Merged heads.

This commit is contained in:
richard 2009-06-08 00:15:13 +02:00
commit 208fe7fe28
3 changed files with 523 additions and 501 deletions

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@ -49,7 +49,7 @@
// Modules
#include "zr/account"
#include "zr/visualeffects"
#include "zr/visualeffects/visualeffects"
#include "zr/soundeffects/soundeffects"
#include "zr/antistick"
#include "zr/knockback"

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@ -3,9 +3,9 @@
*
* Zombie:Reloaded
*
* File: visualeffects.inc
* File: visualambience.inc
* Type: Module
* Description: Visual effects such as map darkening, fog, etc..
* Description: Fog, light style, sky, sun rendering, etc
*
* ============================================================================
*/
@ -13,22 +13,22 @@
/**
* Default sky of current map.
*/
new String:g_VEffectsDefaultSky[PLATFORM_MAX_PATH];
new String:g_VAmbienceDefaultSky[PLATFORM_MAX_PATH];
/**
* Get cvar data and downloadable content to add to download table.
* Validate cvar data.
*/
VEffectsLoad()
VAmbienceLoad()
{
// Apply all visual effects now
VEffectsApplyAll();
VAmbienceApplyAll();
// Find map's default sky.
new Handle:hSkyname = FindConVar("sv_skyname");
if (hSkyname != INVALID_HANDLE)
{
// Store map's default sky before applying new one.
GetConVarString(hSkyname, g_VEffectsDefaultSky, sizeof(g_VEffectsDefaultSky));
GetConVarString(hSkyname, g_VAmbienceDefaultSky, sizeof(g_VAmbienceDefaultSky));
}
// If sky is disabled, then stop.
@ -51,70 +51,61 @@ VEffectsLoad()
AddFileToDownloadsTable(downloadpath);
}
/**
* Plugin has just finished creating/hooking cvars.
*/
VEffectsOnCvarInit()
{
// Hook zr_veffects_* cvars.
VEffectsCvarsHook();
}
/**
* Hook zr_veffects_* cvar changes.
*
* @param unhook If true, cvars will be unhooked, false to hook cvars.
*/
VEffectsCvarsHook(bool:unhook = false)
VAmbienceCvarsHook(bool:unhook = false)
{
// If unhook is true, then continue.
if (unhook)
{
// Unhook lightstyle cvars.
UnhookConVarChange(g_hCvarsList[CVAR_VEFFECTS_LIGHTSTYLE], VEffectsCvarsHookLightStyle);
UnhookConVarChange(g_hCvarsList[CVAR_VEFFECTS_LIGHTSTYLE_VALUE], VEffectsCvarsHookLightStyle);
UnhookConVarChange(g_hCvarsList[CVAR_VEFFECTS_LIGHTSTYLE], VAmbienceCvarsHookLightStyle);
UnhookConVarChange(g_hCvarsList[CVAR_VEFFECTS_LIGHTSTYLE_VALUE], VAmbienceCvarsHookLightStyle);
// Unhook sky cvars.
UnhookConVarChange(g_hCvarsList[CVAR_VEFFECTS_SKY], VEffectsCvarsHookSky);
UnhookConVarChange(g_hCvarsList[CVAR_VEFFECTS_SKY_PATH], VEffectsCvarsHookSky);
UnhookConVarChange(g_hCvarsList[CVAR_VEFFECTS_SKY], VAmbienceCvarsHookSky);
UnhookConVarChange(g_hCvarsList[CVAR_VEFFECTS_SKY_PATH], VAmbienceCvarsHookSky);
// Unhook sun cvars.
UnhookConVarChange(g_hCvarsList[CVAR_VEFFECTS_SUN_DISABLE], VEffectsCvarsHookSunDisable);
UnhookConVarChange(g_hCvarsList[CVAR_VEFFECTS_SUN_DISABLE], VAmbienceCvarsHookSunDisable);
// Unhook fog cvars.
