#include maps\mp\_utility;
#include extreme\_ex_drm;

/*
	****************************************************************************************************************
	OneShotfx: Fires an effect once.
	maps\_fx::OneShotfx( effectname, (x y z), predelay);

	Example:
	maps\_fx::OneShotfx(level.medFire,		// Medium fire effect
					(-701, -18361, 148),	// Origin
					5);						// Wait 5 seconds before doing effect
	****************************************************************************************************************


	****************************************************************************************************************
	Loopfx: Loops an effect with a waittime.
	maps\_fx::loopfx( effectname, (x y z), delay_between_shots);

	Example:
	maps\_fx::loopfx(level.medFire,			// Medium fire effect
					(-701, -18361, 148),	// Origin
					0.3);					// Wait 0.3 seconds between shots
	****************************************************************************************************************


	****************************************************************************************************************
	GunFireLoopfx: Simulates bursts of fire.
	maps\_fx::gunfireloopfx(fxId, fxPos, shotsMin, shotsMax, shotdelayMin, shotdelayMax, betweenSetsMin, betweenSetsMax)

	Example:
	maps\_fx::gunfireloopfx (level.medFire,			// Medium fire effect
							(-701, -18361, 148),	// Origin
							10, 15,					// 10 to 15 shots
							0.1, 0.3,				// 0.1 to 0.3 seconds between shots
							2.5, 9);				// 2.5 to 9 seconds between sets of shots.
	****************************************************************************************************************

	****************************************************************************************************************
	GrenadeExplosionfx: Creates a grenade explosion with view jitter.
	maps\_fx::GrenadeExplosionfx((x y z));

	Example:
	maps\_fx::GrenadeExplosionfx( (-701, -18361, 148) ); // origin
	****************************************************************************************************************
*/

/*
{
"origin" "-451 -14930 26"
"targetname" "auto1166"
"classname" "script_origin"
}
*/

print_org (fxcommand, fxId, fxPos, waittime)
{
	if (drm_getcvar("debug") == "1")
	{
		println ("{");
		println ("\"origin\" \"" + fxPos[0] + " " + fxPos[1] + " " + fxPos[2] + "\"");
		println ("\"classname\" \"script_model\"");
		println ("\"model\" \"xmodel/fx\"");
		println ("\"script_fxcommand\" \"" + fxcommand + "\"");
		println ("\"script_fxid\" \"" + fxId + "\"");
		println ("\"script_delay\" \"" + waittime + "\"");
		println ("}");
	}
}

OneShotfx(fxId, fxPos, waittime, fxPos2)
{
	level thread print_org ("OneShotfx", fxId, fxPos, waittime);
    level thread OneShotfxthread (fxId, fxPos, waittime, fxPos2);
}

OneShotfxthread ( fxId, fxPos, waittime, fxPos2 )
{
	wait .05; // waitframe

    wait waittime;
    if (isdefined (fxPos2))
		fxPos2 = vectornormalize (fxPos2 - fxPos);
//++MYK ******************************************************
// arreglamos fallos que ocurren al explotar el objetivo en mapas como
//mp_hill24 y mp_port

if (isdefined( level._effect[fxId]))
	{
		if (isdefined (fxPos2))
			playfx ( level._effect[fxId], fxPos, fxPos2 );
		else
			playfx ( level._effect[fxId], fxPos);
	}
//--MYK ******************************************************

}

exploderfx(num, fxId, fxPos, waittime, fxPos2, fireFx, fireFxDelay, fireFxSound, fxSound, fxQuake, fxDamage, soundalias)
{
	fx = spawn ("script_origin", (0,0,0));
	println ("total ", getentarray ("script_origin","classname").size);
	fx.origin = fxPos;
	fx.angles = vectortoangles (fxPos2 - fxPos);
//	fx.targetname = "exploder";
	fx.script_exploder = num;
	fx.script_fxid = fxId;
	fx.script_delay = waittime;
	
	fx.script_firefx = fireFx;
	fx.script_firedelay = fireFxDelay;
	fx.script_firefxsound = fireFxSound;

	fx.script_sound = fxSound;
	fx.script_earthquake = fxQuake;
	fx.script_damage = fxDamage;
	fx.script_soundalias = soundalias;
	
	forward = anglestoforward (fx.angles);
	forward = vectorScale(forward, 150);
	fx.targetPos = fxPos + forward;
	
	if (!isdefined (level._script_exploders))
		level._script_exploders = [];
	level._script_exploders[level._script_exploders.size] = fx;
	
	maps\mp\_createfx::createfx_showOrigin (fxid, fxPos, waittime, fxpos2, "exploderfx", fx);

