//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #include "DevShotGenerator.h" #include "cmd.h" #include "fmtstr.h" #include "host.h" #include "tier0/icommandline.h" #include // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" #define PAUSE_FRAMES_BETWEEN_MAPS 300 #define PAUSE_TIME_BETWEEN_MAPS 2.0f //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void DevShotGenerator_Usage() { // Msg( "-makedevshots usage:\n" ); Msg( " [ -usedevshotsfile filename ] -- get map list from specified file, default is to build for maps/*.bsp\n" ); Msg( " [ -startmap mapname ] -- restart generation at specified map (after crash, implies resume)\n" ); Msg( " [ -condebug ] -- prepend console.log entries with mapname or engine if not in a map\n" ); Msg( " [ +map mapname ] -- generate devshots for specified map and exit after that map\n" ); } void DevShotGenerator_Init() { // check for devshot generation if ( CommandLine()->FindParm("-makedevshots") ) { bool usemaplistfile = false; if ( CommandLine()->FindParm("-usedevshotsfile") ) { usemaplistfile = true; } DevShotGenerator().EnableDevShotGeneration( usemaplistfile ); } } void DevShotGenerator_Shutdown() { DevShotGenerator().Shutdown(); } void DevShotGenerator_BuildMapList() { DevShotGenerator().BuildMapList(); } CDevShotGenerator g_DevShotGenerator; CDevShotGenerator &DevShotGenerator() { return g_DevShotGenerator; } void CL_DevShots_NextMap() { DevShotGenerator().NextMap(); } static ConCommand devshots_nextmap( "devshots_nextmap", CL_DevShots_NextMap, "Used by the devshots system to go to the next map in the devshots maplist." ); //----------------------------------------------------------------------------- // Purpose: Constructor //----------------------------------------------------------------------------- CDevShotGenerator::CDevShotGenerator() { m_bUsingMapList = false; m_bDevShotsEnabled = false; m_iCurrentMap = 0; } void CDevShotGenerator::BuildMapList() { if ( !m_bDevShotsEnabled ) return; DevShotGenerator_Usage(); // Get the maplist file, if any const char *pMapFile = NULL; CommandLine()->CheckParm( "-usedevshotsfile", &pMapFile ); // Build the map list if ( !BuildGeneralMapList( &m_Maps, CommandLine()->FindParm("-usedevshotsfile") != 0, pMapFile, "devshots", &m_iCurrentMap ) ) { m_bDevShotsEnabled = false; } } void CDevShotGenerator::NextMap() { if ( !m_bDevShotsEnabled ) return; //Msg("DEVSHOTS: Nextmap command received.\n"); if (m_Maps.IsValidIndex(m_iCurrentMap)) { //Msg("DEVSHOTS: Switching to %s (%d).\n", m_Maps[m_iCurrentMap].name, m_iCurrentMap ); CFmtStr str("map %s\n", m_Maps[m_iCurrentMap].name); Cbuf_AddText( Cbuf_GetCurrentPlayer(), str.Access() ); ++m_iCurrentMap; } else { //Msg("DEVSHOTS: Finished on map %d.\n", m_iCurrentMap); // no more levels, just quit Cbuf_AddText( Cbuf_GetCurrentPlayer(), "quit\n" ); } } //----------------------------------------------------------------------------- // Purpose: initializes the object to enable dev shot generation //----------------------------------------------------------------------------- void CDevShotGenerator::EnableDevShotGeneration( bool usemaplistfile ) { m_bUsingMapList = usemaplistfile; m_bDevShotsEnabled = true; } //----------------------------------------------------------------------------- // Purpose: starts the first map //----------------------------------------------------------------------------- void CDevShotGenerator::StartDevShotGeneration() { BuildMapList(); CFmtStr str("map %s\n", m_Maps[m_iCurrentMap].name); Cbuf_AddText( Cbuf_GetCurrentPlayer(), str.Access() ); ++m_iCurrentMap; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CDevShotGenerator::Shutdown() { }