Counter Strike : Global Offensive Source Code
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//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef HLTVDIRECTOR_H
#define HLTVDIRECTOR_H
#ifdef _WIN32
#pragma once
#endif
#include "GameEventListener.h"
#include <igamesystem.h>
#include <ihltvdirector.h>
#include <ihltv.h>
#include <utlrbtree.h>
#define HLTV_MIN_DIRECTOR_DELAY 3 // minimum delay if director is enabled
#define HLTV_MAX_DELAY 120 // maximum delay
#define MAX_NUM_CAMERAS 64 // support up to 64 fixed cameras per level
#define MIN_SHOT_LENGTH 4.0f // minimum time of a cut (seconds)
#define MAX_SHOT_LENGTH 8.0f // maximum time of a cut (seconds)
#define DEF_SHOT_LENGTH 6.0f // average time of a cut (seconds)
class CHLTVGameEvent { public: int m_Tick; // tick of this command
int m_Priority; // game event priority
IGameEvent *m_Event; // IGameEvent
};
class CHLTVDirector : public CGameEventListener, public CBaseGameSystemPerFrame, public IHLTVDirector { public: DECLARE_CLASS_NOBASE( CHLTVDirector );
virtual char const *Name() { return "CHLTVDirector"; }
CHLTVDirector(); virtual ~CHLTVDirector();
virtual void AddHLTVServer( IHLTVServer *hltv )OVERRIDE; // give the director an HLTV interface
virtual void RemoveHLTVServer( IHLTVServer *hltv ) OVERRIDE; virtual IHLTVServer* GetHLTVServer( int nIndex ) OVERRIDE { return m_HltvServers[ nIndex ].m_pHLTVServer; } virtual int GetHLTVServerCount() OVERRIDE { return m_HltvServers.Count(); } int GetDirectorTick( void ); // get current broadcast tick from director
int GetPVSEntity( void ); // get current view entity (PVS)
Vector GetPVSOrigin( void ); // get current PVS origin, if PVS entity is 0
float GetDelay( void ); // returns current delay in seconds
bool IsActive( void );
virtual const char** GetModEvents(); // returns list of event names forwarded to HLTV clients
void BuildCameraList( void );
// Starts automatic recording of the current session
void StartAutoRecording( void );
public: // IGameEventListener Interface
virtual void FireGameEvent( IGameEvent * event ); public: // CBaseGameSystem overrides
virtual bool Init(); virtual void Shutdown(); virtual void FrameUpdatePostEntityThink(); virtual void LevelInitPostEntity(); virtual char *GetFixedCameraEntityName( void ) { return "point_viewcontrol"; }
bool SetCameraMan( int iPlayerIndex ); int GetCameraMan() { return m_iCameraManIndex; }
protected:
virtual void StartNewShot(); virtual void StartRandomShot(); virtual void StartDelayMessage(); virtual void StartBestFixedCameraShot(bool bForce); virtual void StartBestPlayerCameraShot(); virtual void StartFixedCameraShot(int iCamera, int iTarget); virtual void StartChaseCameraShot(int iTarget1, int iTarget2, int distance, int phi, int theta, bool bInEye); virtual void UpdateSettings(); virtual void AnalyzePlayers(); virtual void AnalyzeCameras(); virtual bool StartCameraManShot(); virtual void StartInstantBroadcastShot(); virtual void FinishCameraManShot(); virtual void BuildActivePlayerList(); virtual CHLTVGameEvent *FindBestGameEvent(); virtual void CreateShotFromEvent( CHLTVGameEvent *ge );
int FindFirstEvent( int tick ); // finds first event >= tick
void CheckHistory(); void RemoveEventsFromHistory(int tick); // removes all commands < tick, or all if tick -1
struct HltvServerRecord_t { IHLTVServer *m_pHLTVServer; // interface to servers HLTV object
CBasePlayer *m_pHLTVClient; // the HLTV fake client
}; CUtlVector< HltvServerRecord_t > m_HltvServers;
float m_fDelay; // hltv delay in seconds
int m_nBroadcastTick; // world time that is currently "on the air"
int m_iPVSEntity; // entity for PVS center
Vector m_vPVSOrigin; // PVS origin if PVS entity is 0
int m_iCameraMan; // >0 if current view entity is a cameraman
int m_nNextShotTick; // time for the next scene cut
int m_iLastPlayer; // last player in random rotation
int m_nNextAnalyzeTick; int m_nNumFixedCameras; //number of cameras in current map
CBaseEntity *m_pFixedCameras[MAX_NUM_CAMERAS]; // fixed cameras (point_viewcontrol)
int m_nNumActivePlayers; //number of cameras in current map
CBasePlayer *m_pActivePlayers[MAX_PLAYERS]; // fixed cameras (point_viewcontrol)
int m_iCameraManIndex; // entity index of current camera man or 0
CUtlRBTree<CHLTVGameEvent> m_EventHistory; };
extern IGameSystem* HLTVDirectorSystem(); extern CHLTVDirector* HLTVDirector();
#endif // HLTVDIRECTOR_H
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