Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef HLTVDIRECTOR_H
#define HLTVDIRECTOR_H
#ifdef _WIN32
#pragma once
#endif
#include "GameEventListener.h"
#include <igamesystem.h>
#include <ihltvdirector.h>
#include <ihltv.h>
#include <utlrbtree.h>
#define HLTV_MIN_DIRECTOR_DELAY 10 // minimum delay if director is enabled
#define HLTV_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 CHLTVGameEvent
{
public:
int m_Tick; // tick of this command
int m_Priority; // game event priority
IGameEvent *m_Event; // IGameEvent
};
class CHLTVDirector : public CGameEventListener, public CBaseGameSystemPerFrame, public IHLTVDirector
{
public:
DECLARE_CLASS_NOBASE( CHLTVDirector );
virtual char const *Name() { return "CHLTVDirector"; }
CHLTVDirector();
virtual ~CHLTVDirector();
virtual void SetHLTVServer( IHLTVServer *hltv ); // give the director an HLTV interface
IHLTVServer* GetHLTVServer( 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 HLTV 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 CHLTVGameEvent *FindBestGameEvent();
virtual void CreateShotFromEvent( CHLTVGameEvent *ge );
int FindFirstEvent( int tick ); // finds first event >= tick
void CheckHistory();
void RemoveEventsFromHistory(int tick); // removes all commands < tick, or all if tick -1
IHLTVServer *m_pHLTVServer; // interface to servers HLTV object
float m_fDelay; // hltv 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_pHLTVClient; // the HLTV 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<CHLTVGameEvent> m_EventHistory;
};
extern IGameSystem* HLTVDirectorSystem();
extern CHLTVDirector* HLTVDirector();
#endif // HLTVDIRECTOR_H