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1 .float dphitcontentsmask;
2
3 .float cnt; // effect number
4 .vector velocity; // particle velocity
5 .float waterlevel; // direction jitter
6 .float count; // count multiplier
7 .float impulse; // density
8 .string noise; // sound
9 .float atten;
10 .float volume;
11 .float absolute; // 1 = count per second is absolute, 2 = only spawn at toggle
12 .vector movedir; // trace direction
13
14 void Draw_PointParticles()
15 {
16         float n, i, fail;
17         vector p;
18         vector sz;
19         vector o;
20         o = self.origin;
21         sz = self.maxs - self.mins;
22         n = BGMScript(self);
23         if(self.absolute == 2)
24         {
25                 if(n >= 0)
26                         n = self.just_toggled ? self.impulse : 0;
27                 else
28                         n = self.impulse * drawframetime;
29         }
30         else
31         {
32                 n *= self.impulse * drawframetime;
33                 if(self.just_toggled)
34                         if(n < 1)
35                                 n = 1;
36         }
37         if(n == 0)
38                 return;
39         fail = 0;
40         for(i = random(); i <= n && fail <= 64*n; ++i)
41         {
42                 p = o + self.mins;
43                 p_x += random() * sz_x;
44                 p_y += random() * sz_y;
45                 p_z += random() * sz_z;
46                 if(WarpZoneLib_BoxTouchesBrush(p, p, self, world))
47                 {
48                         if(self.movedir != '0 0 0')
49                         {
50                                 traceline(p, p + normalize(self.movedir) * 4096, 0, world);
51                                 p = trace_endpos;
52                                 pointparticles(self.cnt, p, trace_plane_normal * vlen(self.movedir) + self.velocity + randomvec() * self.waterlevel, self.count);
53                         }
54                         else
55                         {
56                                 pointparticles(self.cnt, p, self.velocity + randomvec() * self.waterlevel, self.count);
57                         }
58                         if(self.noise != "")
59                         {
60                                 setorigin(self, p);
61                                 sound(self, CH_AMBIENT, self.noise, VOL_BASE * self.volume, self.atten);
62                         }
63                         self.just_toggled = 0;
64                 }
65                 else if(self.absolute)
66                 {
67                         ++fail;
68                         --i;
69                 }
70         }
71         setorigin(self, o);
72 }
73
74 void Ent_PointParticles_Remove()
75 {
76         if(self.noise)
77                 strunzone(self.noise);
78         self.noise = string_null;
79         if(self.bgmscript)
80                 strunzone(self.bgmscript);
81         self.bgmscript = string_null;
82 }
83
84 void Ent_PointParticles()
85 {
86         float f, i;
87         vector v;
88         f = ReadByte();
89         if(f & 2)
90         {
91                 i = ReadCoord(); // density (<0: point, >0: volume)
92                 if(i && !self.impulse && self.cnt) // self.cnt check is so it only happens if the ent already existed
93                         self.just_toggled = 1;
94                 self.impulse = i;
95         }
96         if(f & 4)
97         {
98                 self.origin_x = ReadCoord();
99                 self.origin_y = ReadCoord();
100                 self.origin_z = ReadCoord();
101         }
102         if(f & 1)
103         {
104                 self.modelindex = ReadShort();
105                 if(f & 0x80)
106                 {
107                         if(self.modelindex)
108                         {
109                                 self.mins_x = ReadCoord();
110                                 self.mins_y = ReadCoord();
111                                 self.mins_z = ReadCoord();
112                                 self.maxs_x = ReadCoord();
113                                 self.maxs_y = ReadCoord();
114                                 self.maxs_z = ReadCoord();
115                         }
116                         else
117                         {
118                                 self.mins    = '0 0 0';
119                                 self.maxs_x = ReadCoord();
120                                 self.maxs_y = ReadCoord();
121                                 self.maxs_z = ReadCoord();
122                         }
123                 }
124                 else
125                 {
126                         self.mins = self.maxs = '0 0 0';
127                 }
128
129                 self.cnt = ReadShort(); // effect number
130
131                 if(f & 0x20)
132                 {
133                         self.velocity = decompressShortVector(ReadShort());
134                         self.movedir = decompressShortVector(ReadShort());
135                 }
136                 else
137                 {
138                         self.velocity = self.movedir = '0 0 0';
139                 }
140                 if(f & 0x40)
141                 {
142                         self.waterlevel = ReadShort() / 16.0;
143                         self.count = ReadByte() / 16.0;
144                 }
145                 else
146                 {
147                         self.waterlevel = 0;
