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