135 lines
4.5 KiB
C++
135 lines
4.5 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 HLTVDIRECTOR_H
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#define HLTVDIRECTOR_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 <ihltvdirector.h>
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#include <ihltv.h>
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#include <utlrbtree.h>
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#define HLTV_MIN_DIRECTOR_DELAY 3 // minimum delay if director is enabled
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#define HLTV_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 CHLTVGameEvent
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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 CHLTVDirector : public CGameEventListener, public CBaseGameSystemPerFrame, public IHLTVDirector
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{
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public:
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DECLARE_CLASS_NOBASE( CHLTVDirector );
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virtual char const *Name() { return "CHLTVDirector"; }
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CHLTVDirector();
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virtual ~CHLTVDirector();
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virtual void AddHLTVServer( IHLTVServer *hltv )OVERRIDE; // give the director an HLTV interface
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virtual void RemoveHLTVServer( IHLTVServer *hltv ) OVERRIDE;
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virtual IHLTVServer* GetHLTVServer( int nIndex ) OVERRIDE { return m_HltvServers[ nIndex ].m_pHLTVServer; }
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virtual int GetHLTVServerCount() OVERRIDE { return m_HltvServers.Count(); }
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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 HLTV clients
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void BuildCameraList( void );
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// Starts automatic recording of the current session
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void StartAutoRecording( 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 CHLTVGameEvent *FindBestGameEvent();
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virtual void CreateShotFromEvent( CHLTVGameEvent *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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struct HltvServerRecord_t
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{
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IHLTVServer *m_pHLTVServer; // interface to servers HLTV object
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CBasePlayer *m_pHLTVClient; // the HLTV fake client
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};
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CUtlVector< HltvServerRecord_t > m_HltvServers;
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float m_fDelay; // hltv 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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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<CHLTVGameEvent> m_EventHistory;
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};
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extern IGameSystem* HLTVDirectorSystem();
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extern CHLTVDirector* HLTVDirector();
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#endif // HLTVDIRECTOR_H
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