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

330 lines
8.7 KiB
SourcePawn

/*
* ============================================================================
*
* Zombie:Reloaded
*
* File: visualeffects.inc
* Description: Visual effects such as map darkening, fog, etc..
*
* ============================================================================
*/
/**
* Handle of cvar "sv_skyname."
*/
new Handle:g_hSkyname = INVALID_HANDLE;
/**
* Default sky of current map.
*/
new String:g_VEffectsDefaultSky[PLATFORM_MAX_PATH];
/**
* Get cvar data and downloadable content to add to download table.
*/
VEffectsLoad()
{
// Get sv_skyname's convar handle, if invalid, log error, then stop.
g_hSkyname = FindConVar("sv_skyname");
if (g_hSkyname == INVALID_HANDLE)
{
// TODO LOG.
return;
}
// Store map's default sky before applying new one.
GetConVarString(g_hSkyname, g_VEffectsDefaultSky, sizeof(g_VEffectsDefaultSky));
// If sky path is empty, then stop.
if (!g_VEffectsDefaultSky[0])
{
return;
}
decl String:downloadpath[PLATFORM_MAX_PATH];
// Prepend materials/skybox to the path.
Format(downloadpath, sizeof(downloadpath), "materials/skybox/%s", g_VEffectsDefaultSky);
// Add skybox file to downloads table.
AddFileToDownloadsTable(downloadpath);
}
/**
* The round is starting.
*/
VEffectsOnRoundStart()
{
// If lightstyle is disabled, then disable.
new bool:lightstyle = GetConVarBool(g_hCvarsList[CVAR_VEFFECTS_LIGHTSTYLE]);
// Apply light style.
VEffectsApplyLightStyle(!lightstyle);
// If sky is disabled, then disable.
new bool:sky = GetConVarBool(g_hCvarsList[CVAR_VEFFECTS_SKY]);
// Apply new sky.
VEffectsApplySky(!sky);
// If fog is disabled, then disable.
new bool:fogoverride = GetConVarBool(g_hCvarsList[CVAR_VEFFECTS_FOG_OVERRIDE]);
// Apply fog.
VEffectsApplyFog(fogoverride);
}
VEffectsApplyLightStyle(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);
}
VEffectsApplySky(bool:disable = false)
{
// If default, then set to default sky.
if (disable)
{
// Set new sky on all clients.
SetConVarString(g_hSkyname, g_VEffectsDefaultSky, 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(g_hSkyname, skypath, true);
}
VEffectsApplyFog(bool:override = false)
{
// 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.
RemoveEdict(fogindex);
}
}
// If fog is disabled, then stop.
new bool:fog = GetConVarBool(g_hCvarsList[CVAR_VEFFECTS_FOG]);
if (!fog)
{
return;
}
// 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));
VEffectsSetFogColor(fogindex, fogcolor, true);
// Set secondary fog color.
GetConVarString(g_hCvarsList[CVAR_VEFFECTS_FOG_SCOLOR], fogcolor, sizeof(fogcolor));
VEffectsSetFogColor(fogindex, fogcolor, false);
// Set fog's density.
new Float:fogdensity = GetConVarFloat(g_hCvarsList[CVAR_VEFFECTS_FOG_DENSITY]);
VEffectsSetFogDensity(fogindex, fogdensity);
// Set fog's start distance.
new fogstart = GetConVarInt(g_hCvarsList[CVAR_VEFFECTS_FOG_STARTDIST]);
VEffectsSetFogStartDist(fogindex, fogstart);
// Set fog's end distance.
new fogend = GetConVarInt(g_hCvarsList[CVAR_VEFFECTS_FOG_ENDDIST]);
VEffectsSetFogEndDist(fogindex, fogend);
// Set fog's far z distance.
new fogfarz = GetConVarInt(g_hCvarsList[CVAR_VEFFECTS_FOG_FARZ]);
VEffectsSetFogFarZ(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.
*/
VEffectsSetFogColor(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.
*/
VEffectsSetFogDensity(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.
*/
VEffectsSetFogStartDist(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.
*/
VEffectsSetFogEndDist(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.
*/
VEffectsSetFogFarZ(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();
}