148                         self.count = 1;
149                 }
150                 if(self.noise)
151                         strunzone(self.noise);
152                 if(self.bgmscript)
153                         strunzone(self.bgmscript);
154                 self.noise = strzone(ReadString());
155                 if(self.noise != "")
156                 {
157                         self.atten = ReadByte() / 64.0;
158                         self.volume = ReadByte() / 255.0;
159                 }
160                 self.bgmscript = strzone(ReadString());
161                 if(self.bgmscript != "")
162                 {
163                         self.bgmscriptattack = ReadByte() / 64.0;
164                         self.bgmscriptdecay = ReadByte() / 64.0;
165                         self.bgmscriptsustain = ReadByte() / 255.0;
166                         self.bgmscriptrelease = ReadByte() / 64.0;
167                 }
168                 BGMScript_InitEntity(self);
169         }
170
171         if(f & 2)
172         {
173                 self.absolute = (self.impulse >= 0);
174                 if(!self.absolute)
175                 {
176                         v = self.maxs - self.mins;
177                         self.impulse *= -v_x * v_y * v_z / 262144; // relative: particles per 64^3 cube
178                 }
179         }
180
181         if(f & 0x10)
182                 self.absolute = 2;
183
184         setorigin(self, self.origin);
185         setsize(self, self.mins, self.maxs);
186         self.solid = SOLID_NOT;
187         self.draw = Draw_PointParticles;
188         self.entremove = Ent_PointParticles_Remove;
189 }
190
191 .float glow_color; // palette index
192 void Draw_Rain()
193 {
194     te_particlerain(self.origin + self.mins, self.origin + self.maxs, self.velocity, floor(self.count * drawframetime + random()), self.glow_color);
195 }
196
197 void Draw_Snow()
198 {
199     te_particlesnow(self.origin + self.mins, self.origin + self.maxs, self.velocity, floor(self.count * drawframetime + random()), self.glow_color);
200 }
201
202 void Ent_RainOrSnow()
203 {
204         self.impulse = ReadByte(); // Rain, Snow, or Whatever
205         self.origin_x = ReadCoord();
206         self.origin_y = ReadCoord();
207         self.origin_z = ReadCoord();
208         self.maxs_x = ReadCoord();
209         self.maxs_y = ReadCoord();
210         self.maxs_z = ReadCoord();
211         self.velocity = decompressShortVector(ReadShort());
212         self.count = ReadShort() * 10;
213         self.glow_color = ReadByte(); // color
214
215         self.mins    = -0.5 * self.maxs;
216         self.maxs    =  0.5 * self.maxs;
217         self.origin  = self.origin - self.mins;
218
219         setorigin(self, self.origin);
220         setsize(self, self.mins, self.maxs);
221         self.solid = SOLID_NOT;
222         if(self.impulse)
223                 self.draw = Draw_Rain;
224         else
225                 self.draw = Draw_Snow;
226 }
227
228 void Net_ReadVortexBeamParticle()
229 {
230         vector shotorg, endpos;
231         float charge;
232         shotorg_x = ReadCoord(); shotorg_y = ReadCoord(); shotorg_z = ReadCoord();
233         endpos_x = ReadCoord(); endpos_y = ReadCoord(); endpos_z = ReadCoord();
234         charge = ReadByte() / 255.0;
235
236         pointparticles(particleeffectnum("nex_muzzleflash"), shotorg, normalize(endpos - shotorg) * 1000, 1);
237
238         //draw either the old v2.3 beam or the new beam
239         charge = sqrt(charge); // divide evenly among trail spacing and alpha
240         particles_alphamin = particles_alphamax = particles_fade = charge;
241
242         if (autocvar_cl_particles_oldnexbeam && (getstati(STAT_ALLOW_OLDNEXBEAM) || isdemo()))
243                 WarpZone_TrailParticles_WithMultiplier(world, particleeffectnum("TE_TEI_G3"), shotorg, endpos, 1, PARTICLES_USEALPHA | PARTICLES_USEFADE);
244         else
245                 WarpZone_TrailParticles_WithMultiplier(world, particleeffectnum("nex_beam"), shotorg, endpos, 1, PARTICLES_USEALPHA | PARTICLES_USEFADE);
246 }
247
248 .vector sw_shotorg;
249 .vector sw_endpos;
250 .float sw_spread_max;
251 .float sw_spread_min;
252 .float sw_time;
253
254 void Draw_Shockwave()
255 {
256         float a = bound(0, (0.5 - ((time - self.sw_time) / 0.4)), 0.5);
257
258         if(!a) { remove(self); }
259         
260         vector deviation, angle;
261
262         vector sw_color = getcsqcplayercolor(self.sv_entnum); // GetTeamRGB(GetPlayerColor(self.sv_entnum));
263
264         vector first_min_end = '0 0 0', prev_min_end = '0 0 0', new_min_end = '0 0 0';
265         vector first_max_end = '0 0 0', prev_max_end = '0 0 0', new_max_end = '0 0 0';
266
267         float new_max_dist, new_min_dist;
268         
269         vector shotdir = normalize(self.sw_endpos - self.sw_shotorg);
270         vectorvectors(shotdir);
271         vector right = v_right;
272         vector up = v_up;
273         
274         float counter, dist_before_normal = 200, shots = 20;
275         
276         vector min_end = ((self.sw_shotorg + (shotdir * dist_before_normal)) + (up * self.sw_spread_min));
277         vector max_end = (self.sw_endpos + (up * self.sw_spread_max));
278         
279         float spread_to_min = vlen(normalize(min_end - self.sw_shotorg) - shotdir);
280         float spread_to_max = vlen(normalize(max_end - min_end) - shotdir);
