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//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: A camera entity that's used by the -makedevshots system to take
// dev screenshots everytime the map is checked into source control.
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "tier0/icommandline.h"
#include "igamesystem.h"
#include "filesystem.h"
#include <keyvalues.h>
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
int g_iDevShotCameraCount = 0; #define DEVSHOT_INITIAL_WAIT 5 // Time after the level spawn before the first devshot camera takes it's shot
#define DEVSHOT_INTERVAL 5 // Time between each devshot camera taking it's shot
//-----------------------------------------------------------------------------
// Purpose: A camera entity that's used by the -makedevshots system to take
// dev screenshots everytime the map is checked into source control.
//-----------------------------------------------------------------------------
class CPointDevShotCamera : public CBaseEntity { DECLARE_CLASS( CPointDevShotCamera, CBaseEntity ); public: DECLARE_DATADESC();
void Spawn( void ); void DevShotThink_Setup( void ); void DevShotThink_TakeShot( void ); void DevShotThink_PostShot( void );
// Always transmit to clients so they know where to move the view to
virtual int UpdateTransmitState();
private: string_t m_iszCameraName; int m_iFOV; };
BEGIN_DATADESC( CPointDevShotCamera ) DEFINE_FUNCTION( DevShotThink_Setup ), DEFINE_FUNCTION( DevShotThink_TakeShot ), DEFINE_FUNCTION( DevShotThink_PostShot ),
DEFINE_KEYFIELD( m_iszCameraName, FIELD_STRING, "cameraname" ), DEFINE_KEYFIELD( m_iFOV, FIELD_INTEGER, "FOV" ), END_DATADESC()
LINK_ENTITY_TO_CLASS( point_devshot_camera, CPointDevShotCamera );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPointDevShotCamera::Spawn( void ) { BaseClass::Spawn();
// Remove this entity immediately if we're not making devshots
if ( !CommandLine()->FindParm("-makedevshots") ) { UTIL_Remove( this ); return; }
// Take a screenshot when it's my turn
SetThink( &CPointDevShotCamera::DevShotThink_Setup ); SetNextThink( gpGlobals->curtime + DEVSHOT_INITIAL_WAIT + (g_iDevShotCameraCount * DEVSHOT_INTERVAL) );
g_iDevShotCameraCount++; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CPointDevShotCamera::UpdateTransmitState() { // always transmit if currently used by a monitor
return SetTransmitState( FL_EDICT_ALWAYS ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPointDevShotCamera::DevShotThink_Setup( void ) { // Move the player to the devshot camera
CBasePlayer *pPlayer = UTIL_GetLocalPlayerOrListenServerHost(); if ( !pPlayer ) return;
// Hide stuff
engine->ClientCommand( pPlayer->edict(), "developer 0" ); engine->ClientCommand( pPlayer->edict(), "cl_drawhud 0" ); engine->ClientCommand( pPlayer->edict(), "sv_cheats 1" ); engine->ClientCommand( pPlayer->edict(), "god" ); engine->ClientCommand( pPlayer->edict(), "notarget" );
pPlayer->AddSolidFlags( FSOLID_NOT_SOLID ); pPlayer->EnableControl(FALSE); pPlayer->SetViewEntity( this ); pPlayer->SetFOV( this, m_iFOV );
// Hide the player's viewmodel
if ( pPlayer->GetActiveWeapon() ) { pPlayer->GetActiveWeapon()->AddEffects( EF_NODRAW ); }
DispatchUpdateTransmitState();
// Now take the shot next frame
SetThink( &CPointDevShotCamera::DevShotThink_TakeShot ); SetNextThink( gpGlobals->curtime ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPointDevShotCamera::DevShotThink_TakeShot( void ) { // Take the screenshot
CBasePlayer *pPlayer = UTIL_GetLocalPlayerOrListenServerHost(); if ( !pPlayer ) return;
engine->ClientCommand( pPlayer->edict(), "devshots_screenshot \"%s\"", STRING(m_iszCameraName) );
// Now take the shot next frame
SetThink( &CPointDevShotCamera::DevShotThink_PostShot ); SetNextThink( gpGlobals->curtime + (DEVSHOT_INTERVAL - 1) ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPointDevShotCamera::DevShotThink_PostShot( void ) { // Take the screenshot
CBasePlayer *pPlayer = UTIL_GetLocalPlayerOrListenServerHost(); if ( !pPlayer ) return;
pPlayer->SetFOV( this, 0 );
// If all cameras have taken their shots, move to the next map
g_iDevShotCameraCount--; if ( !g_iDevShotCameraCount ) { engine->ClientCommand( pPlayer->edict(), "devshots_nextmap" ); } }
//-----------------------------------------------------------------------------
// Purpose: Game system to detect maps without cameras in them, and move on
//-----------------------------------------------------------------------------
class CDevShotSystem : public CAutoGameSystemPerFrame { public:
CDevShotSystem( char const *name ) : CAutoGameSystemPerFrame( name ) { }
virtual void LevelInitPreEntity() { m_bIssuedNextMapCommand = false; g_iDevShotCameraCount = 0; m_bParsedMapFile = false; }
virtual void SafeRemoveIfDesired( void ) { // If we're not making devshots, remove this system immediately
if ( !CommandLine()->FindParm("-makedevshots") ) { Remove( this ); return; } }
virtual void FrameUpdatePostEntityThink( void ) { // Wait until we're all spawned in
if ( gpGlobals->curtime < 5 ) return;
if ( m_bIssuedNextMapCommand ) return;
if ( !m_bParsedMapFile ) { m_bParsedMapFile = true;
// See if we've got a camera file to import cameras from
char szFullName[512]; Q_snprintf(szFullName,sizeof(szFullName), "maps/%s.txt", STRING( gpGlobals->mapname )); KeyValues *pkvMapCameras = new KeyValues( "MapCameras" ); if ( pkvMapCameras->LoadFromFile( filesystem, szFullName, "MOD" ) ) { Warning( "Devshots: Loading point_devshot_camera positions from %s. \n", szFullName );
// Get each camera, and add it to our list
KeyValues *pkvCamera = pkvMapCameras->GetFirstSubKey(); while ( pkvCamera ) { // Get camera name
const char *pCameraName = pkvCamera->GetName();
// Make a camera, and move it to the position specified
CPointDevShotCamera *pCamera = (CPointDevShotCamera*)CreateEntityByName( "point_devshot_camera" ); Assert( pCamera ); pCamera->KeyValue( "cameraname", pCameraName ); pCamera->KeyValue( "origin", pkvCamera->GetString( "origin", "0 0 0" ) ); pCamera->KeyValue( "angles", pkvCamera->GetString( "angles", "0 0 0" ) ); pCamera->KeyValue( "FOV", pkvCamera->GetString( "FOV", "75" ) ); DispatchSpawn( pCamera ); pCamera->Activate();
// Move to next camera
pkvCamera = pkvCamera->GetNextKey(); } }
if ( !g_iDevShotCameraCount ) { Warning( "Devshots: No point_devshot_camera in %s. Moving to next map.\n", STRING( gpGlobals->mapname ) );
CBasePlayer *pPlayer = UTIL_GetLocalPlayerOrListenServerHost(); if ( pPlayer ) { engine->ClientCommand( pPlayer->edict(), "devshots_nextmap" ); m_bIssuedNextMapCommand = true; return; } } } }
private: bool m_bIssuedNextMapCommand; bool m_bParsedMapFile; };
CDevShotSystem DevShotSystem( "CDevShotSystem" );
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