Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 
 

399 lines
13 KiB

//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#include "cbase.h"
#if defined( REPLAY_ENABLED )
#include "tf_replay.h"
#include "tf/tf_shareddefs.h"
#include "tf/c_tf_player.h"
#include "tf/c_tf_playerresource.h"
#include "tf/c_tf_gamestats.h"
#include "tf/tf_gamestats_shared.h"
#include "tf/tf_hud_statpanel.h"
#include "tf/c_obj_sentrygun.h"
#include "clientmode_shared.h"
#include "replay/ireplaymoviemanager.h"
#include "replay/ireplayfactory.h"
#include "replay/ireplayscreenshotmanager.h"
#include "replay/screenshot.h"
#include <time.h>
//----------------------------------------------------------------------------------------
extern IReplayScreenshotManager *g_pReplayScreenshotManager;
//----------------------------------------------------------------------------------------
CTFReplay::CTFReplay()
: m_flNextMedicUpdateTime( 0.0f )
{
}
CTFReplay::~CTFReplay()
{
}
void CTFReplay::OnBeginRecording()
{
BaseClass::OnBeginRecording();
// Setup the newly created replay
C_TFPlayer* pPlayer = C_TFPlayer::GetLocalTFPlayer();
if ( pPlayer )
{
if ( pPlayer->GetPlayerClass() )
{
SetPlayerClass( pPlayer->GetPlayerClass()->GetClassIndex() );
}
SetPlayerTeam( pPlayer->GetTeamNumber() );
}
}
void CTFReplay::OnEndRecording()
{
if ( gameeventmanager )
{
gameeventmanager->RemoveListener( this );
}
BaseClass::OnEndRecording();
}
void CTFReplay::OnComplete()
{
BaseClass::OnComplete();
}
void CTFReplay::Update()
{
// If local player is medic and invuln'd someone, take a screenshot
MedicUpdate();
BaseClass::Update();
}
void CTFReplay::MedicUpdate()
{
// Not ready for update?
if ( gpGlobals->curtime < m_flNextMedicUpdateTime )
return;
// Local player doesn't exist?
C_TFPlayer *pLocalPlayer = C_TFPlayer::GetLocalTFPlayer();
if ( !pLocalPlayer )
{
Assert( 0 ); // Shouldn't happen
return;
}
if ( pLocalPlayer->GetPlayerClass()->GetClassIndex() != TF_CLASS_MEDIC )
return;
// Releasing charge?
if ( pLocalPlayer->MedicIsReleasingCharge() )
{
// Take a sick screenshot
CaptureScreenshotParams_t params;
V_memset( &params, 0, sizeof( params ) );
params.m_flDelay = 0.25f;
g_pReplayScreenshotManager->CaptureScreenshot( params );
// Set next update to minimum time it would be until next recharge
extern ConVar weapon_medigun_chargerelease_rate;
m_flNextMedicUpdateTime = gpGlobals->curtime + weapon_medigun_chargerelease_rate.GetFloat();
}
else
{
// Check again in a second
m_flNextMedicUpdateTime = gpGlobals->curtime + 1.0f;
}
}
float CTFReplay::GetSentryKillScreenshotDelay()
{
ConVarRef replay_screenshotsentrykilldelay( "replay_screenshotsentrykilldelay" );
return replay_screenshotsentrykilldelay.IsValid() ? replay_screenshotsentrykilldelay.GetFloat() : 0.5f;
}
void CTFReplay::FireGameEvent( IGameEvent *pEvent )
{
C_TFPlayer *pLocalPlayer = C_TFPlayer::GetLocalTFPlayer();
if ( !pLocalPlayer )
return;
CaptureScreenshotParams_t params;
V_memset( &params, 0, sizeof( params ) );
if ( FStrEq( pEvent->GetName(), "player_death" ) )
{
ConVarRef replay_debug( "replay_debug" );
if ( replay_debug.IsValid() && replay_debug.GetBool() )
{
DevMsg( "%i: CTFReplay::FireGameEvent(): player_death\n", gpGlobals->tickcount );
}
int nKillerID = pEvent->GetInt( "attacker" );
int nVictimID = pEvent->GetInt( "userid" );
int nDeathFlags = pEvent->GetInt( "death_flags" );
int nAssisterID = pEvent->GetInt( "assister" );
const char *pWeaponName = pEvent->GetString( "weapon" );
// Suicide?
