 .float beam_traileffect;
 .float beam_hiteffect;
 .float beam_muzzleflash;
-//.string beam_muzzlemodel;
-//.vector beam_muzzlecolor; // todo: should we just use beam_color?
 .string beam_image;
 
+// WEAPONTODO: Add beam_hitlight and beam_muzzlelight which uses direct real time light control
+
+.entity beam_muzzleentity;
+
 .float beam_usevieworigin;
 .float beam_initialized;
 .float beam_maxangle;
 .float beam_range;
 .float beam_returnspeed;
+.float beam_tightness;
 .vector beam_shotorigin;
 .vector beam_dir;
 void Draw_ArcBeam()
@@ -391,8 +394,15 @@ void Draw_ArcBeam()
        vector wantdir; //= view_forward;
        vector beamdir; //= self.beam_dir;
 
+       float segments;
        if(self.beam_usevieworigin)
        {
+               // WEAPONTODO:
+               // Currently we have to replicate nearly the same method of figuring
+               // out the shotdir that the server does... Ideally in the future we
+               // should be able to acquire this from a generalized function built
+               // into a weapon system for client code. 
+
                // find where we are aiming
                makevectors(view_angles);
 
@@ -432,6 +442,8 @@ void Draw_ArcBeam()
                        self.beam_initialized = TRUE;
                }
 
+               // WEAPONTODO: Calculate segments dyanmically similarly to the server code
+               segments = 20;
                if(self.beam_dir != wantdir)
                {
                        float angle = ceil(vlen(wantdir - self.beam_dir) * RAD2DEG);
@@ -450,10 +462,47 @@ void Draw_ArcBeam()
                        // calculate how much we're going to move the end of the beam to the want position
                        float blendfactor = bound(0, anglelimit * (1 - (self.beam_returnspeed * frametime)), 1);
                        self.beam_dir = normalize((wantdir * (1 - blendfactor)) + (self.beam_dir * blendfactor));
+
+                       // WEAPONTODO (server and client):
+                       // blendfactor never actually becomes 0 in this situation, which is a problem
+                       // regarding precision... this means that self.beam_dir and w_shotdir approach
+                       // eachother, however they never actually become the same value with this method.
+
+                       // Perhaps we should do some form of rounding/snapping?
+
+                       // printf("blendfactor = %f\n", blendfactor);
+
+                       #if 0
+                       // calculate how many segments are needed
+                       float max_allowed_segments;
+
+                       if(WEP_CVAR(arc, beam_distancepersegment))
+                               max_allowed_segments = min(ARC_MAX_SEGMENTS, 1 + (vlen(w_shotdir / WEP_CVAR(arc, beam_distancepersegment))));
+                       else
+                               max_allowed_segments = ARC_MAX_SEGMENTS;
+
+                       if(WEP_CVAR(arc, beam_degreespersegment))
+                       {
+                               segments = min( max(1, ( min(angle, WEP_CVAR(arc, beam_maxangle)) / WEP_CVAR(arc, beam_degreespersegment) ) ), max_allowed_segments );
+                       }
+                       else
+                       {
+                               segments = 1;
+                       }
+                       #endif
+               }
+               #if 0
+               else
+               {
+                       segments = 1;
                }
+               #endif
 
-               // finally, set the beam direction which the rest of the code will refer to
+               // set the beam direction which the rest of the code will refer to
                beamdir = self.beam_dir;
+
+               // finally, set self.angles to the proper direction so that muzzle attachment points in proper direction
+               self.angles = fixedvectoangles2(view_forward, view_up);
        }
        else
        {
@@ -461,13 +510,41 @@ void Draw_ArcBeam()
                start_pos = self.origin;
                wantdir = self.v_angle;
                beamdir = self.angles;
+
+               // WEAPONTODO: Calculate segments dyanmically similarly to the server code
+               segments = 20;
+               #if 0
+               if(beamdir != wantdir)
+               {
+                       // calculate how many segments are needed
+                       float max_allowed_segments;
+
+                       if(WEP_CVAR(arc, beam_distancepersegment))
+                               max_allowed_segments = min(ARC_MAX_SEGMENTS, 1 + (vlen(w_shotdir / WEP_CVAR(arc, beam_distancepersegment))));
+                       else
+                               max_allowed_segments = ARC_MAX_SEGMENTS;
+
+                       if(WEP_CVAR(arc, beam_degreespersegment))
+                       {
+                               segments = min( max(1, ( min(angle, WEP_CVAR(arc, beam_maxangle)) / WEP_CVAR(arc, beam_degreespersegment) ) ), max_allowed_segments );
+                       }
+                       else
+                       {
+                               segments = 1;
+                       }
+               }
+               else
+               {
+                       segments = 1;
+               }
+               #endif
        }
 
