mirror of
https://github.com/alliedmodders/hl2sdk.git
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269 lines
8.3 KiB
C++
269 lines
8.3 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: A camera entity that's used by the -makedevshots system to take
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// dev screenshots everytime the map is checked into source control.
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "tier0/icommandline.h"
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#include "igamesystem.h"
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#include "filesystem.h"
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#include <KeyValues.h>
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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int g_iDevShotCameraCount = 0;
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#define DEVSHOT_INITIAL_WAIT 5 // Time after the level spawn before the first devshot camera takes it's shot
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#define DEVSHOT_INTERVAL 5 // Time between each devshot camera taking it's shot
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//-----------------------------------------------------------------------------
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// Purpose: A camera entity that's used by the -makedevshots system to take
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// dev screenshots everytime the map is checked into source control.
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//-----------------------------------------------------------------------------
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class CPointDevShotCamera : public CBaseEntity
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{
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DECLARE_CLASS( CPointDevShotCamera, CBaseEntity );
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public:
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DECLARE_DATADESC();
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void Spawn( void );
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void DevShotThink_Setup( void );
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void DevShotThink_TakeShot( void );
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void DevShotThink_PostShot( void );
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// Always transmit to clients so they know where to move the view to
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virtual int UpdateTransmitState();
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private:
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string_t m_iszCameraName;
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int m_iFOV;
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};
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BEGIN_DATADESC( CPointDevShotCamera )
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DEFINE_FUNCTION( DevShotThink_Setup ),
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DEFINE_FUNCTION( DevShotThink_TakeShot ),
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DEFINE_FUNCTION( DevShotThink_PostShot ),
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DEFINE_KEYFIELD( m_iszCameraName, FIELD_STRING, "cameraname" ),
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DEFINE_KEYFIELD( m_iFOV, FIELD_INTEGER, "FOV" ),
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END_DATADESC()
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LINK_ENTITY_TO_CLASS( point_devshot_camera, CPointDevShotCamera );
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//-----------------------------------------------------------------------------
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// Purpose: Convenience function so we don't have to make this check all over
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//-----------------------------------------------------------------------------
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static CBasePlayer * UTIL_GetLocalPlayerOrListenServerHost( void )
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{
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if ( gpGlobals->maxClients > 1 )
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{
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if ( engine->IsDedicatedServer() )
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{
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return NULL;
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}
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return UTIL_GetListenServerHost();
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}
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return UTIL_GetLocalPlayer();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CPointDevShotCamera::Spawn( void )
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{
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BaseClass::Spawn();
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// Remove this entity immediately if we're not making devshots
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if ( !CommandLine()->FindParm("-makedevshots") )
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{
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UTIL_Remove( this );
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return;
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}
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// Take a screenshot when it's my turn
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SetThink( &CPointDevShotCamera::DevShotThink_Setup );
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SetNextThink( gpGlobals->curtime + DEVSHOT_INITIAL_WAIT + (g_iDevShotCameraCount * DEVSHOT_INTERVAL) );
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g_iDevShotCameraCount++;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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int CPointDevShotCamera::UpdateTransmitState()
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{
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// always transmit if currently used by a monitor
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return SetTransmitState( FL_EDICT_ALWAYS );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CPointDevShotCamera::DevShotThink_Setup( void )
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{
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// Move the player to the devshot camera
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CBasePlayer *pPlayer = UTIL_GetLocalPlayerOrListenServerHost();
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if ( !pPlayer )
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return;
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// Hide stuff
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engine->ClientCommand( pPlayer->edict(), "developer 0" );
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engine->ClientCommand( pPlayer->edict(), "cl_drawhud 0" );
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engine->ClientCommand( pPlayer->edict(), "sv_cheats 1" );
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engine->ClientCommand( pPlayer->edict(), "god" );
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engine->ClientCommand( pPlayer->edict(), "notarget" );
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pPlayer->AddSolidFlags( FSOLID_NOT_SOLID );
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pPlayer->EnableControl(FALSE);
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pPlayer->SetViewEntity( this );
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pPlayer->SetFOV( this, m_iFOV );
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// Hide the player's viewmodel
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if ( pPlayer->GetActiveWeapon() )
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{
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pPlayer->GetActiveWeapon()->AddEffects( EF_NODRAW );
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}
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DispatchUpdateTransmitState();
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// Now take the shot next frame
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SetThink( &CPointDevShotCamera::DevShotThink_TakeShot );