bool bSuicide = nKillerID == nVictimID;
// Try to get killer
C_TFPlayer *pKiller = ToTFPlayer( USERID2PLAYER( nKillerID ) );
// Try to get victim
C_TFPlayer *pVictim = ToTFPlayer( USERID2PLAYER( nVictimID ) );
// Is local player healing the killer?
bool bKillerLastHealerIsLocalPlayer = pKiller && pKiller->GetWasHealedByLocalPlayer();
// Inflictor was a sentry gun?
bool bSentry = V_strnicmp( pWeaponName, "obj_sentrygun", 13 ) == 0;
int nInflictorEntIndex = pEvent->GetInt( "inflictor_entindex" );
C_BaseEntity *pInflictor = ClientEntityList().GetEnt( nInflictorEntIndex );
C_ObjectSentrygun *pSentry = dynamic_cast< C_ObjectSentrygun * >( pInflictor );
bool bFeignDeath = pEvent->GetInt( "death_flags" ) & TF_DEATH_FEIGN_DEATH;
// Is the killer the local player?
if ( nKillerID == pLocalPlayer->GetUserID() &&
!bSuicide &&
!bSentry )
{
// Domination?
if ( nDeathFlags & TF_DEATH_DOMINATION )
{
AddDomination( nVictimID );
}
// Assister domination?
if ( ( nDeathFlags & TF_DEATH_ASSISTER_DOMINATION ) && ( nAssisterID > 0 ) )
{
AddAssisterDomination( nVictimID, nAssisterID );
}
// Revenge?
if ( pEvent->GetInt( "death_flags" ) & TF_DEATH_REVENGE )
{
AddRevenge( nVictimID );
}
// Assister revenge?
if ( pEvent->GetInt( "death_flags" ) & TF_DEATH_ASSISTER_REVENGE && ( nAssisterID > 0 ) )
{
AddAssisterRevenge( nVictimID, nAssisterID );
}
// Add victim info to kill list
if ( pVictim )
{
AddKill( pVictim->GetPlayerName(), pVictim->GetPlayerClass()->GetClassIndex() );
}
// Take a quick screenshot with some delay
ConVarRef replay_screenshotkilldelay( "replay_screenshotkilldelay" );
if ( replay_screenshotkilldelay.IsValid() )
{
params.m_flDelay = GetKillScreenshotDelay();
g_pReplayScreenshotManager->CaptureScreenshot( params );
}
}
// Player death?
else if ( pKiller &&
nVictimID == pLocalPlayer->GetUserID() )
{
// Record who killed the player if not a suicide
if ( !bSuicide && !bFeignDeath )
{
RecordPlayerDeath( pKiller->GetPlayerName(), pKiller->GetPlayerClass()->GetClassIndex() );
}
// Take screenshot - taking a screenshot during feign death is cool, too.
ConVarRef replay_deathcammaxverticaloffset( "replay_deathcammaxverticaloffset" );
ConVarRef replay_playerdeathscreenshotdelay( "replay_playerdeathscreenshotdelay" );
params.m_flDelay = replay_playerdeathscreenshotdelay.IsValid() ? replay_playerdeathscreenshotdelay.GetFloat() : 0.0f;
params.m_nEntity = pLocalPlayer->entindex();
params.m_posCamera.Init( 0,0, replay_deathcammaxverticaloffset.IsValid() ? replay_deathcammaxverticaloffset.GetFloat() : 150 );
params.m_angCamera.Init( 90, 0, 0 ); // Look straight down
params.m_bUseCameraAngles = true;
params.m_bIgnoreMinTimeBetweenScreenshots = true;
g_pReplayScreenshotManager->CaptureScreenshot( params );
}
// Killer is invuln/crit boosted and healer is local player?
