Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: A camera entity that's used by the -makedevshots system to take
// dev screenshots everytime the map is checked into source control.
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "tier0/icommandline.h"
#include "igamesystem.h"
#include "filesystem.h"
#include <KeyValues.h>
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
int g_iDevShotCameraCount = 0;
#define DEVSHOT_INITIAL_WAIT 5 // Time after the level spawn before the first devshot camera takes it's shot
#define DEVSHOT_INTERVAL 5 // Time between each devshot camera taking it's shot
//-----------------------------------------------------------------------------
// Purpose: A camera entity that's used by the -makedevshots system to take
// dev screenshots everytime the map is checked into source control.
//-----------------------------------------------------------------------------
class CPointDevShotCamera : public CBaseEntity
{
DECLARE_CLASS( CPointDevShotCamera, CBaseEntity );
public:
DECLARE_DATADESC();
void Spawn( void );
void DevShotThink_Setup( void );
void DevShotThink_TakeShot( void );
void DevShotThink_PostShot( void );
// Always transmit to clients so they know where to move the view to
virtual int UpdateTransmitState();
private:
string_t m_iszCameraName;
int m_iFOV;
};
BEGIN_DATADESC( CPointDevShotCamera )
DEFINE_FUNCTION( DevShotThink_Setup ),
DEFINE_FUNCTION( DevShotThink_TakeShot ),
DEFINE_FUNCTION( DevShotThink_PostShot ),
DEFINE_KEYFIELD( m_iszCameraName, FIELD_STRING, "cameraname" ),
DEFINE_KEYFIELD( m_iFOV, FIELD_INTEGER, "FOV" ),
END_DATADESC()
LINK_ENTITY_TO_CLASS( point_devshot_camera, CPointDevShotCamera );
//-----------------------------------------------------------------------------
// Purpose: Convenience function so we don't have to make this check all over
//-----------------------------------------------------------------------------
static CBasePlayer * UTIL_GetLocalPlayerOrListenServerHost( void )
{
if ( gpGlobals->maxClients > 1 )
{
if ( engine->IsDedicatedServer() )
{
return NULL;
}
return UTIL_GetListenServerHost();
}
return UTIL_GetLocalPlayer();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPointDevShotCamera::Spawn( void )
{
BaseClass::Spawn();
// Remove this entity immediately if we're not making devshots
if ( !CommandLine()->FindParm("-makedevshots") )
{
UTIL_Remove( this );
return;
}
// Take a screenshot when it's my turn
SetThink( &CPointDevShotCamera::DevShotThink_Setup );
SetNextThink( gpGlobals->curtime + DEVSHOT_INITIAL_WAIT + (g_iDevShotCameraCount * DEVSHOT_INTERVAL) );
g_iDevShotCameraCount++;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CPointDevShotCamera::UpdateTransmitState()
{
// always transmit if currently used by a monitor
return SetTransmitState( FL_EDICT_ALWAYS );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPointDevShotCamera::DevShotThink_Setup( void )
{
// Move the player to the devshot camera
CBasePlayer *pPlayer = UTIL_GetLocalPlayerOrListenServerHost();
if ( !pPlayer )
return;
// Hide stuff
engine->ClientCommand( pPlayer->edict(), "developer 0" );
engine->ClientCommand( pPlayer->edict(), "cl_drawhud 0" );
engine->ClientCommand( pPlayer->edict(), "sv_cheats 1" );
engine->ClientCommand( pPlayer->edict(), "god" );
engine->ClientCommand( pPlayer->edict(), "notarget" );
pPlayer->AddSolidFlags( FSOLID_NOT_SOLID );
pPlayer->EnableControl(FALSE);
pPlayer->SetViewEntity( this );
pPlayer->SetFOV( this, m_iFOV );
// Hide the player's viewmodel
if ( pPlayer->GetActiveWeapon() )
{