}

loopfx(fxId, fxPos, waittime, fxPos2, fxStart, fxStop, timeout)
{
	level thread print_org ("loopfx", fxId, fxPos, waittime);
    level thread loopfxthread (fxId, fxPos, waittime, fxPos2, fxStart, fxStop, timeout);
}

/*
loopfxRotate(fxId, fxPos, waittime, angle, fxStart, fxStop, timeout)
{
	level thread print_org ("loopfx", fxId, fxPos, waittime);
    level thread loopfxthread (fxId, fxPos, waittime, fxPos2, fxStart, fxStop, timeout);
}
*/

loopfxthread ( fxId, fxPos, waittime, fxPos2, fxStart, fxStop, timeout )
{
	ent = undefined;
	if (drm_getcvar("createfx") != "")
	{
		ent = level thread maps\mp\_createfx::createfx_showOrigin ( fxId, fxPos, waittime, fxPos2, "loopfx" );
		ent endon ("effect deleted");
	}
	else
	{
		ent = spawnstruct();
		ent.id = fxId;
		ent.org = fxPos;
		ent.delay = waittime;
		ent.org2 = fxPos2;
	}
	
	wait .05; // waitframe
//	println ( "fx testing running Id: ", fxId );
    if ((isdefined (level.scr_sound)) && (isdefined (level.scr_sound[fxId])))
	   loopSound(level.scr_sound[fxId], fxPos);

//	if ((level.script == "burnville") || (level.script == "burnville_nolight"))
//	{
//		if ((fxId == "medFire")
//		 || (fxId == "medFireTop")
//		 || (fxId == "bigFireTop")
//		 || (fxId == "smallFire")
//		 || (fxId == "smallFireWindow")
//		 || (fxId == "firesmall")
//		 || (fxId == "firesmoke")
//		 || (fxId == "fireheavysmoke"))
//		{
//			dist = 1800;
//		}
//		else
//		{
//			dist = 0;
//		}
//	}
//	else
		dist = 0;

	if (isdefined (fxStart))
		level waittill ("start fx" + fxStart);

	while (1)
	{
		if (isdefined (ent.org2))
		{
			fxAngle = vectorNormalize (ent.org2 - ent.org);
			looper = playLoopedFx( level._effect[fxId], ent.delay, ent.org, dist, fxAngle );
		}
		else
			looper = playLoopedFx( level._effect[fxId], ent.delay, ent.org, dist );

		if (drm_getcvar("createfx") != "")
		{
			looper thread loopfxDeletion(ent);
			looper thread loopfxChangeID(ent);
			looper thread loopfxChangeOrg(ent);
			looper thread loopfxChangeDelay(ent);
		}
		
		if (isdefined (timeout))
			looper thread loopfxStop(timeout);
			
		if (isdefined (fxStop))
			level waittill ("stop fx" + fxStop);
		else
			return;

		if (isdefined (looper))
			looper delete();

		if (isdefined (fxStart))
			level waittill ("start fx" + fxStart);
		else
			return;
	}
}

loopfxChangeID(ent)
{
	self endon ("death");
	ent waittill ("effect id changed", change);
}

loopfxChangeOrg(ent)
{
	self endon ("death");
	for (;;)
	{
		ent waittill ("effect org changed", change);
		self.origin = change;
	}
}

loopfxChangeDelay(ent)
{
	self endon ("death");
	ent waittill ("effect delay changed", change);
}

loopfxDeletion (ent)
{
	self endon ("death");
	ent waittill ("effect deleted");
	self delete();
}

loopfxStop (timeout)
{
	self endon("death");
	wait(timeout);
	self delete();
}

loopSound(sound, Pos, waittime)
{
//	level thread print_org ("loopSound", sound, Pos, waittime);
	level thread loopSoundthread (sound, Pos, waittime);
}