UnhookConVarChange(g_hCvarsList[CVAR_VEFFECTS_FOG], VEffectsCvarsHookFog);
UnhookConVarChange(g_hCvarsList[CVAR_VEFFECTS_FOG_OVERRIDE], VEffectsCvarsHookFog);
UnhookConVarChange(g_hCvarsList[CVAR_VEFFECTS_FOG_PCOLOR], VEffectsCvarsHookFog);
UnhookConVarChange(g_hCvarsList[CVAR_VEFFECTS_FOG_SCOLOR], VEffectsCvarsHookFog);
UnhookConVarChange(g_hCvarsList[CVAR_VEFFECTS_FOG_DENSITY], VEffectsCvarsHookFog);
UnhookConVarChange(g_hCvarsList[CVAR_VEFFECTS_FOG_STARTDIST], VEffectsCvarsHookFog);
UnhookConVarChange(g_hCvarsList[CVAR_VEFFECTS_FOG_ENDDIST], VEffectsCvarsHookFog);
UnhookConVarChange(g_hCvarsList[CVAR_VEFFECTS_FOG_FARZ], VEffectsCvarsHookFog);
UnhookConVarChange(g_hCvarsList[CVAR_VEFFECTS_FOG], VAmbienceCvarsHookFog);
UnhookConVarChange(g_hCvarsList[CVAR_VEFFECTS_FOG_OVERRIDE], VAmbienceCvarsHookFog);
UnhookConVarChange(g_hCvarsList[CVAR_VEFFECTS_FOG_PCOLOR], VAmbienceCvarsHookFog);
UnhookConVarChange(g_hCvarsList[CVAR_VEFFECTS_FOG_SCOLOR], VAmbienceCvarsHookFog);
UnhookConVarChange(g_hCvarsList[CVAR_VEFFECTS_FOG_DENSITY], VAmbienceCvarsHookFog);
UnhookConVarChange(g_hCvarsList[CVAR_VEFFECTS_FOG_STARTDIST], VAmbienceCvarsHookFog);
UnhookConVarChange(g_hCvarsList[CVAR_VEFFECTS_FOG_ENDDIST], VAmbienceCvarsHookFog);
UnhookConVarChange(g_hCvarsList[CVAR_VEFFECTS_FOG_FARZ], VAmbienceCvarsHookFog);
// Stop after unhooking cvars.
return;
}
// Hook lightstyle cvars.
HookConVarChange(g_hCvarsList[CVAR_VEFFECTS_LIGHTSTYLE], VEffectsCvarsHookLightStyle);
HookConVarChange(g_hCvarsList[CVAR_VEFFECTS_LIGHTSTYLE_VALUE], VEffectsCvarsHookLightStyle);
HookConVarChange(g_hCvarsList[CVAR_VEFFECTS_LIGHTSTYLE], VAmbienceCvarsHookLightStyle);
HookConVarChange(g_hCvarsList[CVAR_VEFFECTS_LIGHTSTYLE_VALUE], VAmbienceCvarsHookLightStyle);
// Hook sky cvars.
HookConVarChange(g_hCvarsList[CVAR_VEFFECTS_SKY], VEffectsCvarsHookSky);
HookConVarChange(g_hCvarsList[CVAR_VEFFECTS_SKY_PATH], VEffectsCvarsHookSky);
HookConVarChange(g_hCvarsList[CVAR_VEFFECTS_SKY], VAmbienceCvarsHookSky);
HookConVarChange(g_hCvarsList[CVAR_VEFFECTS_SKY_PATH], VAmbienceCvarsHookSky);
// Hook sun cvars.
HookConVarChange(g_hCvarsList[CVAR_VEFFECTS_SUN_DISABLE], VEffectsCvarsHookSunDisable);
HookConVarChange(g_hCvarsList[CVAR_VEFFECTS_SUN_DISABLE], VAmbienceCvarsHookSunDisable);
// Hook fog cvars.