281         
282         for(counter = 0; counter < shots; ++counter)
283         {
284                 // perfect circle effect lines
285                 angle = '0 0 0';
286                 makevectors('0 360 0' * (0.75 + (counter - 0.5) / shots));
287                 angle_y = v_forward_x;
288                 angle_z = v_forward_y;
289
290                 // first do the spread_to_min effect
291                 deviation = angle * spread_to_min;
292                 deviation = ((shotdir + (right * deviation_y) + (up * deviation_z)));
293                 new_min_dist = dist_before_normal;
294                 new_min_end = (self.sw_shotorg + (deviation * new_min_dist));
295                 //te_lightning2(world, new_min_end, self.sw_shotorg);
296
297                 // then calculate spread_to_max effect
298                 deviation = angle * spread_to_max;
299                 deviation = ((shotdir + (right * deviation_y) + (up * deviation_z)));
300                 new_max_dist = vlen(new_min_end - self.sw_endpos);
301                 new_max_end = (new_min_end + (deviation * new_max_dist));
302                 //te_lightning2(world, new_end, prev_min_end);
303                 
304
305                 if(counter == 0)
306                 {
307                         first_min_end = new_min_end;
308                         first_max_end = new_max_end;
309                 }
310
311                 if(counter >= 1)
312                 {
313                         R_BeginPolygon("", DRAWFLAG_NORMAL);
314                         R_PolygonVertex(prev_min_end, '0 0 0', sw_color, a);
315                         R_PolygonVertex(new_min_end, '0 0 0', sw_color, a);
316                         R_PolygonVertex(self.sw_shotorg, '0 0 0', sw_color, a);
317                         R_EndPolygon();
318
319                         R_BeginPolygon("", DRAWFLAG_NORMAL);
320                         R_PolygonVertex(new_min_end, '0 0 0', sw_color, a);
321                         R_PolygonVertex(prev_min_end, '0 0 0', sw_color, a);
322                         R_PolygonVertex(prev_max_end, '0 0 0', sw_color, a);
323                         R_PolygonVertex(new_max_end, '0 0 0', sw_color, a);
324                         R_EndPolygon();
325                 }
326
327                 prev_min_end = new_min_end;
328                 prev_max_end = new_max_end;
329
330                 if((counter + 1) == shots)
331                 {
332                         R_BeginPolygon("", DRAWFLAG_NORMAL);
333                         R_PolygonVertex(prev_min_end, '0 0 0', sw_color, a);
334                         R_PolygonVertex(first_min_end, '0 0 0', sw_color, a);
335                         R_PolygonVertex(self.sw_shotorg, '0 0 0', sw_color, a);
336                         R_EndPolygon();
337
338                         R_BeginPolygon("", DRAWFLAG_NORMAL);
339                         R_PolygonVertex(first_min_end, '0 0 0', sw_color, a);
340                         R_PolygonVertex(prev_min_end, '0 0 0', sw_color, a);
341                         R_PolygonVertex(prev_max_end, '0 0 0', sw_color, a);
342                         R_PolygonVertex(first_max_end, '0 0 0', sw_color, a);
343                         R_EndPolygon();
344                 }
345         }
346 }
347
348 void Net_ReadShockwaveParticle()
349 {
350         entity shockwave;
351         shockwave = spawn();
352         shockwave.draw = Draw_Shockwave;
353         
354         shockwave.sw_shotorg_x = ReadCoord(); shockwave.sw_shotorg_y = ReadCoord(); shockwave.sw_shotorg_z = ReadCoord();
355         shockwave.sw_endpos_x  = ReadCoord(); shockwave.sw_endpos_y  = ReadCoord(); shockwave.sw_endpos_z  = ReadCoord();
356         
357         shockwave.sw_spread_max = ReadByte();
358         shockwave.sw_spread_min = ReadByte();
359
360         shockwave.sv_entnum = ReadByte();
361
362         shockwave.sw_time = time;
363 }
364
365 .vector beam_color;
366 .float beam_alpha;
367 .float beam_thickness;
368 .float beam_traileffect;
369 .float beam_hiteffect;
370 .float beam_hitlight[4]; // 0: radius, 123: rgb
371 .float beam_muzzleeffect;
372 .float beam_muzzlelight[4]; // 0: radius, 123: rgb
373 .string beam_image;
374
375 .entity beam_muzzleentity;
376
377 .float beam_degreespersegment;
378 .float beam_distancepersegment;
379 .float beam_usevieworigin;
380 .float beam_initialized;
381 .float beam_maxangle;
382 .float beam_range;
383 .float beam_returnspeed;
384 .float beam_tightness;
385 .vector beam_shotorigin;
386 .vector beam_dir;
387
388 entity Draw_ArcBeam_callback_entity;
389 vector Draw_ArcBeam_callback_new_dir;
390 float Draw_ArcBeam_callback_segmentdist;
391 float Draw_ArcBeam_callback_last_thickness;
392 vector Draw_ArcBeam_callback_last_top;
393 vector Draw_ArcBeam_callback_last_bottom;
394
395 void Draw_ArcBeam_callback(vector start, vector hit, vector end)
396 {
397         entity beam = Draw_ArcBeam_callback_entity;
398         vector transformed_view_org;
399         transformed_view_org = WarpZone_TransformOrigin(WarpZone_trace_transform, view_origin);
400
401         vector thickdir = normalize(cross(normalize(start - hit), transformed_view_org - start));
402
403         vector hitorigin;
404
405         // draw segment
406         #if 0
407         if(trace_fraction != 1)
408         {
409                 // calculate our own hit origin as trace_endpos tends to jump around annoyingly (to player origin?)