loopSoundthread ( sound, pos, waittime )
{
	org = spawn ("script_origin", (pos));

	org.origin = pos;
//	println ("hello1 ", org.origin, sound);
	org playLoopSound ( sound );
}

gunfireloopfx(fxId, fxPos, shotsMin, shotsMax, shotdelayMin, shotdelayMax, betweenSetsMin, betweenSetsMax)
{
    thread gunfireloopfxthread (fxId, fxPos, shotsMin, shotsMax, shotdelayMin, shotdelayMax, betweenSetsMin, betweenSetsMax);
}

gunfireloopfxthread (fxId, fxPos, shotsMin, shotsMax, shotdelayMin, shotdelayMax, betweenSetsMin, betweenSetsMax)
{
	level endon ("stop all gunfireloopfx");
	wait .05; // waitframe

	if (betweenSetsMax < betweenSetsMin)
	{
		temp = betweenSetsMax;
		betweenSetsMax = betweenSetsMin;
		betweenSetsMin = temp;
	}

	betweenSetsBase = betweenSetsMin;
	betweenSetsRange = betweenSetsMax - betweenSetsMin;

	if (shotdelayMax < shotdelayMin)
	{
		temp = shotdelayMax;
		shotdelayMax = shotdelayMin;
		shotdelayMin = temp;
	}

	shotdelayBase = shotdelayMin;
	shotdelayRange = shotdelayMax - shotdelayMin;

	if (shotsMax < shotsMin)
	{
		temp = shotsMax;
		shotsMax = shotsMin;
		shotsMin = temp;
	}

	shotsBase = shotsMin;
	shotsRange = shotsMax - shotsMin;

    for (;;)
    {
		shotnum = shotsBase + randomint (shotsRange);
		for (i=0;i<shotnum;i++)
		{
			playfx ( level._effect[fxId], fxPos );
			
			wait (shotdelayBase + randomfloat (shotdelayRange));
		}
        wait (betweenSetsBase + randomfloat(betweenSetsRange));
    }
}

gunfireloopfxVec(fxId, fxPos, fxPos2, shotsMin, shotsMax, shotdelayMin, shotdelayMax, betweenSetsMin, betweenSetsMax)
{
    thread gunfireloopfxVecthread (fxId, fxPos, fxPos2, shotsMin, shotsMax, shotdelayMin, shotdelayMax, betweenSetsMin, betweenSetsMax);
}

gunfireloopfxVecthread (fxId, fxPos, fxPos2, shotsMin, shotsMax, shotdelayMin, shotdelayMax, betweenSetsMin, betweenSetsMax)
{
	level endon ("stop all gunfireloopfx");
	wait .05; // waitframe

	if (betweenSetsMax < betweenSetsMin)
	{
		temp = betweenSetsMax;
		betweenSetsMax = betweenSetsMin;
		betweenSetsMin = temp;
	}

	betweenSetsBase = betweenSetsMin;
	betweenSetsRange = betweenSetsMax - betweenSetsMin;

	if (shotdelayMax < shotdelayMin)
	{
		temp = shotdelayMax;
		shotdelayMax = shotdelayMin;
		shotdelayMin = temp;
	}

	shotdelayBase = shotdelayMin;
	shotdelayRange = shotdelayMax - shotdelayMin;

	if (shotsMax < shotsMin)
	{
		temp = shotsMax;
		shotsMax = shotsMin;
		shotsMin = temp;
	}

	shotsBase = shotsMin;
	shotsRange = shotsMax - shotsMin;

	fxPos2 = vectornormalize (fxPos2 - fxPos);

	for (;;)
	{
		shotnum = shotsBase + randomint (shotsRange);
		for (i=0;i<shotnum;i++)
		{
			playfx ( level._effect[fxId], fxPos, fxPos2);
			wait (shotdelayBase + randomfloat (shotdelayRange));
		}
		wait (shotdelayBase + randomfloat (shotdelayRange));
		wait (betweenSetsBase + randomfloat(betweenSetsRange));
	}
}

setup_fx()
{
	if ((!isdefined (self.script_fxid)) || (!isdefined (self.script_fxcommand)) || (!isdefined (self.script_delay)))
	{
//		println (self.script_fxid);
//		println (self.script_fxcommand);
//		println (self.script_delay);
//		println ("Effect at origin ", self.origin," doesn't have script_fxid/script_fxcommand/script_delay");
//		self delete();
		return;
	}