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SetNextThink( gpGlobals->curtime );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CPointDevShotCamera::DevShotThink_TakeShot( void )
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{
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// Take the screenshot
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CBasePlayer *pPlayer = UTIL_GetLocalPlayerOrListenServerHost();
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if ( !pPlayer )
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return;
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engine->ClientCommand( pPlayer->edict(), "devshots_screenshot \"%s\"", STRING(m_iszCameraName) );
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// Now take the shot next frame
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SetThink( &CPointDevShotCamera::DevShotThink_PostShot );
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SetNextThink( gpGlobals->curtime + (DEVSHOT_INTERVAL - 1) );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CPointDevShotCamera::DevShotThink_PostShot( void )
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{
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// Take the screenshot
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CBasePlayer *pPlayer = UTIL_GetLocalPlayerOrListenServerHost();
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if ( !pPlayer )
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return;
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pPlayer->SetFOV( this, 0 );
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// If all cameras have taken their shots, move to the next map
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g_iDevShotCameraCount--;
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if ( !g_iDevShotCameraCount )
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{
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engine->ClientCommand( pPlayer->edict(), "devshots_nextmap" );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Game system to detect maps without cameras in them, and move on
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//-----------------------------------------------------------------------------
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class CDevShotSystem : public CAutoGameSystemPerFrame
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{
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public:
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CDevShotSystem( char const *name ) : CAutoGameSystemPerFrame( name )
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{
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}
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virtual void LevelInitPreEntity()
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{
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m_bIssuedNextMapCommand = false;
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g_iDevShotCameraCount = 0;
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m_bParsedMapFile = false;
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}
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virtual void SafeRemoveIfDesired( void )
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{
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// If we're not making devshots, remove this system immediately
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if ( !CommandLine()->FindParm("-makedevshots") )
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{
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Remove( this );
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return;
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}
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}
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virtual void FrameUpdatePostEntityThink( void )
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{
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// Wait until we're all spawned in
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if ( gpGlobals->curtime < 5 )
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return;
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if ( m_bIssuedNextMapCommand )
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return;
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if ( !m_bParsedMapFile )
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{
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m_bParsedMapFile = true;
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// See if we've got a camera file to import cameras from
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char szFullName[512];
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Q_snprintf(szFullName,sizeof(szFullName), "maps/%s.txt", STRING( gpGlobals->mapname ));
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KeyValues *pkvMapCameras = new KeyValues( "MapCameras" );
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if ( pkvMapCameras->LoadFromFile( filesystem, szFullName, "MOD" ) )
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{
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Warning( "Devshots: Loading point_devshot_camera positions from %s. \n", szFullName );
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// Get each camera, and add it to our list
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KeyValues *pkvCamera = pkvMapCameras->GetFirstSubKey();
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while ( pkvCamera )
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{
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// Get camera name
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const char *pCameraName = pkvCamera->GetName();
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// Make a camera, and move it to the position specified
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CPointDevShotCamera *pCamera = (CPointDevShotCamera*)CreateEntityByName( "point_devshot_camera" );
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Assert( pCamera );
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pCamera->KeyValue( "cameraname", pCameraName );
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pCamera->KeyValue( "origin", pkvCamera->GetString( "origin", "0 0 0" ) );
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pCamera->KeyValue( "angles", pkvCamera->GetString( "angles", "0 0 0" ) );
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pCamera->KeyValue( "FOV", pkvCamera->GetString( "FOV", "75" ) );
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DispatchSpawn( pCamera );
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pCamera->Activate();
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// Move to next camera
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pkvCamera = pkvCamera->GetNextKey();
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}
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}
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if ( !g_iDevShotCameraCount )
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{
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Warning( "Devshots: No point_devshot_camera in %s. Moving to next map.\n", STRING( gpGlobals->mapname ) );
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CBasePlayer *pPlayer = UTIL_GetLocalPlayerOrListenServerHost();
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if ( pPlayer )
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{
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engine->ClientCommand( pPlayer->edict(), "devshots_nextmap" );
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m_bIssuedNextMapCommand = true;
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return;
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}
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}
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}
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}
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private:
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bool m_bIssuedNextMapCommand;
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bool m_bParsedMapFile;
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};
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CDevShotSystem DevShotSystem( "CDevShotSystem" );
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