        setorigin(self, start_pos);
+       self.beam_muzzleentity.angles_z = random() * 360; // WEAPONTODO: use avelocity instead?
 
        vector beam_endpos_estimate = (start_pos + (beamdir * self.beam_range));
 
-       float segments = 20; // todo: calculate this in a similar way to server does
        float maxthickness = self.beam_thickness;
 
        vector thickdir = normalize(cross(beamdir, view_origin - start_pos));
@@ -481,24 +558,35 @@ void Draw_ArcBeam()
 
        vector hitorigin = start_pos;
 
-       /*
-       _len = vlen(self.origin - self.move_origin);
-       _dir = normalize(self.move_origin - self.origin);
-
-       if(self.total_damages < time)
-       {
-               boxparticles(self.traileffect, self, self.origin, self.origin + _dir * -64, _dir * -_len , _dir * -_len, 1, PARTICLES_USEALPHA);
-               boxparticles(self.lip, self, self.move_origin, self.move_origin + _dir * -64, _dir * -200 , _dir * -200, 1, PARTICLES_USEALPHA);
-               self.total_damages = time + 0.1;
-       }
-       */
-
-
        float i;
        for(i = 1; i <= segments; ++i)
        {
+               // WEAPONTODO (server and client):
+               // Segment blend and distance should probably really be calculated in a better way,
+               // however I am not sure how to do it properly. There are a few things I have tried,
+               // but most of them do not work properly due to my lack of understanding regarding
+               // the mathematics behind them.
+
+               // Ideally, we should calculate the positions along a perfect curve
+               // between wantdir and self.beam_dir with an option for depth of arc
+
+               // Another issue is that (on the client code) we must separate the
+               // curve into multiple rendered curves when handling warpzones.
+               
+               // I can handle this by detecting it for each segment, however that
+               // is a fairly inefficient method in comparison to having a curved line
+               // drawing function similar to Draw_CylindricLine that accepts
+               // top and bottom origins as input, this way there would be no
+               // overlapping edges when connecting the curved pieces.
+
+               // WEAPONTODO (client):
+               // In order to do nice fading and pointing on the starting segment, we must always
+               // have that drawn as a separate triangle... However, that is difficult to do when
+               // keeping in mind the above problems and also optimizing the amount of segments
+               // drawn on screen at any given time. (Automatic beam quality scaling, essentially)
+
                // calculate this on every segment to ensure that we always reach the full length of the attack
-               float segmentblend = (i/segments);
+               float segmentblend = bound(0, (i/segments) + self.beam_tightness, 1);
                float segmentdist = vlen(beam_endpos_estimate - last_origin) * (i/segments);
 
                vector new_dir = normalize( (wantdir * (1 - segmentblend)) + (normalize(beam_endpos_estimate - last_origin) * segmentblend) );
@@ -533,6 +621,7 @@ void Draw_ArcBeam()
                //float falloff = 1;
                #endif
 
+               // draw primary beam render
                vector top    = hitorigin + (thickdir * self.beam_thickness);
                vector bottom = hitorigin - (thickdir * self.beam_thickness);
 
@@ -543,6 +632,15 @@ void Draw_ArcBeam()
                R_PolygonVertex(bottom,       '0 0.5 0' * (1 - (self.beam_thickness / maxthickness)),          self.beam_color,  self.beam_alpha);
                R_EndPolygon();
 
