125 lines
4.3 KiB
C++
125 lines
4.3 KiB
C++
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#ifndef REPLAYDIRECTOR_H
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#define REPLAYDIRECTOR_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "GameEventListener.h"
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#include <igamesystem.h>
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#include <ireplaydirector.h>
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#include <ireplay.h>
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#include <utlrbtree.h>
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#define REPLAY_MIN_DIRECTOR_DELAY 10 // minimum delay if director is enabled
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#define REPLAY_MAX_DELAY 120 // maximum delay
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#define MAX_NUM_CAMERAS 64 // support up to 64 fixed cameras per level
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#define MIN_SHOT_LENGTH 4.0f // minimum time of a cut (seconds)
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#define MAX_SHOT_LENGTH 8.0f // maximum time of a cut (seconds)
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#define DEF_SHOT_LENGTH 6.0f // average time of a cut (seconds)
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class CReplayGameEvent
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{
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public:
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int m_Tick; // tick of this command
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int m_Priority; // game event priority
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IGameEvent *m_Event; // IGameEvent
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};
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class CReplayDirector : public CGameEventListener, public CBaseGameSystemPerFrame, public IReplayDirector
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{
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public:
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DECLARE_CLASS_NOBASE( CReplayDirector );
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virtual char const *Name() { return "CReplayDirector"; }
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CReplayDirector();
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virtual ~CReplayDirector();
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virtual void SetReplayServer( IReplayServer *replay ); // give the director an Replay interface
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IReplayServer* GetReplayServer( void );
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int GetDirectorTick( void ); // get current broadcast tick from director
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int GetPVSEntity( void ); // get current view entity (PVS)
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Vector GetPVSOrigin( void ); // get current PVS origin, if PVS entity is 0
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float GetDelay( void ); // returns current delay in seconds
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bool IsActive( void );
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virtual const char** GetModEvents(); // returns list of event names forwarded to Replay clients
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void BuildCameraList( void );
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public: // IGameEventListener Interface
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virtual void FireGameEvent( IGameEvent * event );
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public: // CBaseGameSystem overrides
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virtual bool Init();
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virtual void Shutdown();
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virtual void FrameUpdatePostEntityThink();
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virtual void LevelInitPostEntity();
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virtual char *GetFixedCameraEntityName( void ) { return "point_viewcontrol"; }
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bool SetCameraMan( int iPlayerIndex );
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int GetCameraMan() { return m_iCameraManIndex; }
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protected:
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virtual void StartNewShot();
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virtual void StartRandomShot();
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virtual void StartDelayMessage();
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virtual void StartBestFixedCameraShot(bool bForce);
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virtual void StartBestPlayerCameraShot();
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virtual void StartFixedCameraShot(int iCamera, int iTarget);
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virtual void StartChaseCameraShot(int iTarget1, int iTarget2, int distance, int phi, int theta, bool bInEye);
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virtual void UpdateSettings();
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virtual void AnalyzePlayers();
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virtual void AnalyzeCameras();
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virtual bool StartCameraManShot();
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virtual void StartInstantBroadcastShot();
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virtual void FinishCameraManShot();
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virtual void BuildActivePlayerList();
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virtual CReplayGameEvent *FindBestGameEvent();
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virtual void CreateShotFromEvent( CReplayGameEvent *ge );
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int FindFirstEvent( int tick ); // finds first event >= tick
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void CheckHistory();
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void RemoveEventsFromHistory(int tick); // removes all commands < tick, or all if tick -1
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IReplayServer *m_pReplayServer; // interface to servers Replay object
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float m_fDelay; // replay delay in seconds
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int m_nBroadcastTick; // world time that is currently "on the air"
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int m_iPVSEntity; // entity for PVS center
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Vector m_vPVSOrigin; // PVS origin if PVS entity is 0
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int m_iCameraMan; // >0 if current view entity is a cameraman
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CBasePlayer *m_pReplayClient; // the Replay fake client
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int m_nNextShotTick; // time for the next scene cut
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int m_iLastPlayer; // last player in random rotation
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int m_nNextAnalyzeTick;
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int m_nNumFixedCameras; //number of cameras in current map
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CBaseEntity *m_pFixedCameras[MAX_NUM_CAMERAS]; // fixed cameras (point_viewcontrol)
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int m_nNumActivePlayers; //number of cameras in current map
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CBasePlayer *m_pActivePlayers[MAX_PLAYERS]; // fixed cameras (point_viewcontrol)
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int m_iCameraManIndex; // entity index of current camera man or 0
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CUtlRBTree<CReplayGameEvent> m_EventHistory;
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};
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extern IGameSystem* ReplayDirectorSystem();
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extern CReplayDirector* ReplayDirector();
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#endif // REPLAYDIRECTOR_H
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