HookConVarChange(g_hCvarsList[CVAR_VEFFECTS_FOG], VEffectsCvarsHookFog);
HookConVarChange(g_hCvarsList[CVAR_VEFFECTS_FOG_OVERRIDE], VEffectsCvarsHookFog);
HookConVarChange(g_hCvarsList[CVAR_VEFFECTS_FOG_PCOLOR], VEffectsCvarsHookFog);
HookConVarChange(g_hCvarsList[CVAR_VEFFECTS_FOG_SCOLOR], VEffectsCvarsHookFog);
HookConVarChange(g_hCvarsList[CVAR_VEFFECTS_FOG_DENSITY], VEffectsCvarsHookFog);
HookConVarChange(g_hCvarsList[CVAR_VEFFECTS_FOG_STARTDIST], VEffectsCvarsHookFog);
HookConVarChange(g_hCvarsList[CVAR_VEFFECTS_FOG_ENDDIST], VEffectsCvarsHookFog);
HookConVarChange(g_hCvarsList[CVAR_VEFFECTS_FOG_FARZ], VEffectsCvarsHookFog);
HookConVarChange(g_hCvarsList[CVAR_VEFFECTS_FOG], VAmbienceCvarsHookFog);
HookConVarChange(g_hCvarsList[CVAR_VEFFECTS_FOG_OVERRIDE], VAmbienceCvarsHookFog);
HookConVarChange(g_hCvarsList[CVAR_VEFFECTS_FOG_PCOLOR], VAmbienceCvarsHookFog);
HookConVarChange(g_hCvarsList[CVAR_VEFFECTS_FOG_SCOLOR], VAmbienceCvarsHookFog);
HookConVarChange(g_hCvarsList[CVAR_VEFFECTS_FOG_DENSITY], VAmbienceCvarsHookFog);
HookConVarChange(g_hCvarsList[CVAR_VEFFECTS_FOG_STARTDIST], VAmbienceCvarsHookFog);
HookConVarChange(g_hCvarsList[CVAR_VEFFECTS_FOG_ENDDIST], VAmbienceCvarsHookFog);
HookConVarChange(g_hCvarsList[CVAR_VEFFECTS_FOG_FARZ], VAmbienceCvarsHookFog);
}
/**
@ -125,13 +116,13 @@ VEffectsCvarsHook(bool:unhook = false)
* @param oldvalue The value before change.
* @param newvalue The new value.
*/
public VEffectsCvarsHookLightStyle(Handle:cvar, const String:oldvalue[], const String:newvalue[])
public VAmbienceCvarsHookLightStyle(Handle:cvar, const String:oldvalue[], const String:newvalue[])
{
// If lightstyle is disabled, then disable.
new bool:lightstyle = GetConVarBool(g_hCvarsList[CVAR_VEFFECTS_LIGHTSTYLE]);
// Apply light style.
VEffectsApplyLightStyle(!lightstyle);
VAmbienceApplyLightStyle(!lightstyle);
}
/**
@ -142,13 +133,13 @@ public VEffectsCvarsHookLightStyle(Handle:cvar, const String:oldvalue[], const S
* @param oldvalue The value before change.
* @param newvalue The new value.
*/
public VEffectsCvarsHookSky(Handle:cvar, const String:oldvalue[], const String:newvalue[])
public VAmbienceCvarsHookSky(Handle:cvar, const String:oldvalue[], const String:newvalue[])
{
// If sky is disabled, then disable.
new bool:sky = GetConVarBool(g_hCvarsList[CVAR_VEFFECTS_SKY]);
// Apply new sky.
VEffectsApplySky(!sky);
VAmbienceApplySky(!sky);
}
/**
@ -159,13 +150,13 @@ public VEffectsCvarsHookSky(Handle:cvar, const String:oldvalue[], const String:n
* @param oldvalue The value before change.
* @param newvalue The new value.
*/
public VEffectsCvarsHookSunDisable(Handle:cvar, const String:oldvalue[], const String:newvalue[])
public VAmbienceCvarsHookSunDisable(Handle:cvar, const String:oldvalue[], const String:newvalue[])
{
// If fog is disabled, then disable.
new bool:sun = GetConVarBool(g_hCvarsList[CVAR_VEFFECTS_SUN_DISABLE]);
// Apply fog.
VEffectsApplySunDisable(!sun);
VAmbienceApplySunDisable(!sun);
}
/**
@ -176,40 +167,40 @@ public VEffectsCvarsHookSunDisable(Handle:cvar, const String:oldvalue[], const S
* @param oldvalue The value before change.