+               // draw trailing particles
+               // NOTES:
+               //  - Don't use spammy particle counts here, use a FEW small particles around the beam
+               //  - We're not using WarpZone_TrailParticles here because we will handle warpzones ourselves.
+               if(self.beam_traileffect)
+               {
+                       trailparticles(self, self.beam_traileffect, last_origin, hitorigin);
+               }
+
                // check if we're going to proceed with drawing
                if(trace_fraction != 1)
                {
@@ -571,23 +669,68 @@ void Draw_ArcBeam()
 
 void Remove_ArcBeam(void)
 {
+       remove(self.beam_muzzleentity);
        sound(self, CH_SHOTS_SINGLE, "misc/null.wav", VOL_BASE, ATTEN_NORM);
 }
 
 void Ent_ReadArcBeam(float isnew)
 {
        float sf = ReadByte();
+       entity flash;
 
        // self.iflags = IFLAG_ORIGIN | IFLAG_ANGLES | IFLAG_V_ANGLE; // why doesn't this work?
        self.iflags = IFLAG_ORIGIN;
 
        InterpolateOrigin_Undo();
 
+       if(isnew)
+       {
+               // calculate shot origin offset from gun alignment
+               float gunalign = autocvar_cl_gunalign;
+               if(gunalign != 1 && gunalign != 2 && gunalign != 4)
+                       gunalign = 3; // default value
+               --gunalign;
+
+               self.beam_shotorigin = arc_shotorigin[gunalign];
+
+               // set other main attributes of the beam
+               self.draw = Draw_ArcBeam;
+               self.entremove = Remove_ArcBeam;
+               sound(self, CH_SHOTS_SINGLE, "weapons/lgbeam_fly.wav", VOL_BASE, ATTEN_NORM);
+
+               flash = spawn();
+               flash.owner = self;
+               flash.effects = EF_ADDITIVE | EF_FULLBRIGHT;
+               flash.drawmask = MASK_NORMAL;
+               flash.solid = SOLID_NOT;
+               setattachment(flash, self, "");
+               setorigin(flash, '0 0 0');
+
+               self.beam_muzzleentity = flash;
+       }
+       else
+       {
+               flash = self.beam_muzzleentity;
+       }
+
        if(sf & 1) // settings information
        {
                self.beam_maxangle = ReadShort();
                self.beam_range = ReadCoord();
                self.beam_returnspeed = ReadShort();
+               self.beam_tightness = (ReadByte() / 10);
+
+               if(ReadByte())
+               {
+                       if(autocvar_chase_active)
+                               { self.beam_usevieworigin = 1; }
+                       else // use view origin
+                               { self.beam_usevieworigin = 2; }
+               }
+               else
+               {
+                       self.beam_usevieworigin = 0;
+               }
        }
 
        if(sf & 2) // starting location
@@ -595,24 +738,23 @@ void Ent_ReadArcBeam(float isnew)
                self.origin_x = ReadCoord();
                self.origin_y = ReadCoord();
                self.origin_z = ReadCoord();
-               setorigin(self, self.origin);
-               self.beam_usevieworigin = 0;
        }
-       else // infer the location from player location
+       else if(self.beam_usevieworigin) // infer the location from player location
        {
-               if(autocvar_chase_active) // use player origin so that third person display still works
+               if(self.beam_usevieworigin == 2)
                {
-                       self.beam_usevieworigin = 1;
-                       self.origin = getplayerorigin(player_localnum) + ('0 0 1' * getstati(STAT_VIEWHEIGHT));
+                       // use view origin
+                       self.origin = view_origin;
                }
-               else // use view origin
+               else
                {
-                       self.beam_usevieworigin = 2;
-                       self.origin = view_origin; // note that this is only necessary for the sound to be properly located
+                       // use player origin so that third person display still works
+                       self.origin = getplayerorigin(player_localnum) + ('0 0 1' * getstati(STAT_VIEWHEIGHT));
                }
-               setorigin(self, self.origin);
        }
 
