sm-zombiereloaded-3/src/zr/visualeffects/visualambience.inc

434 lines
13 KiB
SourcePawn

/*
* ============================================================================
*
* Zombie:Reloaded
*
* File: visualambience.inc
* Type: Module
* Description: Fog, light style, sky, sun rendering, etc
*
* Copyright (C) 2009-2013 Greyscale, Richard Helgeby
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
* ============================================================================
*/
/**
* Default sky of current map.
*/
new String:g_VAmbienceDefaultSky[PLATFORM_MAX_PATH];
/**
* The map is ending.
*/
VAmbienceOnMapEnd()
{
// Reset the default sky cache to empty, to be re-cached for the next map.
g_VAmbienceDefaultSky[0] = 0;
}
/**
* Validate cvar data.
*/
VAmbienceLoad()
{
// Apply all visual effects now.
VAmbienceApplyAll();
// If sky is disabled, then stop.
new bool:sky = GetConVarBool(g_hCvarsList[CVAR_VEFFECTS_SKY]);
if (!sky)
{
return;
}
decl String:downloadpath[PLATFORM_MAX_PATH];
decl String:skypath[PLATFORM_MAX_PATH];
// Get sky path.
GetConVarString(g_hCvarsList[CVAR_VEFFECTS_SKY_PATH], skypath, sizeof(skypath));
// Prepend materials/skybox to the path.
Format(downloadpath, sizeof(downloadpath), "materials/skybox/%s", skypath);
// Add skybox file to downloads table.
AddFileToDownloadsTable(downloadpath);
}
/**
* Hook zr_veffects_* cvar changes.
*
* @param unhook If true, cvars will be unhooked, false to hook cvars.
*/
VAmbienceCvarsHook(bool:unhook = false)
{
// If unhook is true, then continue.
if (unhook)
{
// Unhook lightstyle cvars.
UnhookConVarChange(g_hCvarsList[CVAR_VEFFECTS_LIGHTSTYLE], VAmbienceCvarsHookLightStyle);
UnhookConVarChange(g_hCvarsList[CVAR_VEFFECTS_LIGHTSTYLE_VALUE], VAmbienceCvarsHookLightStyle);
// Unhook sky cvars.
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], VAmbienceCvarsHookSunDisable);
// Unhook fog cvars.
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], VAmbienceCvarsHookLightStyle);
HookConVarChange(g_hCvarsList[CVAR_VEFFECTS_LIGHTSTYLE_VALUE], VAmbienceCvarsHookLightStyle);
// Hook sky cvars.
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], VAmbienceCvarsHookSunDisable);
// Hook fog cvars.
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);
}
/**
* Cvar hook callback (zr_veffects_lightstyle, zr_veffects_lightstyle_value)
* Updated server to cvar values.
*
* @param convar The cvar handle.
* @param oldvalue The value before change.
* @param newvalue The new value.
*/
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.
VAmbienceApplyLightStyle(!lightstyle);
}
/**
* Cvar hook callback (zr_veffects_sky, zr_veffects_sky_path)
* Updated server to cvar values.
*
* @param convar The cvar handle.
* @param oldvalue The value before change.
* @param newvalue The new value.
*/
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.
VAmbienceApplySky(!sky);
}
/**
* Cvar hook callback (zr_veffects_sun_disable)
* Updated server to cvar values.
*
* @param convar The cvar handle.
* @param oldvalue The value before change.
* @param newvalue The new value.
*/
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.
VAmbienceApplySunDisable(!sun);
}
/**
* Cvar hook callback (zr_veffects_fog_*)
* Updated server to cvar values.
*
* @param convar The cvar handle.
* @param oldvalue The value before change.
* @param newvalue The new value.
*/
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.
VAmbienceApplyFog(fogoverride);
}
/**
* Apply all cvar values on server.
*/
VAmbienceApplyAll()
{
// If lightstyle is disabled, then disable.
new bool:lightstyle = GetConVarBool(g_hCvarsList[CVAR_VEFFECTS_LIGHTSTYLE]);
// Apply light style.
VAmbienceApplyLightStyle(!lightstyle);
// If sky is disabled, then disable.
new bool:sky = GetConVarBool(g_hCvarsList[CVAR_VEFFECTS_SKY]);
// Apply new sky.
VAmbienceApplySky(!sky);
// If fog is disabled, then disable.
new bool:fogoverride = GetConVarBool(g_hCvarsList[CVAR_VEFFECTS_FOG_OVERRIDE]);
// Apply fog.
VAmbienceApplyFog(fogoverride);
}
VAmbienceApplyLightStyle(bool:disable = false)
{
// If default, then set to normal light style.
if (disable)
{
// Set light style.
SetLightStyle(0, "n");
return;
}
// Get light value.
decl String:lightstylevalue[4];
GetConVarString(g_hCvarsList[CVAR_VEFFECTS_LIGHTSTYLE_VALUE], lightstylevalue, sizeof(lightstylevalue));
// Set light style.
