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https://github.com/nillerusr/source-engine.git
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178 lines
6.1 KiB
C
178 lines
6.1 KiB
C
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//=======================================================================================//
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#if defined( REPLAY_ENABLED )
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#ifndef GENERICCLASSBASED_REPLAY_H
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#define GENERICCLASSBASED_REPLAY_H
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#ifdef _WIN32
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#pragma once
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#endif
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//----------------------------------------------------------------------------------------
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#include "replay/replay.h"
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#include "replay/iclientreplaycontext.h"
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#include "GameEventListener.h"
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// For RoundStats_t
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#include "replay/gamedefs.h"
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//----------------------------------------------------------------------------------------
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extern IClientReplayContext *g_pClientReplayContext;
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//----------------------------------------------------------------------------------------
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class CGenericClassBasedReplay : public CReplay,
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public CGameEventListener
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{
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typedef CReplay BaseClass;
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public:
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CGenericClassBasedReplay();
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~CGenericClassBasedReplay();
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virtual void OnBeginRecording();
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virtual void OnEndRecording();
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virtual void OnComplete();
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virtual bool ShouldAllowDelete() const;
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virtual void OnDelete();
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virtual void FireGameEvent( IGameEvent *pEvent );
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virtual bool Read( KeyValues *pIn );
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virtual void Write( KeyValues *pOut );
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virtual void DumpGameSpecificData() const;
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void SetPlayerClass( int nPlayerClass );
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void SetPlayerTeam( int nPlayerTeam );
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void RecordPlayerDeath( const char *pKillerName, int nKillerClass );
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// Add a new kill to the list
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void AddKill( const char *pPlayerName, int nPlayerClass );
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// Get the player class as a string
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virtual const char *GetPlayerClass() const;
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// Get the player team as a string
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virtual const char *GetPlayerTeam() const = 0;
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// Utility to get the material-friendly player class (demoman->demo, heavyweapons->heavy)
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virtual const char *GetMaterialFriendlyPlayerClass() const;
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// Was there a killer?
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inline bool WasKilled() const { return m_szKillerName[0] != 0; }
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// Get killer name
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const char *GetKillerName() const;
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// Get the killer class, if there was a killer
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const char *GetKillerClass() const;
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int GetDownloadStatus() const;
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// Kill info
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struct KillData_t
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{
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char m_szPlayerName[MAX_OSPATH];
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int m_nPlayerClass;
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};
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inline int GetKillCount() const { return m_vecKills.Count(); }
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inline const KillData_t *GetKill( int nKillIndex ) { return m_vecKills[ nKillIndex ]; }
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// A generic info struct used for dominations, assisted dominations, revenges, assisted revenged...
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// Not all data members are necessarily used
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struct GenericStatInfo_t
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{
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GenericStatInfo_t() : m_nVictimFriendId( 0 ), m_nAssisterFriendId( 0 ) {}
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uint32 m_nVictimFriendId;
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uint32 m_nAssisterFriendId;
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};
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inline int GetDominationCount() const { return m_vecDominations.Count(); }
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inline const GenericStatInfo_t *GetDomination( int nIndex ) const { return m_vecDominations[ nIndex ]; }
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inline int GetAssisterDominationCount() const { return m_vecAssisterDominations.Count(); }
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inline const GenericStatInfo_t *GetAssisterDomination( int nIndex ) const { return m_vecAssisterDominations[ nIndex ]; }
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inline int GetRevengeCount() const { return m_vecRevenges.Count(); }
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inline const GenericStatInfo_t *GetRevenge( int nIndex ) const { return m_vecRevenges[ nIndex ]; }
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inline int GetAssisterRevengeCount() const { return m_vecAssisterRevenges.Count(); }
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inline const GenericStatInfo_t *GetAssisterRevenge( int nIndex ) const { return m_vecAssisterRevenges[ nIndex ]; }
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RoundStats_t const &GetStats() const { return m_lifeStats; }
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protected:
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int m_nPlayerClass;
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int m_nPlayerTeam;
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int m_nStatUndefined;
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char m_szKillerName[ MAX_OSPATH ];
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int m_nKillerClass;
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virtual bool IsValidClass( int nClass ) const = 0;
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virtual bool IsValidTeam( int iTeam ) const = 0;
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virtual bool GetCurrentStats( RoundStats_t &out ) = 0;
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virtual const char *GetStatString( int iStat ) const = 0;
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virtual const char *GetPlayerClass( int iClass ) const = 0;
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virtual void Update();
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// Domination
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void AddDomination( int nVictimID );
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void AddAssisterDomination( int nVictimID, int nAssiterID );
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void AddRevenge( int nVictimID );
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void AddAssisterRevenge( int nVictimID, int nAssiterID );
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float GetKillScreenshotDelay();
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RoundStats_t m_refStats; // Reference stats, used to compute current stats
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RoundStats_t m_lifeStats; // Stats for this life, based on reference stats (m_refStats)
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private:
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void MedicUpdate();
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bool GetFriendIdFromUserId( int nPlayerIndex, uint32 &nFriendIdOut ) const; // Get a friend ID based on player index. Returns true on success
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void AddKillStatFromUserIds( CUtlVector< GenericStatInfo_t * > &vec, int nVictimId, int nAssisterId = 0 );
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void AddKillStatFromFriendIds( CUtlVector< GenericStatInfo_t * > &vec, uint32 nVictimFriendId, uint32 nAssisterFriendId = 0 );
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void WriteKillStatVector( CUtlVector< GenericStatInfo_t * > const &vec, const char *pSubKeyName, const char *pElementKeyName,
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KeyValues *pRootKey, int nNumMembersToWrite ) const;
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void AddKillStats( CUtlVector< GenericStatInfo_t * > &vecKillStats, KeyValues *pIn, const char *pSubKeyName, int iStatIndex );
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void RecordUpdatedStats();
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CUtlVector< KillData_t * > m_vecKills;
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CUtlVector< GenericStatInfo_t * > m_vecDominations;
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CUtlVector< GenericStatInfo_t * > m_vecAssisterDominations;
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CUtlVector< GenericStatInfo_t * > m_vecRevenges;
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CUtlVector< GenericStatInfo_t * > m_vecAssisterRevenges;
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// TODO... dominations, achievements, etc.
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};
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//----------------------------------------------------------------------------------------
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inline CGenericClassBasedReplay *ToGenericClassBasedReplay( CReplay *pClientReplay )
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{
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return static_cast< CGenericClassBasedReplay * >( pClientReplay );
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}
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inline const CGenericClassBasedReplay *ToGenericClassBasedReplay( const CReplay *pClientReplay )
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{
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return static_cast< const CGenericClassBasedReplay * >( pClientReplay );
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}
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inline CGenericClassBasedReplay *GetGenericClassBasedReplay( ReplayHandle_t hReplay )
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{
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return ToGenericClassBasedReplay( g_pClientReplayContext->GetReplay( hReplay ) );
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}
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//----------------------------------------------------------------------------------------
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#endif // GENERICCLASSBASED_REPLAY_H
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#endif
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