Files
source-sdk-2013/sp/src/game/shared/mapbase/mapbase_game_log.cpp
Blixibon c448f194ae Mapbase v5.0
- Added keyvalue to hl2_gamerules which allows respawning in singleplayer
- Added the game instructor system (including env_instructor_hint) from later Valve games using a VDC tutorial which adjusts the version from the Alien Swarm SDK to FPS rules and a Source 2013 environment; Also added new KV and icons for further control from mappers (tutorial mentioned by Maestra Fenix)
- Added L4D/TF2 glows + point_glow entity as an all-purpose SDK-based off-shoot of tf_glow
- Fixed weapon pickup sound not playing (reported by Sl0th and later Cvoxulary)
- Fixed env_projectedtextures not updating on save/load
- Added func_fake_worldportal, a spatial point_camera inspired by linked_portal_door based on SDK code alone (WIP, may be changed a lot in future updates)
- Added option for point_camera and func_reflective_glass to use different render targets, therefore allowing multiple cameras and mirrors to be active at the same time
- Added additional RT camera textures to choose from with a default of 3, but also controllable through a -numcameratextures command line param
- Added adjustable convars for main view NearZ and skybox NearZ (suggested by someone recently, also suggested by Klems over a year ago)
- Fixed map-specific localization files, cleaned up map-specific file code
- Added a new block to gameinfo.txt which allows mods to automatically append their own command line parameters
- Fixed math_lightpattern corruption when setting pattern/style while active
- Fixed the "Touch" input crashing when given no entity
- Added a way to add EFlags via keyvalue (suggested by Niker107)
- Fixed ai_script_conditions not working without a NPC actor (reported by MetroHam)
- Fixed point_radiation_source causing huge problems when intensity is 0, even though it was already advised against (reported by beefbacon)
- Added "Mapbase" header to Mapbase-specific code files
- Fixed an issue with updating sky_camera not obtaining area correctly, causing some entities to not draw in the skybox
- Added "CopyFogController" and "CopyFogControllerWithScale" inputs to sky_camera, which copy fog parameters directly from a fog controller
- Added "SetScale" input to sky_camera for live scale changing
- Added convar to control player crouch speed multiplier (suggested by ArtyIF)
- Added a ton of fixes for people running the Debug configuration of the codebase (partial credit to stepa2)
- Added support for pre-defined enums and constants in VScript, starting with various values from the SDK code (damage types, trace masks, etc.)
- Added limited support for Valve's Quaternion class in VScript
- Added new instance helper capabilities, destructible game instances, and other misc. changes to VScript library
- Replaced most of the VScript "accessor" classes with direct references to the original classes, as they were getting complicated fast and adding new VScript-only functions to the original classes might not be as bad as previously thought
- Added base NPC hooks for AI sensing in VScript (allows control over sight and hearing), also exposed CSound for it
- Added various functions and hooks for VPhysics integration in VScript
- Added VScript-based custom suit devices
- Expanded trace info exposed to VScript to allow plane and surface access (suggested by krassell)
- Added ability to insert localization strings through VScript
- Added various misc. VScript functions with various purposes, including reading/writing EFlags, movetypes, collision groups, etc.
- Fixed VBSP not being able to correctly parse parallax corrected cubemaps in maps with instances
2020-08-14 21:21:25 +00:00

244 lines
7.0 KiB
C++

//========= Mapbase - https://github.com/mapbase-source/source-sdk-2013 ============//
//
// Purpose: A special system designed to record game information for map testing.
