//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #ifndef REPLAYDIRECTOR_H #define REPLAYDIRECTOR_H #ifdef _WIN32 #pragma once #endif #include "GameEventListener.h" #include #include #include #include #define REPLAY_MIN_DIRECTOR_DELAY 10 // minimum delay if director is enabled #define REPLAY_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 CReplayGameEvent { public: int m_Tick; // tick of this command int m_Priority; // game event priority IGameEvent *m_Event; // IGameEvent }; class CReplayDirector : public CGameEventListener, public CBaseGameSystemPerFrame, public IReplayDirector { public: DECLARE_CLASS_NOBASE( CReplayDirector ); virtual char const *Name() { return "CReplayDirector"; } CReplayDirector(); virtual ~CReplayDirector(); virtual void SetReplayServer( IReplayServer *replay ); // give the director an Replay interface IReplayServer* GetReplayServer( void ); 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 Replay clients void BuildCameraList( 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 CReplayGameEvent *FindBestGameEvent(); virtual void CreateShotFromEvent( CReplayGameEvent *ge ); int FindFirstEvent( int tick ); // finds first event >= tick void CheckHistory(); void RemoveEventsFromHistory(int tick); // removes all commands < tick, or all if tick -1 IReplayServer *m_pReplayServer; // interface to servers Replay object float m_fDelay; // replay 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 CBasePlayer *m_pReplayClient; // the Replay fake client 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 m_EventHistory; }; extern IGameSystem* ReplayDirectorSystem(); extern CReplayDirector* ReplayDirector(); #endif // REPLAYDIRECTOR_H