* @param newvalue The new value.
*/
public VEffectsCvarsHookFog(Handle:cvar, const String:oldvalue[], const String:newvalue[])
public VAmbienceCvarsHookFog(Handle:cvar, const String:oldvalue[], const String:newvalue[])
{
// If fog is disabled, then disable.
new bool:fogoverride = GetConVarBool(g_hCvarsList[CVAR_VEFFECTS_FOG_OVERRIDE]);
// Apply fog.
VEffectsApplyFog(fogoverride);
VAmbienceApplyFog(fogoverride);
}
/**
* Apply all cvar values on server.
*/
VEffectsApplyAll()
VAmbienceApplyAll()
{
// If lightstyle is disabled, then disable.
new bool:lightstyle = GetConVarBool(g_hCvarsList[CVAR_VEFFECTS_LIGHTSTYLE]);
// Apply light style.
VEffectsApplyLightStyle(!lightstyle);
VAmbienceApplyLightStyle(!lightstyle);
// If sky is disabled, then disable.
new bool:sky = GetConVarBool(g_hCvarsList[CVAR_VEFFECTS_SKY]);
// Apply new sky.
VEffectsApplySky(!sky);
VAmbienceApplySky(!sky);
// If fog is disabled, then disable.
new bool:fogoverride = GetConVarBool(g_hCvarsList[CVAR_VEFFECTS_FOG_OVERRIDE]);
// Apply fog.
VEffectsApplyFog(fogoverride);
VAmbienceApplyFog(fogoverride);
}
VEffectsApplyLightStyle(bool:disable = false)
VAmbienceApplyLightStyle(bool:disable = false)
{
// If default, then set to normal light style.
if (disable)
@ -228,7 +219,7 @@ VEffectsApplyLightStyle(bool:disable = false)
SetLightStyle(0, lightstylevalue);
}
VEffectsApplySky(bool:disable = false)
VAmbienceApplySky(bool:disable = false)
{
// if we can't find the sv_skyname cvar, then stop.
new Handle:hSkyname = FindConVar("sv_skyname");
@ -240,9 +231,9 @@ VEffectsApplySky(bool:disable = false)
// If default, then set to default sky.
if (disable)
{
if (g_VEffectsDefaultSky[0])
if (g_VAmbienceDefaultSky[0])
{
SetConVarString(hSkyname, g_VEffectsDefaultSky, true);
SetConVarString(hSkyname, g_VAmbienceDefaultSky, true);
}
return;
@ -256,7 +247,7 @@ VEffectsApplySky(bool:disable = false)
SetConVarString(hSkyname, skypath, true);
}
VEffectsApplySunDisable(bool:disable = false)
VAmbienceApplySunDisable(bool:disable = false)
{
// Find sun entity.
new sun = FindEntityByClassname(-1, "env_sun");
@ -280,7 +271,7 @@ VEffectsApplySunDisable(bool:disable = false)
AcceptEntityInput(sun, "TurnOff");
}
VEffectsApplyFog(bool:override = false)
VAmbienceApplyFog(bool:override = false)
{
// If fog is disabled, then stop.
new bool:fog = GetConVarBool(g_hCvarsList[CVAR_VEFFECTS_FOG]);
@ -319,27 +310,27 @@ VEffectsApplyFog(bool:override = false)
// Set primary fog color.
GetConVarString(g_hCvarsList[CVAR_VEFFECTS_FOG_PCOLOR], fogcolor, sizeof(fogcolor));
VEffectsSetFogColor(fogindex, fogcolor, true);
VAmbienceSetFogColor(fogindex, fogcolor, true);
// Set secondary fog color.