+       setorigin(self, self.origin);
+
        if(sf & 4) // want/aim direction
        {
                self.v_angle_x = ReadCoord();
@@ -640,9 +782,11 @@ void Ent_ReadArcBeam(float isnew)
                                self.beam_traileffect = FALSE;
                                self.beam_hiteffect = particleeffectnum("electro_lightning");
                                self.beam_muzzleflash = FALSE; //particleeffectnum("nex_muzzleflash");
-                               //self.beam_muzzlemodel = "models/uziflash.md3";
-                               //self.beam_muzzlecolor = '-1 -1 1';
                                self.beam_image = "particles/lgbeam";
+                               setmodel(flash, "models/flash.md3");
+                               flash.alpha = self.beam_alpha;
+                               flash.colormod = self.beam_color;
+                               flash.scale = 0.5;
                                break;
                        }
                        case ARC_BT_WALL: // grenadelauncher_muzzleflash healray_muzzleflash
@@ -653,9 +797,11 @@ void Ent_ReadArcBeam(float isnew)
                                self.beam_traileffect = FALSE;
                                self.beam_hiteffect = particleeffectnum("electro_lightning"); 
                                self.beam_muzzleflash = FALSE; // particleeffectnum("grenadelauncher_muzzleflash");
-                               //self.beam_muzzlemodel = "models/uziflash.md3";
-                               //self.beam_muzzlecolor = '-1 -1 1';
                                self.beam_image = "particles/lgbeam";
+                               setmodel(flash, "models/flash.md3");
+                               flash.alpha = self.beam_alpha;
+                               flash.colormod = self.beam_color;
+                               flash.scale = 0.5;
                                break;
                        }
                        case ARC_BT_HEAL:
@@ -666,9 +812,11 @@ void Ent_ReadArcBeam(float isnew)
                                self.beam_traileffect = FALSE;
                                self.beam_hiteffect = particleeffectnum("healray_impact"); 
                                self.beam_muzzleflash = FALSE; //particleeffectnum("nex_muzzleflash");
-                               //self.beam_muzzlemodel = "models/uziflash.md3";
-                               //self.beam_muzzlecolor = '-1 -1 1';
                                self.beam_image = "particles/lgbeam";
+                               setmodel(flash, "models/flash.md3");
+                               flash.alpha = self.beam_alpha;
+                               flash.colormod = self.beam_color;
+                               flash.scale = 0.5;
                                break;
                        }
                        case ARC_BT_HIT:
@@ -676,12 +824,14 @@ void Ent_ReadArcBeam(float isnew)
                                self.beam_color = '1 0 1';
                                self.beam_alpha = 0.5;
                                self.beam_thickness = 8;
-                               self.beam_traileffect = FALSE;
+                               self.beam_traileffect = particleeffectnum("nex_beam");
                                self.beam_hiteffect = particleeffectnum("electro_lightning"); 
                                self.beam_muzzleflash = FALSE; //particleeffectnum("nex_muzzleflash");
-                               //self.beam_muzzlemodel = "models/uziflash.md3";
-                               //self.beam_muzzlecolor = '-1 -1 1';
                                self.beam_image = "particles/lgbeam";
+                               setmodel(flash, "models/flash.md3");
+                               flash.alpha = self.beam_alpha;
+                               flash.colormod = self.beam_color;
+                               flash.scale = 0.5;
                                break;
                        }
                        case ARC_BT_BURST_MISS:
@@ -692,9 +842,11 @@ void Ent_ReadArcBeam(float isnew)
                                self.beam_traileffect = FALSE;
                                self.beam_hiteffect = particleeffectnum("electro_lightning"); 
                                self.beam_muzzleflash = FALSE; //particleeffectnum("nex_muzzleflash");
-                               //self.beam_muzzlemodel = "models/uziflash.md3";
-                               //self.beam_muzzlecolor = '-1 -1 1';
                                self.beam_image = "particles/lgbeam";
+                               setmodel(flash, "models/flash.md3");
+                               flash.alpha = self.beam_alpha;
+                               flash.colormod = self.beam_color;
+                               flash.scale = 0.5;
                                break;
                        }
                        case ARC_BT_BURST_WALL:
@@ -705,9 +857,11 @@ void Ent_ReadArcBeam(float isnew)
                                self.beam_traileffect = FALSE;
                                self.beam_hiteffect = particleeffectnum("electro_lightning"); 
                                self.beam_muzzleflash = FALSE; //particleeffectnum("nex_muzzleflash");
-                               //self.beam_muzzlemodel = "models/uziflash.md3";
-                               //self.beam_muzzlecolor = '-1 -1 1';
                                self.beam_image = "particles/lgbeam";
+                               setmodel(flash, "models/flash.md3");
+                               flash.alpha = self.beam_alpha;
+                               flash.colormod = self.beam_color;
+                               flash.scale = 0.5;
                                break;
                        }
                        case ARC_BT_BURST_HEAL:
@@ -718,9 +872,11 @@ void Ent_ReadArcBeam(float isnew)
                                self.beam_traileffect = FALSE;
                                self.beam_hiteffect = particleeffectnum("electro_lightning"); 
                                self.beam_muzzleflash = FALSE; //particleeffectnum("nex_muzzleflash");
-                               //self.beam_muzzlemodel = "models/uziflash.md3";
-                               //self.beam_muzzlecolor = '-1 -1 1';
                                self.beam_image = "particles/lgbeam";
+                               setmodel(flash, "models/flash.md3");
+                               flash.alpha = self.beam_alpha;
+                               flash.colormod = self.beam_color;
+                               flash.scale = 0.5;
                                break;
                        }
                        case ARC_BT_BURST_HIT:
@@ -731,9 +887,11 @@ void Ent_ReadArcBeam(float isnew)
                                self.beam_traileffect = FALSE;
                                self.beam_hiteffect = particleeffectnum("electro_lightning"); 
                                self.beam_muzzleflash = FALSE; //particleeffectnum("nex_muzzleflash");
-                               //self.beam_muzzlemodel = "models/uziflash.md3";
-                               //self.beam_muzzlecolor = '-1 -1 1';
                                self.beam_image = "particles/lgbeam";
+                               setmodel(flash, "models/flash.md3");
+                               flash.alpha = self.beam_alpha;
+                               flash.colormod = self.beam_color;
+                               flash.scale = 0.5;
                                break;
                        }
 