//	println ("^a Command:", self.script_fxcommand, " Effect:", self.script_fxID, " Delay:", self.script_delay, " ", self.origin);
	if (isdefined (self.model))
		if (self.model == "xmodel/toilet")
		{
			self thread burnville_paratrooper_hack();
			return;
		}

	org = undefined;
	if (isdefined (self.target))
	{
		ent = getent (self.target,"targetname");
		if (isdefined (ent))
			org = ent.origin;
	}

	fxStart = undefined;
	if (isdefined (self.script_fxstart))
		fxStart = self.script_fxstart;

	fxStop = undefined;
	if (isdefined (self.script_fxstop))
		fxStop = self.script_fxstop;

	if (self.script_fxcommand == "OneShotfx")
		OneShotfx(self.script_fxId, self.origin, self.script_delay, org);
	if (self.script_fxcommand == "loopfx")
		loopfx(self.script_fxId, self.origin, self.script_delay, org, fxStart, fxStop);
	if (self.script_fxcommand == "loopsound")
		loopsound(self.script_fxId, self.origin, self.script_delay);

	self delete();
}

burnville_paratrooper_hack()
{
	normal = (0, 0, self.angles[1]);
//	println ("z:       paratrooper fx hack: ", normal);
	id = level._effect[self.script_fxId];
	origin = self.origin;

//	if (isdefined (self.script_delay))
//		wait (self.script_delay);

	wait 1;
	level thread burnville_paratrooper_hack_loop(normal, origin, id);
	self delete();
}

burnville_paratrooper_hack_loop(normal, origin, id)
{
	while (1)
	{
	//	iprintln ("z:        playing paratrooper fx", origin);

		playfx (id, origin);
		wait (30 +randomfloat (40));
	}
}

script_print_fx()
{
	if ((!isdefined (self.script_fxid)) || (!isdefined (self.script_fxcommand)) || (!isdefined (self.script_delay)))
	{
		println ("Effect at origin ", self.origin," doesn't have script_fxid/script_fxcommand/script_delay");
		self delete();
		return;
	}

	if (isdefined (self.target))
		org = getent (self.target).origin;
	else
		org = "undefined";

//	println ("^a Command:", self.script_fxcommand, " Effect:", self.script_fxID, " Delay:", self.script_delay, " ", self.origin);
	if (self.script_fxcommand == "OneShotfx")
		println("maps\mp\_fx::OneShotfx(\"" + self.script_fxid + "\", " + self.origin + ", " + self.script_delay + ", " + org + ");");

	if (self.script_fxcommand == "loopfx")
		println("maps\mp\_fx::LoopFx(\"" + self.script_fxid + "\", " + self.origin + ", " + self.script_delay + ", " + org + ");");

	if (self.script_fxcommand == "loopsound")
		println("maps\mp\_fx::LoopSound(\"" + self.script_fxid + "\", " + self.origin + ", " + self.script_delay + ", " + org + ");");
}

script_playfx ( id, pos, pos2 )
{
	if (!id)
		return;

	if (isdefined (pos2))
		playfx (id,pos,pos2);
	else
		playfx (id,pos);
}

script_playfxontag ( id, ent, tag )
{
	if (!id)
		return;

	playfxontag (id,ent,tag);
}

GrenadeExplosionfx(pos)
{
	playfx (level._effect["mechanical explosion"], pos);
	earthquake(0.15, 0.5, pos, 250);
	// TODO: Add explosion effect and view jitter
//	println("The script command grenadeExplosionEffect has been removed. maps\\_fx::GrenadeExplosionfx must be set up to make an effect and jitter the view.");
}


soundfx(fxId, fxPos)
{
	org = spawn ("script_origin",(0,0,0));
	org.origin = fxPos;
	org playloopsound (fxId);
	

	ent = level thread maps\mp\_createfx::createfx_showOrigin ( fxId, fxPos, undefined, undefined, "soundfx" );
	ent.delay = 0;
	ent endon ("effect deleted");
	ent.soundfx = org;
	
}