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "tier0/icommandline.h"
#include "igamesystem.h"
#include "filesystem.h"
#include "utlbuffer.h"
#ifdef CLIENT_DLL
#else
#include "ammodef.h"
#include "ai_basenpc.h"
#include "ai_squad.h"
#include "fmtstr.h"
#include "GameEventListener.h"
#include "saverestore_utlvector.h"
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#ifdef GAME_DLL
// ------------------------------------------------------------------------------------
// ------------------------------------------------------------------------------------
class CMapbaseGameLogger : public CLogicalEntity, public CGameEventListener
{
public:
DECLARE_DATADESC();
DECLARE_CLASS( CMapbaseGameLogger, CLogicalEntity );
CMapbaseGameLogger()
{
pGameLoggerEnt = this;
}
void Activate()
{
BaseClass::Activate();
ListenForGameEvent("skill_changed");
}
void FireGameEvent( IGameEvent *event )
{
if (FStrEq(event->GetName(), "skill_changed"))
{
m_ListSkillChanged.AddToTail(event->GetInt("skill_level"));
m_ListSkillChangedTime.AddToTail(gpGlobals->curtime);
}
}
float m_flLastLogTime;
int m_iSaveID;
CUtlVector<int> m_ListSkillChanged;
CUtlVector<float> m_ListSkillChangedTime;
static CMapbaseGameLogger *GetGameLoggerEnt()
{
if (!pGameLoggerEnt)
pGameLoggerEnt = static_cast<CMapbaseGameLogger*>(CBaseEntity::Create("mapbase_game_logger", vec3_origin, vec3_angle));
return pGameLoggerEnt;
}
private:
static CHandle<CMapbaseGameLogger> pGameLoggerEnt;
};
LINK_ENTITY_TO_CLASS( mapbase_game_logger, CMapbaseGameLogger );
BEGIN_DATADESC( CMapbaseGameLogger )
DEFINE_FIELD( m_flLastLogTime, FIELD_TIME ),
DEFINE_FIELD( m_iSaveID, FIELD_INTEGER ),
DEFINE_UTLVECTOR( m_ListSkillChanged, FIELD_INTEGER ),
DEFINE_UTLVECTOR( m_ListSkillChangedTime, FIELD_TIME ),
END_DATADESC()
CHandle<CMapbaseGameLogger> CMapbaseGameLogger::pGameLoggerEnt;
void MapbaseGameLog_CVarToggle( IConVar *var, const char *pOldString, float flOldValue );
ConVar mapbase_game_log_on_autosave( "mapbase_game_log_on_autosave", "0", FCVAR_NONE, "Logs information to %mapname%_log_%number%.txt on each autosave", MapbaseGameLog_CVarToggle );
void MapbaseGameLog_Init()
{
if (mapbase_game_log_on_autosave.GetBool())
{
// Create the game logger ent
CMapbaseGameLogger::GetGameLoggerEnt();
}
}
void MapbaseGameLog_Record( const char *szContext )
{
CMapbaseGameLogger *pGameLoggerEnt = CMapbaseGameLogger::GetGameLoggerEnt();
if (!pGameLoggerEnt)
{
Warning("Failed to get game logger ent\n");
return;
}
KeyValues *pKV = new KeyValues( "Log" );
KeyValues *pKVLogInfo = pKV->FindKey( "logging_info", true );
if ( pKVLogInfo )
{
pKVLogInfo->SetString("context", szContext);
pKVLogInfo->SetFloat("last_log", pGameLoggerEnt->m_flLastLogTime > 0.0f ? gpGlobals->curtime - pGameLoggerEnt->m_flLastLogTime : -1.0f);
}
KeyValues *pKVGameInfo = pKV->FindKey( "game_info", true );
if ( pKVGameInfo )
{