SetLightStyle(0, lightstylevalue);
}
VAmbienceApplySky(bool:disable = false)
{
// If we can't find the sv_skyname cvar, then stop.
new Handle:hSkyname = FindConVar("sv_skyname");
if (hSkyname == INVALID_HANDLE)
{
return;
}
// Store map's default sky before applying new one.
if (!g_VAmbienceDefaultSky[0])
{
GetConVarString(hSkyname, g_VAmbienceDefaultSky, sizeof(g_VAmbienceDefaultSky));
}
// If default, then set to default sky.
if (disable)
{
if (g_VAmbienceDefaultSky[0])
{
// Set default sky on all clients.
SetConVarString(hSkyname, g_VAmbienceDefaultSky, true);
}
return;
}
// Get sky path.
decl String:skypath[PLATFORM_MAX_PATH];
GetConVarString(g_hCvarsList[CVAR_VEFFECTS_SKY_PATH], skypath, sizeof(skypath));
// Set new sky on all clients.
SetConVarString(hSkyname, skypath, true);
}
VAmbienceApplySunDisable(bool:disable = false)
{
// Find sun entity.
new sun = FindEntityByClassname(-1, "env_sun");
// If sun is invalid, then stop.
if (sun == -1)
{
return;
}
// If default, then re-enable sun rendering.
if (disable)
{
// Turn on sun rendering.
AcceptEntityInput(sun, "TurnOn");
return;
}
// Turn off sun rendering.
AcceptEntityInput(sun, "TurnOff");
}
VAmbienceApplyFog(bool:override = false)
{
// If fog is disabled, then stop.
new bool:fog = GetConVarBool(g_hCvarsList[CVAR_VEFFECTS_FOG]);
// DUE TO SOURCEMOD NOT SUPPORT FOG, DISABLE.
fog = false;
if (!fog)
{
return;
}
// Find current fog index
new fogindex = FindEntityByClassname(-1, "env_fog_controller");
// If override is enabled, then continue.
if (override)
{
// If there is fog, then continue.
if (fogindex != -1)
{
// Delete fog.
AcceptEntityInput(fogindex, "Kill");
}
}
// If there is no fog on the map, create new fog.
if (fogindex == -1)
{
// Create and spawn fog.
fogindex = CreateEntityByName("env_fog_controller");
DispatchSpawn(fogindex);
}
decl String:fogcolor[16];
// Set primary fog color.
GetConVarString(g_hCvarsList[CVAR_VEFFECTS_FOG_PCOLOR], fogcolor, sizeof(fogcolor));
VAmbienceSetFogColor(fogindex, fogcolor, true);
// Set secondary fog color.
GetConVarString(g_hCvarsList[CVAR_VEFFECTS_FOG_SCOLOR], fogcolor, sizeof(fogcolor));
VAmbienceSetFogColor(fogindex, fogcolor, false);
// Set fog's density.
new Float:fogdensity = GetConVarFloat(g_hCvarsList[CVAR_VEFFECTS_FOG_DENSITY]);
VAmbienceSetFogDensity(fogindex, fogdensity);
// Set fog's start distance.
new fogstart = GetConVarInt(g_hCvarsList[CVAR_VEFFECTS_FOG_STARTDIST]);
VAmbienceSetFogStartDist(fogindex, fogstart);
// Set fog's end distance.
new fogend = GetConVarInt(g_hCvarsList[CVAR_VEFFECTS_FOG_ENDDIST]);
VAmbienceSetFogEndDist(fogindex, fogend);
// Set fog's far z distance.
new fogfarz = GetConVarInt(g_hCvarsList[CVAR_VEFFECTS_FOG_FARZ]);
VAmbienceSetFogFarZ(fogindex, fogfarz);
}
/**
* Set fog's primary or secondary color.
*
* @param fogindex Edict index of the fog to modify.
* @param color The rgb color of the fog.
* @param primary (Optional) True to set primary, false otherwise.
*/
VAmbienceSetFogColor(fogindex, const String:color[], bool:primary = true)
{
// Set primary color.
if (primary)
{
// Set new color.
SetVariantString(color);
AcceptEntityInput(fogindex, "SetColor");
}
// Set secondary color.
else
{
// Set new color.
SetVariantString(color);
AcceptEntityInput(fogindex, "SetColorSecondary");
}
}
/**
* Set fog's density.
*
* @param fogindex Edict index of the fog to modify.
* @param density The density of the fog.
*/
VAmbienceSetFogDensity(fogindex, Float:density)
{
// Set density.
DispatchKeyValueFloat(fogindex, "fogmaxdensity", density);
}
/**
* Set fog's start distance.
*
* @param fogindex Edict index of the fog to modify.
* @param startdist The start distance of the fog.
*/
VAmbienceSetFogStartDist(fogindex, startdist)
{
// Set start distance.
SetVariantInt(startdist);
AcceptEntityInput(fogindex, "SetStartDist");
}
/**
* Set fog's end distance.
*
* @param fogindex Edict index of the fog to modify.
* @param enddist The end distance of the fog.
*/
VAmbienceSetFogEndDist(fogindex, enddist)
{
// Set end distance.
SetVariantInt(enddist);
AcceptEntityInput(fogindex, "SetEndDist");
}
/**
* Set fog's far z distance.
*
* @param fogindex Edict index of the fog to modify.
* @param farz The far z distance of the fog.
*/
VAmbienceSetFogFarZ(fogindex, farz)
{
// Set far z distance.
SetVariantInt(farz);
AcceptEntityInput(fogindex, "SetFarZ");
}