GetConVarString(g_hCvarsList[CVAR_VEFFECTS_FOG_SCOLOR], fogcolor, sizeof(fogcolor));
VEffectsSetFogColor(fogindex, fogcolor, false);
VAmbienceSetFogColor(fogindex, fogcolor, false);
// Set fog's density.
new Float:fogdensity = GetConVarFloat(g_hCvarsList[CVAR_VEFFECTS_FOG_DENSITY]);
VEffectsSetFogDensity(fogindex, fogdensity);
VAmbienceSetFogDensity(fogindex, fogdensity);
// Set fog's start distance.
new fogstart = GetConVarInt(g_hCvarsList[CVAR_VEFFECTS_FOG_STARTDIST]);
VEffectsSetFogStartDist(fogindex, fogstart);
VAmbienceSetFogStartDist(fogindex, fogstart);
// Set fog's end distance.
new fogend = GetConVarInt(g_hCvarsList[CVAR_VEFFECTS_FOG_ENDDIST]);
VEffectsSetFogEndDist(fogindex, fogend);
VAmbienceSetFogEndDist(fogindex, fogend);
// Set fog's far z distance.
new fogfarz = GetConVarInt(g_hCvarsList[CVAR_VEFFECTS_FOG_FARZ]);
VEffectsSetFogFarZ(fogindex, fogfarz);
VAmbienceSetFogFarZ(fogindex, fogfarz);
}
/**
@ -349,7 +340,7 @@ VEffectsApplyFog(bool:override = false)
* @param color The rgb color of the fog.
* @param primary (Optional) True to set primary, false otherwise.
*/
VEffectsSetFogColor(fogindex, const String:color[], bool:primary = true)
VAmbienceSetFogColor(fogindex, const String:color[], bool:primary = true)
{
// Set primary color.
if (primary)
@ -373,7 +364,7 @@ VEffectsSetFogColor(fogindex, const String:color[], bool:primary = true)
* @param fogindex Edict index of the fog to modify.
* @param density The density of the fog.
*/
VEffectsSetFogDensity(fogindex, Float:density)
VAmbienceSetFogDensity(fogindex, Float:density)
{
// Set density.
DispatchKeyValueFloat(fogindex, "fogmaxdensity", density);
@ -385,7 +376,7 @@ VEffectsSetFogDensity(fogindex, Float:density)
* @param fogindex Edict index of the fog to modify.
* @param startdist The start distance of the fog.
*/
VEffectsSetFogStartDist(fogindex, startdist)
VAmbienceSetFogStartDist(fogindex, startdist)
{
// Set start distance.
SetVariantInt(startdist);
@ -398,7 +389,7 @@ VEffectsSetFogStartDist(fogindex, startdist)
* @param fogindex Edict index of the fog to modify.
* @param enddist The end distance of the fog.
*/
VEffectsSetFogEndDist(fogindex, enddist)
VAmbienceSetFogEndDist(fogindex, enddist)
{
// Set end distance.
SetVariantInt(enddist);
@ -411,90 +402,9 @@ VEffectsSetFogEndDist(fogindex, enddist)
* @param fogindex Edict index of the fog to modify.
* @param farz The far z distance of the fog.
*/
VEffectsSetFogFarZ(fogindex, farz)
VAmbienceSetFogFarZ(fogindex, farz)
{
// Set far z distance.
SetVariantInt(farz);
AcceptEntityInput(fogindex, "SetFarZ");
}
/**
* Create an energy splash effect.
*
* @param client The client index.
* @param origin The origin of the effect.
* @param direction The direction of the effect.
*/
VEffectsCreateEnergySplash(const Float:origin[3], const Float:direction[3], bool:explosive)
{
TE_SetupEnergySplash(origin, direction, explosive);
TE_SendToAll();
}
/**
* Create an explosion effect with strict flags.
*
* @param origin The (x, y, z) coordinate of the explosion.
* @param flags The flags to set on the explosion.
*/
VEffectsCreateExplosion(const Float:origin[3], flags)
{
// Create an explosion entity.
new explosion = CreateEntityByName("env_explosion");
// If explosion entity isn't valid, then stop.
if (explosion == -1)
{
return;
}
// Get and modify flags on explosion.
new spawnflags = GetEntProp(explosion, Prop_Data, "m_spawnflags");
spawnflags = spawnflags | EXP_NODAMAGE | EXP_NODECAL | flags;
// Set modified flags on entity.
SetEntProp(explosion, Prop_Data, "m_spawnflags", spawnflags);
// Spawn the entity into the world.
DispatchSpawn(explosion);
// Set the origin of the explosion.