410                 hitorigin = start + (Draw_ArcBeam_callback_new_dir * Draw_ArcBeam_callback_segmentdist * trace_fraction);
411                 hitorigin = WarpZone_TransformOrigin(WarpZone_trace_transform, hitorigin);
412         }
413         else
414         {
415                 hitorigin = hit;
416         }
417         #else
418         hitorigin = hit;
419         #endif
420
421         // decide upon thickness
422         float thickness = beam.beam_thickness;
423
424         // draw primary beam render
425         vector top    = hitorigin + (thickdir * thickness);
426         vector bottom = hitorigin - (thickdir * thickness);
427         //vector last_top    = start + (thickdir * Draw_ArcBeam_callback_last_thickness);
428         //vector last_bottom = start - (thickdir * Draw_ArcBeam_callback_last_thickness);
429
430         R_BeginPolygon(beam.beam_image, DRAWFLAG_NORMAL); // DRAWFLAG_ADDITIVE
431         R_PolygonVertex(
432                 top,
433                 '0 0.5 0' + ('0 0.5 0' * (thickness / beam.beam_thickness)),
434                 beam.beam_color,
435                 beam.beam_alpha
436         );
437         R_PolygonVertex(
438                 Draw_ArcBeam_callback_last_top,
439                 '0 0.5 0' + ('0 0.5 0' * (Draw_ArcBeam_callback_last_thickness / beam.beam_thickness)),
440                 beam.beam_color,
441                 beam.beam_alpha
442         );
443         R_PolygonVertex(
444                 Draw_ArcBeam_callback_last_bottom,
445                 '0 0.5 0' * (1 - (Draw_ArcBeam_callback_last_thickness / beam.beam_thickness)),
446                 beam.beam_color,
447                 beam.beam_alpha
448         );
449         R_PolygonVertex(
450                 bottom,
451                 '0 0.5 0' * (1 - (thickness / beam.beam_thickness)),
452                 beam.beam_color,
453                 beam.beam_alpha
454         );
455         R_EndPolygon();
456
457         // draw trailing particles
458         // NOTES:
459         //  - Don't use spammy particle counts here, use a FEW small particles around the beam
460         //  - We're not using WarpZone_TrailParticles here because we will handle warpzones ourselves.
461         if(beam.beam_traileffect)
462         {
463                 trailparticles(beam, beam.beam_traileffect, start, hitorigin);
464         }
465
466         // set up for the next 
467         Draw_ArcBeam_callback_last_thickness = thickness;
468         Draw_ArcBeam_callback_last_top = top;
469         Draw_ArcBeam_callback_last_bottom = bottom;
470 }
471
472 void Draw_ArcBeam()
473 {
474         if(!self.beam_usevieworigin)
475         {
476                 InterpolateOrigin_Do();
477         }
478
479         // origin = beam starting origin
480         // v_angle = wanted/aim direction
481         // angles = current direction of beam
482
483         vector start_pos;
484         vector wantdir; //= view_forward;
485         vector beamdir; //= self.beam_dir;
486
487         float segments;
488         if(self.beam_usevieworigin)
489         {
490                 // WEAPONTODO:
491                 // Currently we have to replicate nearly the same method of figuring
492                 // out the shotdir that the server does... Ideally in the future we
493                 // should be able to acquire this from a generalized function built
494                 // into a weapon system for client code. 
495
496                 // find where we are aiming
497                 makevectors(view_angles);
498
499                 // decide upon start position
500                 if(self.beam_usevieworigin == 2)
501                         { start_pos = view_origin; }
502                 else
503                         { start_pos = self.origin; }
504
505                 // trace forward with an estimation
506                 WarpZone_TraceLine(
507                         start_pos,
508                         start_pos + view_forward * self.beam_range,
509                         MOVE_NOMONSTERS,
510                         self
511                 );
512
513                 // untransform in case our trace went through a warpzone
514                 vector vf, vr, vu;
515                 vf = view_forward;
516                 vr = view_right;
517                 vu = view_up;
518                 vector shothitpos = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos); // warpzone support
519                 view_forward = vf;
520                 view_right = vr;
521                 view_up = vu;
522
523                 // un-adjust trueaim if shotend is too close
524                 if(vlen(shothitpos - view_origin) < g_trueaim_minrange)
525                         shothitpos = view_origin + (view_forward * g_trueaim_minrange);
526
527                 // move shot origin to the actual gun muzzle origin
528                 vector origin_offset =
529                         view_forward * self.beam_shotorigin_x
530                         + view_right * -self.beam_shotorigin_y 
531                         + view_up * self.beam_shotorigin_z;
532
533                 start_pos = start_pos + origin_offset;
534
535                 // calculate the aim direction now
536                 wantdir = normalize(shothitpos - start_pos);
537
538                 if(!self.beam_initialized)
539                 {
540                         self.beam_dir = wantdir;
541                         self.beam_initialized = TRUE;
542                 }
543
544                 if(self.beam_dir != wantdir)
545                 {
546                         // calculate how much we're going to move the end of the beam to the want position
547                         // WEAPONTODO (server and client):
548                         // blendfactor never actually becomes 0 in this situation, which is a problem
549                         // regarding precision... this means that self.beam_dir and w_shotdir approach
550                         // eachother, however they never actually become the same value with this method.
551                         // Perhaps we should do some form of rounding/snapping?