@@ -746,9 +904,11 @@ void Ent_ReadArcBeam(float isnew)
                                self.beam_traileffect = FALSE;
                                self.beam_hiteffect = FALSE; 
                                self.beam_muzzleflash = FALSE; //particleeffectnum("nex_muzzleflash");
-                               //self.beam_muzzlemodel = "models/uziflash.md3";
-                               //self.beam_muzzlecolor = '-1 -1 1';
                                self.beam_image = "particles/lgbeam";
+                               setmodel(flash, "models/flash.md3");
+                               flash.alpha = self.beam_alpha;
+                               flash.colormod = self.beam_color;
+                               flash.scale = 0.5;
                                break;
                        }
                }
@@ -756,22 +916,6 @@ void Ent_ReadArcBeam(float isnew)
 
        InterpolateOrigin_Note();
 
-       if(isnew)
-       {
-               // calculate shot origin offset from gun alignment
-               float gunalign = autocvar_cl_gunalign;
-               if(gunalign != 1 && gunalign != 2 && gunalign != 4)
-                       gunalign = 3; // default value
-               --gunalign;
-
-               self.beam_shotorigin = arc_shotorigin[gunalign];
-
-               // set other main attributes of the beam
-               self.draw = Draw_ArcBeam;
-               self.entremove = Remove_ArcBeam;
-               sound(self, CH_SHOTS_SINGLE, "weapons/lgbeam_fly.wav", VOL_BASE, ATTEN_NORM);
-       }
-
        #if 0
        printf(
                "Ent_ReadArcBeam(%d): sf = %d, start = %s, want = %s, dir = %s, type = %d\n",