DispatchKeyValueVector(explosion, "origin", origin);
// Set fireball material.
PrecacheModel("materials/sprites/xfireball3.vmt");
DispatchKeyValue(explosion, "fireballsprite", "materials/sprites/xfireball3.vmt");
// Tell the entity to explode.
AcceptEntityInput(explosion, "Explode");
// Remove entity from world.
RemoveEdict(explosion);
}
/**
* Shake a client's screen with specific parameters.
*
* @param client The client index.
* @param amplitude The amplitude (intensity) of the shaking.
* @param frequency The frequency (speed) of the shaking.
* @param duration The duration (time) of the shaking.
*/
VEffectsShakeClientScreen(client, Float:amplitude, Float:frequency, Float:duration)
{
// If shake usermsg isn't invalid, then stop.
new Handle:hShake = StartMessageOne("Shake", client);
if (hShake == INVALID_HANDLE)
{
return;
}
// Write shake information to usermsg handle.
BfWriteByte(hShake, 0);
BfWriteFloat(hShake, amplitude);
BfWriteFloat(hShake, frequency);
BfWriteFloat(hShake, duration);
// End usermsg and send to client.
EndMessage();
}

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@ -0,0 +1,112 @@
/*
* ============================================================================
*
* Zombie:Reloaded
*
* File: visualeffects.inc
* Type: Module
* Description: Visual effects API.
*
* ============================================================================
*/
#include "zr/visualeffects/visualambience"
/**
* Visual effect loading.
*/
VEffectsLoad()
{
// Forward event to sub-modules.
VAmbienceLoad();
}
/**
* Plugin has just finished creating/hooking cvars.
*/
VEffectsOnCvarInit()
{
// Hook zr_veffects_* cvars.
VAmbienceCvarsHook();
}
/**
* Create an energy splash effect.
*
* @param client The client index.
* @param origin The origin of the effect.
* @param direction The direction of the effect.
*/
VEffectsCreateEnergySplash(const Float:origin[3], const Float:direction[3], bool:explosive)
{
TE_SetupEnergySplash(origin, direction, explosive);
TE_SendToAll();
}
/**
* Create an explosion effect with strict flags.
*
* @param origin The (x, y, z) coordinate of the explosion.
* @param flags The flags to set on the explosion.
*/
VEffectsCreateExplosion(const Float:origin[3], flags)
{
// Create an explosion entity.
new explosion = CreateEntityByName("env_explosion");
// If explosion entity isn't valid, then stop.
if (explosion == -1)
{
return;
}
// Get and modify flags on explosion.
new spawnflags = GetEntProp(explosion, Prop_Data, "m_spawnflags");
spawnflags = spawnflags | EXP_NODAMAGE | EXP_NODECAL | flags;
// Set modified flags on entity.
SetEntProp(explosion, Prop_Data, "m_spawnflags", spawnflags);
// Spawn the entity into the world.
DispatchSpawn(explosion);
// Set the origin of the explosion.
DispatchKeyValueVector(explosion, "origin", origin);
// Set fireball material.
PrecacheModel("materials/sprites/xfireball3.vmt");
DispatchKeyValue(explosion, "fireballsprite", "materials/sprites/xfireball3.vmt");
// Tell the entity to explode.
AcceptEntityInput(explosion, "Explode");
// Remove entity from world.
RemoveEdict(explosion);
}
/**
* Shake a client's screen with specific parameters.
*
* @param client The client index.
* @param amplitude The amplitude (intensity) of the shaking.
* @param frequency The frequency (speed) of the shaking.
* @param duration The duration (time) of the shaking.
*/
VEffectsShakeClientScreen(client, Float:amplitude, Float:frequency, Float:duration)
{
// If shake usermsg isn't invalid, then stop.
new Handle:hShake = StartMessageOne("Shake", client);
if (hShake == INVALID_HANDLE)
{
return;
}
// Write shake information to usermsg handle.
BfWriteByte(hShake, 0);
BfWriteFloat(hShake, amplitude);
BfWriteFloat(hShake, frequency);
BfWriteFloat(hShake, duration);
// End usermsg and send to client.
EndMessage();
}