pPlayer->GetActiveWeapon()->AddEffects( EF_NODRAW );
}
DispatchUpdateTransmitState();
// Now take the shot next frame
SetThink( &CPointDevShotCamera::DevShotThink_TakeShot );
SetNextThink( gpGlobals->curtime );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPointDevShotCamera::DevShotThink_TakeShot( void )
{
// Take the screenshot
CBasePlayer *pPlayer = UTIL_GetLocalPlayerOrListenServerHost();
if ( !pPlayer )
return;
engine->ClientCommand( pPlayer->edict(), "devshots_screenshot \"%s\"", STRING(m_iszCameraName) );
// Now take the shot next frame
SetThink( &CPointDevShotCamera::DevShotThink_PostShot );
SetNextThink( gpGlobals->curtime + (DEVSHOT_INTERVAL - 1) );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPointDevShotCamera::DevShotThink_PostShot( void )
{
// Take the screenshot
CBasePlayer *pPlayer = UTIL_GetLocalPlayerOrListenServerHost();
if ( !pPlayer )
return;
pPlayer->SetFOV( this, 0 );
// If all cameras have taken their shots, move to the next map
g_iDevShotCameraCount--;
if ( !g_iDevShotCameraCount )
{
engine->ClientCommand( pPlayer->edict(), "devshots_nextmap" );
}
}
//-----------------------------------------------------------------------------
// Purpose: Game system to detect maps without cameras in them, and move on
//-----------------------------------------------------------------------------
class CDevShotSystem : public CAutoGameSystemPerFrame
{
public:
CDevShotSystem( char const *name ) : CAutoGameSystemPerFrame( name )
{
}
virtual void LevelInitPreEntity()
{
m_bIssuedNextMapCommand = false;
g_iDevShotCameraCount = 0;
m_bParsedMapFile = false;
}
virtual void SafeRemoveIfDesired( void )
{
// If we're not making devshots, remove this system immediately
if ( !CommandLine()->FindParm("-makedevshots") )
{
Remove( this );
return;
}
}
virtual void FrameUpdatePostEntityThink( void )
{
// Wait until we're all spawned in
if ( gpGlobals->curtime < 5 )
return;
if ( m_bIssuedNextMapCommand )
return;
if ( !m_bParsedMapFile )
{
m_bParsedMapFile = true;
// See if we've got a camera file to import cameras from
char szFullName[512];
Q_snprintf(szFullName,sizeof(szFullName), "maps/%s.txt", STRING( gpGlobals->mapname ));
KeyValues *pkvMapCameras = new KeyValues( "MapCameras" );
if ( pkvMapCameras->LoadFromFile( filesystem, szFullName, "MOD" ) )
{
Warning( "Devshots: Loading point_devshot_camera positions from %s. \n", szFullName );
// Get each camera, and add it to our list
KeyValues *pkvCamera = pkvMapCameras->GetFirstSubKey();
while ( pkvCamera )
{
// Get camera name
const char *pCameraName = pkvCamera->GetName();
// Make a camera, and move it to the position specified
CPointDevShotCamera *pCamera = (CPointDevShotCamera*)CreateEntityByName( "point_devshot_camera" );
Assert( pCamera );
pCamera->KeyValue( "cameraname", pCameraName );
pCamera->KeyValue( "origin", pkvCamera->GetString( "origin", "0 0 0" ) );
pCamera->KeyValue( "angles", pkvCamera->GetString( "angles", "0 0 0" ) );
pCamera->KeyValue( "FOV", pkvCamera->GetString( "FOV", "75" ) );
DispatchSpawn( pCamera );
pCamera->Activate();
// Move to next camera
pkvCamera = pkvCamera->GetNextKey();
}
}
if ( !g_iDevShotCameraCount )
{
Warning( "Devshots: No point_devshot_camera in %s. Moving to next map.\n", STRING( gpGlobals->mapname ) );
CBasePlayer *pPlayer = UTIL_GetLocalPlayerOrListenServerHost();
if ( pPlayer )
{
engine->ClientCommand( pPlayer->edict(), "devshots_nextmap" );
m_bIssuedNextMapCommand = true;
return;
}
}
}
}
private:
bool m_bIssuedNextMapCommand;
bool m_bParsedMapFile;
};
CDevShotSystem DevShotSystem( "CDevShotSystem" );