552                         float angle = vlen(wantdir - self.beam_dir) * RAD2DEG;
553                         if(angle && (angle > self.beam_maxangle))
554                         {
555                                 // if the angle is greater than maxangle, force the blendfactor to make this the maximum factor
556                                 float blendfactor = bound(
557                                         0,
558                                         (1 - (self.beam_returnspeed * frametime)),
559                                         min(self.beam_maxangle / angle, 1)
560                                 );
561                                 self.beam_dir = normalize((wantdir * (1 - blendfactor)) + (self.beam_dir * blendfactor));
562                         }
563                         else
564                         {
565                                 // the radius is not too far yet, no worries :D
566                                 float blendfactor = bound(
567                                         0,
568                                         (1 - (self.beam_returnspeed * frametime)),
569                                         1
570                                 );
571                                 self.beam_dir = normalize((wantdir * (1 - blendfactor)) + (self.beam_dir * blendfactor));
572                         }
573
574                         // calculate how many segments are needed
575                         float max_allowed_segments;
576
577                         if(self.beam_distancepersegment)
578                         {
579                                 max_allowed_segments = min(
580                                         ARC_MAX_SEGMENTS,
581                                         1 + (vlen(wantdir / self.beam_distancepersegment))
582                                 );
583                         }
584                         else { max_allowed_segments = ARC_MAX_SEGMENTS; }
585
586                         if(self.beam_degreespersegment)
587                         {
588                                 segments = bound(
589                                         1, 
590                                         (
591                                                 min(
592                                                         angle,
593                                                         self.beam_maxangle
594                                                 )
595                                                 /
596                                                 self.beam_degreespersegment
597                                         ),
598                                         max_allowed_segments
599                                 );
600                         }
601                         else { segments = 1; }
602                 }
603                 else { segments = 1; }
604
605                 // set the beam direction which the rest of the code will refer to
606                 beamdir = self.beam_dir;
607
608                 // finally, set self.angles to the proper direction so that muzzle attachment points in proper direction
609                 self.angles = fixedvectoangles2(view_forward, view_up);
610         }
611         else
612         {
613                 // set the values from the provided info from the networked entity
614                 start_pos = self.origin;
615                 wantdir = self.v_angle;
616                 beamdir = self.angles;
617
618                 if(beamdir != wantdir)
619                 {
620                         float angle = vlen(wantdir - beamdir) * RAD2DEG;
621
622                         // calculate how many segments are needed
623                         float max_allowed_segments;
624
625                         if(self.beam_distancepersegment)
626                         {
627                                 max_allowed_segments = min(
628                                         ARC_MAX_SEGMENTS,
629                                         1 + (vlen(wantdir / self.beam_distancepersegment))
630                                 );
631                         }
632                         else { max_allowed_segments = ARC_MAX_SEGMENTS; }
633
634                         if(self.beam_degreespersegment)
635                         {
636                                 segments = bound(
637                                         1, 
638                                         (
639                                                 min(
640                                                         angle,
641                                                         self.beam_maxangle
642                                                 )
643                                                 /
644                                                 self.beam_degreespersegment
645                                         ),
646                                         max_allowed_segments
647                                 );
648                         }
649                         else { segments = 1; }
650                 }
651                 else { segments = 1; }
652         }
653
654         setorigin(self, start_pos);
655         self.beam_muzzleentity.angles_z = random() * 360; // WEAPONTODO: use avelocity instead?
656
657         vector beam_endpos_estimate = (start_pos + (beamdir * self.beam_range));
658
659         Draw_ArcBeam_callback_entity = self;
660         Draw_ArcBeam_callback_last_thickness = 0;
661         Draw_ArcBeam_callback_last_top = start_pos;
662         Draw_ArcBeam_callback_last_bottom = start_pos;
663
664         vector last_origin = start_pos;
665
666         float i;
667         for(i = 1; i <= segments; ++i)
668         {
669                 // WEAPONTODO (server and client):
670                 // Segment blend and distance should probably really be calculated in a better way,
671                 // however I am not sure how to do it properly. There are a few things I have tried,
672                 // but most of them do not work properly due to my lack of understanding regarding
673                 // the mathematics behind them.
674
675                 // Ideally, we should calculate the positions along a perfect curve
676                 // between wantdir and self.beam_dir with an option for depth of arc
677
678                 // Another issue is that (on the client code) we must separate the
679                 // curve into multiple rendered curves when handling warpzones.
680
681                 // I can handle this by detecting it for each segment, however that
682                 // is a fairly inefficient method in comparison to having a curved line
683                 // drawing function similar to Draw_CylindricLine that accepts
684                 // top and bottom origins as input, this way there would be no
685                 // overlapping edges when connecting the curved pieces.
686
687                 // WEAPONTODO (client):
688                 // In order to do nice fading and pointing on the starting segment, we must always
689                 // have that drawn as a separate triangle... However, that is difficult to do when
690                 // keeping in mind the above problems and also optimizing the amount of segments
691                 // drawn on screen at any given time. (Automatic beam quality scaling, essentially)
692
693                 // calculate this on every segment to ensure that we always reach the full length of the attack
694                 float segmentblend = bound(0, (i/segments) + self.beam_tightness, 1);
695                 float segmentdist = vlen(beam_endpos_estimate - last_origin) * (i/segments);
696
697                 // WEAPONTODO: Apparently, normalize is not the correct function to use here...
698                 // Figure out how this actually should work.
699                 vector new_dir = normalize(
700                         (wantdir * (1 - segmentblend))
701                         +
702                         (normalize(beam_endpos_estimate - last_origin) * segmentblend)
703                 );
704                 vector new_origin = last_origin + (new_dir * segmentdist);
705
706                 Draw_ArcBeam_callback_segmentdist = segmentdist;
707                 Draw_ArcBeam_callback_new_dir = new_dir;
708
709                 WarpZone_TraceBox_ThroughZone(
710                         last_origin,
711                         '0 0 0',
712                         '0 0 0',
713                         new_origin,
714                         MOVE_NORMAL,
715                         world,
716                         world,
717                         Draw_ArcBeam_callback
718                 );
719
720                 //printf("segment: %d, warpzone transform: %d\n", i, (WarpZone_trace_transform != world));
721
722                 // WEAPONTODO:
723                 // Figure out some way to detect a collision with geometry with callback...
