Counter Strike : Global Offensive Source Code
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//========= 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 <tier0/dbg.h>
// 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()
{
}