else if ( bKillerLastHealerIsLocalPlayer &&
( pKiller->m_Shared.IsCritBoosted() ||
pKiller->m_Shared.InCond( TF_COND_INVULNERABLE ) ||
pKiller->m_Shared.InCond( TF_COND_INVULNERABLE_WEARINGOFF ) ) )
{
// Take a quick screenshot with some delay
params.m_flDelay = GetKillScreenshotDelay();
g_pReplayScreenshotManager->CaptureScreenshot( params );
}
// Is the inflictor a sentry belonging to the local player?
else if ( pLocalPlayer->IsAlive() &&
bSentry &&
pSentry &&
pSentry->GetOwner() == pLocalPlayer &&
pVictim )
{
ConVarRef replay_sentrycammaxverticaloffset( "replay_sentrycammaxverticaloffset" );
ConVarRef replay_sentrycamoffset_frontback( "replay_sentrycamoffset_frontback" );
ConVarRef replay_sentrycamoffset_leftright( "replay_sentrycamoffset_leftright" );
ConVarRef replay_sentrycamoffset_updown( "replay_sentrycamoffset_updown" );
// Setup screenshot params
params.m_flDelay = GetSentryKillScreenshotDelay();
params.m_nEntity = pSentry->entindex();
params.m_bUseCameraAngles = true;
// Calculate camera eye position
static float s_aSentryEyeLevels[3] = { SENTRYGUN_EYE_OFFSET_LEVEL_1[2], SENTRYGUN_EYE_OFFSET_LEVEL_2[2], SENTRYGUN_EYE_OFFSET_LEVEL_3[2] };
int iSentryUpgrade = clamp( pSentry->GetUpgradeLevel() - 1, 0, 2 );
Vector vecSentryEyeOffset = Vector( 0, 0, s_aSentryEyeLevels[ iSentryUpgrade ] );
Vector vecSentryAimDir; // Since it seems the sentry's *actual* aim direction is only available on the server, use the victim's location to calculate a general idea of one
Vector vecVictimUp = pVictim->WorldSpaceCenter() - pVictim->GetAbsOrigin(); // WorldSpaceCenter() seems to return player's eye level
Vector vecVictimCenter = pVictim->GetAbsOrigin() + 0.5f * vecVictimUp;
vecSentryAimDir = vecVictimCenter - pSentry->GetAbsOrigin() + vecSentryEyeOffset;
VectorNormalizeFast( vecSentryAimDir );
Vector vecX, vecY, vecZ; // Construct a matrix to transform the eye point
vecX = vecSentryAimDir;
vecY = CrossProduct( Vector(0,0,1), vecSentryAimDir );
vecZ = CrossProduct( vecX, vecY );
matrix3x4_t m;
m.Init( vecX, vecY, vecZ, vec3_origin );
Vector out; // Transform the point relative to the sentry's eye
Vector vecOffset;
if ( replay_sentrycamoffset_frontback.IsValid() &&
replay_sentrycamoffset_leftright.IsValid() &&
replay_sentrycamoffset_updown.IsValid() )
{
vecOffset.Init( replay_sentrycamoffset_frontback.GetFloat(), -replay_sentrycamoffset_leftright.GetFloat(), replay_sentrycamoffset_updown.GetFloat() );
}
else
{
vecOffset.Init( 0, 0, 0 );
}
VectorTransform( vecOffset, m, out );
out += Vector( 0,0, s_aSentryEyeLevels[ iSentryUpgrade ] + ( replay_sentrycammaxverticaloffset.IsValid() ? replay_sentrycammaxverticaloffset.GetFloat() : 5 ) );
params.m_posCamera = out;
// Use the aim matrix we constructed as the camera's orientation
MatrixAngles( m, params.m_angCamera );
// Take the screenshot from the sentry's point of view
g_pReplayScreenshotManager->CaptureScreenshot( params );
}
}
}
bool CTFReplay::IsValidClass( int nClass ) const
{
return IsValidTFPlayerClass( nClass );
}
bool CTFReplay::IsValidTeam( int iTeam ) const