724                 // That way we can know when we are done drawing the beam and skip
725                 // the rest of the segments without breaking warpzone support.
726
727                 last_origin = WarpZone_TransformOrigin(WarpZone_trace_transform, new_origin);
728                 beam_endpos_estimate = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_endpos_estimate);
729         }
730
731         // startpoint and endpoint drawn visual effects
732         if(self.beam_hiteffect)
733         {
734                 pointparticles(
735                         self.beam_hiteffect,
736                         last_origin,
737                         beamdir * -1,
738                         frametime * 2
739                 );
740         }
741         if(self.beam_hitlight[0])
742         {
743                 adddynamiclight(
744                         last_origin,
745                         self.beam_hitlight[0],
746                         vec3(
747                                 self.beam_hitlight[1],
748                                 self.beam_hitlight[2],
749                                 self.beam_hitlight[3]
750                         )
751                 );
752         }
753         if(self.beam_muzzleeffect)
754         {
755                 pointparticles(
756                         self.beam_muzzleeffect,
757                         start_pos + wantdir * 20,
758                         wantdir * 1000,
759                         frametime * 0.1
760                 );
761         }
762         if(self.beam_muzzlelight[0])
763         {
764                 adddynamiclight(
765                         start_pos + wantdir * 20,
766                         self.beam_muzzlelight[0],
767                         vec3(
768                                 self.beam_muzzlelight[1],
769                                 self.beam_muzzlelight[2],
770                                 self.beam_muzzlelight[3]
771                         )
772                 );
773         }
774
775         // cleanup
776         Draw_ArcBeam_callback_entity = world;
777         Draw_ArcBeam_callback_new_dir = '0 0 0';
778         Draw_ArcBeam_callback_segmentdist = 0;
779         Draw_ArcBeam_callback_last_thickness = 0;
780         Draw_ArcBeam_callback_last_top = '0 0 0';
781         Draw_ArcBeam_callback_last_bottom = '0 0 0';
782 }
783
784 void Remove_ArcBeam(void)
785 {
786         remove(self.beam_muzzleentity);
787         sound(self, CH_SHOTS_SINGLE, "misc/null.wav", VOL_BASE, ATTEN_NORM);
788 }
789
790 void Ent_ReadArcBeam(float isnew)
791 {
792         float sf = ReadByte();
793         entity flash;
794
795         if(isnew)
796         {
797                 // calculate shot origin offset from gun alignment
798                 float gunalign = autocvar_cl_gunalign;
799                 if(gunalign != 1 && gunalign != 2 && gunalign != 4)
800                         gunalign = 3; // default value
801                 --gunalign;
802
803                 self.beam_shotorigin = arc_shotorigin[gunalign];
804
805                 // set other main attributes of the beam
806                 self.draw = Draw_ArcBeam;
807                 self.entremove = Remove_ArcBeam;
808                 sound(self, CH_SHOTS_SINGLE, "weapons/lgbeam_fly.wav", VOL_BASE, ATTEN_NORM);
809
810                 flash = spawn();
811                 flash.owner = self;
812                 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT;
813                 flash.drawmask = MASK_NORMAL;
814                 flash.solid = SOLID_NOT;
815                 setattachment(flash, self, "");
816                 setorigin(flash, '0 0 0');
817
818                 self.beam_muzzleentity = flash;
819         }
820         else
821         {
822                 flash = self.beam_muzzleentity;
823         }
824
825         if(sf & 1) // settings information
826         {
827                 self.beam_degreespersegment = ReadShort();
828                 self.beam_distancepersegment = ReadShort();
829                 self.beam_maxangle = ReadShort();
830                 self.beam_range = ReadCoord();
831                 self.beam_returnspeed = ReadShort();
832                 self.beam_tightness = (ReadByte() / 10);
833
834                 if(ReadByte())
835                 {
836                         if(autocvar_chase_active)
837                                 { self.beam_usevieworigin = 1; }
838                         else // use view origin
839                                 { self.beam_usevieworigin = 2; }
840                 }
841                 else
842                 {
843                         self.beam_usevieworigin = 0;
844                 }
845         }
846
847         if(!self.beam_usevieworigin)
848         {
849                 // self.iflags = IFLAG_ORIGIN | IFLAG_ANGLES | IFLAG_V_ANGLE; // why doesn't this work?
850                 self.iflags = IFLAG_ORIGIN;
851
852                 InterpolateOrigin_Undo();
853         }
854
855         if(sf & 2) // starting location
856         {
857                 self.origin_x = ReadCoord();
858                 self.origin_y = ReadCoord();
859                 self.origin_z = ReadCoord();
860         }
861         else if(self.beam_usevieworigin) // infer the location from player location
862         {
863                 if(self.beam_usevieworigin == 2)
864                 {
865                         // use view origin
866                         self.origin = view_origin;
867                 }
868                 else
869                 {
870                         // use player origin so that third person display still works
871                         self.origin = getplayerorigin(player_localnum) + ('0 0 1' * getstati(STAT_VIEWHEIGHT));
872                 }
873         }
874
875         setorigin(self, self.origin);
876
877         if(sf & 4) // want/aim direction
878         {
879                 self.v_angle_x = ReadCoord();
880                 self.v_angle_y = ReadCoord();
881                 self.v_angle_z = ReadCoord();
882         }
883
884         if(sf & 8) // beam direction
885         {
886                 self.angles_x = ReadCoord();
887                 self.angles_y = ReadCoord();
888                 self.angles_z = ReadCoord();
889         }
890
891         if(sf & 16) // beam type
892         {
893                 self.beam_type = ReadByte();
894                 switch(self.beam_type)
895                 {
896                         case ARC_BT_MISS:
897                         {
898                                 self.beam_color = '-1 -1 1';
899                                 self.beam_alpha = 0.5;
900                                 self.beam_thickness = 8;
901                                 self.beam_traileffect = FALSE;
902                                 self.beam_hiteffect = particleeffectnum("electro_lightning");
903                                 self.beam_hitlight[0] = 0;
904                                 self.beam_hitlight[1] = 1;
905                                 self.beam_hitlight[2] = 1;
906                                 self.beam_hitlight[3] = 1;
907                                 self.beam_muzzleeffect = FALSE; //particleeffectnum("nex_muzzleflash");
908                                 self.beam_muzzlelight[0] = 0;
909                                 self.beam_muzzlelight[1] = 1;
910                                 self.beam_muzzlelight[2] = 1;
911                                 self.beam_muzzlelight[3] = 1;
912                                 self.beam_image = "particles/lgbeam";
913                                 setmodel(flash, "models/flash.md3");
914                                 flash.alpha = self.beam_alpha;
915                                 flash.colormod = self.beam_color;
916                                 flash.scale = 0.5;
917                                 break;
918                         }
919                         case ARC_BT_WALL: // grenadelauncher_muzzleflash healray_muzzleflash
920                         {
921                                 self.beam_color = '0.5 0.5 1';
922                                 self.beam_alpha = 0.5;
923                                 self.beam_thickness = 8;
924                                 self.beam_traileffect = FALSE;
925                                 self.beam_hiteffect = particleeffectnum("electro_lightning");
926                                 self.beam_hitlight[0] = 0;
927                                 self.beam_hitlight[1] = 1;
928                                 self.beam_hitlight[2] = 1;
929                                 self.beam_hitlight[3] = 1;
930                                 self.beam_muzzleeffect = FALSE; // particleeffectnum("grenadelauncher_muzzleflash");
931                                 self.beam_muzzlelight[0] = 0;
932                                 self.beam_muzzlelight[1] = 1;
933                                 self.beam_muzzlelight[2] = 1;
934                                 self.beam_muzzlelight[3] = 1;
935                                 self.beam_image = "particles/lgbeam";
936                                 setmodel(flash, "models/flash.md3");
937                                 flash.alpha = self.beam_alpha;
938                                 flash.colormod = self.beam_color;
939                                 flash.scale = 0.5;
940                                 break;
941                         }
942                         case ARC_BT_HEAL:
943                         {
944                                 self.beam_color = '0 1 0';
945                                 self.beam_alpha = 0.5;
946                                 self.beam_thickness = 8;
947                                 self.beam_traileffect = FALSE;
948                                 self.beam_hiteffect = particleeffectnum("healray_impact"); 
949                                 self.beam_hitlight[0] = 0;
950                                 self.beam_hitlight[1] = 1;
951                                 self.beam_hitlight[2] = 1;
952                                 self.beam_hitlight[3] = 1;
953                                 self.beam_muzzleeffect = FALSE; //particleeffectnum("nex_muzzleflash");
954                                 self.beam_muzzlelight[0] = 0;
955                                 self.beam_muzzlelight[1] = 1;
956                                 self.beam_muzzlelight[2] = 1;
957                                 self.beam_muzzlelight[3] = 1;
958                                 self.beam_image = "particles/lgbeam";
959                                 setmodel(flash, "models/flash.md3");
960                                 flash.alpha = self.beam_alpha;
961                                 flash.colormod = self.beam_color;
962                                 flash.scale = 0.5;
963                                 break;
964                         }
965                         case ARC_BT_HIT:
966                         {
967                                 self.beam_color = '1 0 1';
968                                 self.beam_alpha = 0.5;
969                                 self.beam_thickness = 8;
970                                 self.beam_traileffect = particleeffectnum("nex_beam");
971                                 self.beam_hiteffect = particleeffectnum("electro_lightning"); 
972                                 self.beam_hitlight[0] = 20;
973                                 self.beam_hitlight[1] = 1;
974                                 self.beam_hitlight[2] = 0;
975                                 self.beam_hitlight[3] = 0;
976                                 self.beam_muzzleeffect = FALSE; //particleeffectnum("nex_muzzleflash");
977                                 self.beam_muzzlelight[0] = 50;
978                                 self.beam_muzzlelight[1] = 1;
979                                 self.beam_muzzlelight[2] = 0;
980                                 self.beam_muzzlelight[3] = 0;
981                                 self.beam_image = "particles/lgbeam";
982                                 setmodel(flash, "models/flash.md3");
983                                 flash.alpha = self.beam_alpha;
984                                 flash.colormod = self.beam_color;
985                                 flash.scale = 0.5;
986                                 break;
987                         }
988                         case ARC_BT_BURST_MISS:
989                         {