{
return IsValidTFTeam( iTeam );
}
bool CTFReplay::GetCurrentStats( RoundStats_t &out )
{
if ( !g_TF_PR )
return false;
C_TFPlayer *pLocalPlayer = C_TFPlayer::GetLocalTFPlayer();
if ( !pLocalPlayer )
return false;
int iLocalPlayerIndex = GetLocalPlayerIndex();
out.m_iStat[ TFSTAT_POINTSSCORED ] = g_TF_PR->GetPlayerScore( iLocalPlayerIndex );
out.m_iStat[ TFSTAT_DEATHS ] = g_TF_PR->GetDeaths( iLocalPlayerIndex );
out.m_iStat[ TFSTAT_CAPTURES ] = pLocalPlayer->m_Shared.GetCaptures( iLocalPlayerIndex );
out.m_iStat[ TFSTAT_DEFENSES ] = pLocalPlayer->m_Shared.GetDefenses( iLocalPlayerIndex );
out.m_iStat[ TFSTAT_DOMINATIONS ] = pLocalPlayer->m_Shared.GetDominations( iLocalPlayerIndex );
out.m_iStat[ TFSTAT_REVENGE ] = pLocalPlayer->m_Shared.GetRevenge( iLocalPlayerIndex );
out.m_iStat[ TFSTAT_BUILDINGSDESTROYED ] = pLocalPlayer->m_Shared.GetBuildingsDestroyed( iLocalPlayerIndex );
out.m_iStat[ TFSTAT_HEADSHOTS ] = pLocalPlayer->m_Shared.GetHeadshots( iLocalPlayerIndex );
out.m_iStat[ TFSTAT_BACKSTABS ] = pLocalPlayer->m_Shared.GetBackstabs( iLocalPlayerIndex );
out.m_iStat[ TFSTAT_HEALING ] = pLocalPlayer->m_Shared.GetHealPoints( iLocalPlayerIndex );
out.m_iStat[ TFSTAT_INVULNS ] = pLocalPlayer->m_Shared.GetInvulns( iLocalPlayerIndex );
out.m_iStat[ TFSTAT_TELEPORTS ] = pLocalPlayer->m_Shared.GetTeleports( iLocalPlayerIndex );
out.m_iStat[ TFSTAT_KILLASSISTS ] = pLocalPlayer->m_Shared.GetKillAssists( iLocalPlayerIndex );
out.m_iStat[ TFSTAT_BONUS_POINTS ] = pLocalPlayer->m_Shared.GetBonusPoints( iLocalPlayerIndex );
return true;
}
const char *CTFReplay::GetStatString( int iStat ) const
{
COMPILE_TIME_ASSERT( TFSTAT_TOTAL == ARRAYSIZE( s_pStatStrings ) );
Assert( iStat >= TFSTAT_UNDEFINED && iStat < TFSTAT_TOTAL );
return ClampedArrayElement( s_pStatStrings, iStat );
}
const char *CTFReplay::GetPlayerClass( int iClass ) const
{
COMPILE_TIME_ASSERT( TF_CLASS_MENU_BUTTONS == ARRAYSIZE( g_aPlayerClassNames_NonLocalized ) );
Assert( iClass >= TF_CLASS_UNDEFINED && iClass < TF_CLASS_COUNT );
return ClampedArrayElement( g_aPlayerClassNames_NonLocalized, iClass );
}
bool CTFReplay::Read( KeyValues *pIn )
{
return BaseClass::Read( pIn );
}
void CTFReplay::Write( KeyValues *pOut )
{
BaseClass::Write( pOut );
}
const char *CTFReplay::GetMaterialFriendlyPlayerClass() const
{
const char *pPlayerClass = BaseClass::GetMaterialFriendlyPlayerClass();
if ( !V_stricmp( pPlayerClass, "heavyweapons" ) )
return "heavy";
else if ( !V_stricmp( pPlayerClass, "demoman" ) )
return "demo";
return pPlayerClass;
}
void CTFReplay::DumpGameSpecificData() const
{
BaseClass::DumpGameSpecificData();
}
//----------------------------------------------------------------------------------------
class CTFReplayFactory : public IReplayFactory
{
public:
virtual CReplay *Create()
{
return new CTFReplay();
}
};
static CTFReplayFactory s_ReplayManager;
IReplayFactory *g_pReplayFactory = &s_ReplayManager;
EXPOSE_SINGLE_INTERFACE_GLOBALVAR( CTFReplayFactory, IReplayFactory, INTERFACE_VERSION_REPLAY_FACTORY, s_ReplayManager );
#endif