990                                 self.beam_color = '-1 -1 1';
991                                 self.beam_alpha = 0.5;
992                                 self.beam_thickness = 14;
993                                 self.beam_traileffect = FALSE;
994                                 self.beam_hiteffect = particleeffectnum("electro_lightning"); 
995                                 self.beam_hitlight[0] = 0;
996                                 self.beam_hitlight[1] = 1;
997                                 self.beam_hitlight[2] = 1;
998                                 self.beam_hitlight[3] = 1;
999                                 self.beam_muzzleeffect = FALSE; //particleeffectnum("nex_muzzleflash");
1000                                 self.beam_muzzlelight[0] = 0;
1001                                 self.beam_muzzlelight[1] = 1;
1002                                 self.beam_muzzlelight[2] = 1;
1003                                 self.beam_muzzlelight[3] = 1;
1004                                 self.beam_image = "particles/lgbeam";
1005                                 setmodel(flash, "models/flash.md3");
1006                                 flash.alpha = self.beam_alpha;
1007                                 flash.colormod = self.beam_color;
1008                                 flash.scale = 0.5;
1009                                 break;
1010                         }
1011                         case ARC_BT_BURST_WALL:
1012                         {
1013                                 self.beam_color = '0.5 0.5 1';
1014                                 self.beam_alpha = 0.5;
1015                                 self.beam_thickness = 14;
1016                                 self.beam_traileffect = FALSE;
1017                                 self.beam_hiteffect = particleeffectnum("electro_lightning"); 
1018                                 self.beam_hitlight[0] = 0;
1019                                 self.beam_hitlight[1] = 1;
1020                                 self.beam_hitlight[2] = 1;
1021                                 self.beam_hitlight[3] = 1;
1022                                 self.beam_muzzleeffect = FALSE; //particleeffectnum("nex_muzzleflash");
1023                                 self.beam_muzzlelight[0] = 0;
1024                                 self.beam_muzzlelight[1] = 1;
1025                                 self.beam_muzzlelight[2] = 1;
1026                                 self.beam_muzzlelight[3] = 1;
1027                                 self.beam_image = "particles/lgbeam";
1028                                 setmodel(flash, "models/flash.md3");
1029                                 flash.alpha = self.beam_alpha;
1030                                 flash.colormod = self.beam_color;
1031                                 flash.scale = 0.5;
1032                                 break;
1033                         }
1034                         case ARC_BT_BURST_HEAL:
1035                         {
1036                                 self.beam_color = '0 1 0';
1037                                 self.beam_alpha = 0.5;
1038                                 self.beam_thickness = 14;
1039                                 self.beam_traileffect = FALSE;
1040                                 self.beam_hiteffect = particleeffectnum("electro_lightning"); 
1041                                 self.beam_hitlight[0] = 0;
1042                                 self.beam_hitlight[1] = 1;
1043                                 self.beam_hitlight[2] = 1;
1044                                 self.beam_hitlight[3] = 1;
1045                                 self.beam_muzzleeffect = FALSE; //particleeffectnum("nex_muzzleflash");
1046                                 self.beam_muzzlelight[0] = 0;
1047                                 self.beam_muzzlelight[1] = 1;
1048                                 self.beam_muzzlelight[2] = 1;
1049                                 self.beam_muzzlelight[3] = 1;
1050                                 self.beam_image = "particles/lgbeam";
1051                                 setmodel(flash, "models/flash.md3");
1052                                 flash.alpha = self.beam_alpha;
1053                                 flash.colormod = self.beam_color;
1054                                 flash.scale = 0.5;
1055                                 break;
1056                         }
1057                         case ARC_BT_BURST_HIT:
1058                         {
1059                                 self.beam_color = '1 0 1';
1060                                 self.beam_alpha = 0.5;
1061                                 self.beam_thickness = 14;
1062                                 self.beam_traileffect = FALSE;
1063                                 self.beam_hiteffect = particleeffectnum("electro_lightning"); 
1064                                 self.beam_hitlight[0] = 0;
1065                                 self.beam_hitlight[1] = 1;
1066                                 self.beam_hitlight[2] = 1;
1067                                 self.beam_hitlight[3] = 1;
1068                                 self.beam_muzzleeffect = FALSE; //particleeffectnum("nex_muzzleflash");
1069                                 self.beam_muzzlelight[0] = 0;
1070                                 self.beam_muzzlelight[1] = 1;
1071                                 self.beam_muzzlelight[2] = 1;
1072                                 self.beam_muzzlelight[3] = 1;
1073                                 self.beam_image = "particles/lgbeam";
1074                                 setmodel(flash, "models/flash.md3");
1075                                 flash.alpha = self.beam_alpha;
1076                                 flash.colormod = self.beam_color;
1077                                 flash.scale = 0.5;
1078                                 break;
1079                         }
1080
1081                         // shouldn't be possible, but lets make it colorful if it does :D
1082                         default:
1083                         {
1084                                 self.beam_color = randomvec();
1085                                 self.beam_alpha = 1;
1086                                 self.beam_thickness = 8;
1087                                 self.beam_traileffect = FALSE;
1088                                 self.beam_hiteffect = FALSE; 
1089                                 self.beam_hitlight[0] = 0;
1090                                 self.beam_hitlight[1] = 1;
1091                                 self.beam_hitlight[2] = 1;
1092                                 self.beam_hitlight[3] = 1;
1093                                 self.beam_muzzleeffect = FALSE; //particleeffectnum("nex_muzzleflash");
1094                                 self.beam_muzzlelight[0] = 0;
1095                                 self.beam_muzzlelight[1] = 1;
1096                                 self.beam_muzzlelight[2] = 1;
1097                                 self.beam_muzzlelight[3] = 1;
1098                                 self.beam_image = "particles/lgbeam";
1099                                 setmodel(flash, "models/flash.md3");
1100                                 flash.alpha = self.beam_alpha;
1101                                 flash.colormod = self.beam_color;
1102                                 flash.scale = 0.5;
1103                                 break;
1104                         }
1105                 }
1106         }
1107
1108         if(!self.beam_usevieworigin)
1109         {
1110                 InterpolateOrigin_Note();
1111         }
1112 }
1113