pKVGameInfo->SetInt("skill", g_pGameRules->GetSkillLevel());
if (pGameLoggerEnt->m_ListSkillChanged.Count() > 0)
{
KeyValues *pKVSkill = pKVGameInfo->FindKey("skill_changes", true);
for (int i = 0; i < pGameLoggerEnt->m_ListSkillChanged.Count(); i++)
{
float flTime = pGameLoggerEnt->m_ListSkillChangedTime[i];
switch (pGameLoggerEnt->m_ListSkillChanged[i])
{
case SKILL_EASY: pKVSkill->SetString(CNumStr(flTime), "easy"); break;
case SKILL_MEDIUM: pKVSkill->SetString(CNumStr(flTime), "normal"); break;
case SKILL_HARD: pKVSkill->SetString(CNumStr(flTime), "hard"); break;
}
}
}
}
KeyValues *pKVPlayer = pKV->FindKey( "player", true );
if ( pKVPlayer )
{
CBasePlayer *pPlayer = UTIL_GetLocalPlayer();
if ( pPlayer )
{
pKVPlayer->SetInt("health", pPlayer->GetHealth());
pKVPlayer->SetInt("armor", pPlayer->ArmorValue());
pKVPlayer->SetString("position", CFmtStrN<128>("[%f %f %f]", pPlayer->GetAbsOrigin().x, pPlayer->GetAbsOrigin().y, pPlayer->GetAbsOrigin().z));
pKVPlayer->SetString("angles", CFmtStrN<128>("[%f %f %f]", pPlayer->EyeAngles().x, pPlayer->EyeAngles().y, pPlayer->EyeAngles().z));
KeyValues *pKVWeapons = pKVPlayer->FindKey( "weapons", true );
if ( pKVWeapons )
{
// Cycle through all of the player's weapons
for ( int i = 0; i < pPlayer->WeaponCount(); i++ )
{
CBaseCombatWeapon *pWeapon = pPlayer->GetWeapon(i);
if ( !pWeapon )
continue;
if ( pPlayer->GetActiveWeapon() == pWeapon )
pKVWeapons->SetString(pWeapon->GetClassname(), CFmtStrN<32>("%i; %i (active)", pWeapon->m_iClip1.Get(), pWeapon->m_iClip2.Get()));
else
pKVWeapons->SetString(pWeapon->GetClassname(), CFmtStrN<32>("%i; %i", pWeapon->m_iClip1.Get(), pWeapon->m_iClip2.Get()));
}
}
KeyValues *pKVAmmo = pKVPlayer->FindKey( "ammo", true );
if ( pKVAmmo )
{
// Cycle through all of the player's ammo
for ( int i = 0; i < GetAmmoDef()->m_nAmmoIndex; i++ )
{
int iAmmo = pPlayer->GetAmmoCount( i );
if ( iAmmo > 0 )
pKVAmmo->SetInt( GetAmmoDef()->m_AmmoType[i].pName, iAmmo );
}
}
}
}
CAI_BaseNPC **ppAIs = g_AI_Manager.AccessAIs();
int nAIs = g_AI_Manager.NumAIs();
for (int i = 0; i < nAIs; i++)
{
CAI_BaseNPC *pNPC = ppAIs[i];
if (!pNPC->IsAlive() || pNPC->GetSleepState() != AISS_AWAKE)
continue;
KeyValues *pKVNPC = pKV->FindKey( CNumStr( pNPC->entindex() ), true );
if (pKVNPC)
{
pKVNPC->SetString("classname", pNPC->GetClassname());
pKVNPC->SetString("name", STRING(pNPC->GetEntityName()));
pKVNPC->SetString("position", CFmtStrN<128>("[%f %f %f]", pNPC->GetAbsOrigin().x, pNPC->GetAbsOrigin().y, pNPC->GetAbsOrigin().z));
pKVNPC->SetInt("health", pNPC->GetHealth());
if (pNPC->GetActiveWeapon())
pKVNPC->SetString("weapon", pNPC->GetActiveWeapon()->GetClassname());
if (pNPC->GetSquad())
pKVNPC->SetString("squad", pNPC->GetSquad()->GetName());
}
}
CFmtStrN<MAX_PATH> pathfmt("map_logs/%s_log_%i.txt", STRING(gpGlobals->mapname), pGameLoggerEnt->m_iSaveID);
pGameLoggerEnt->m_flLastLogTime = gpGlobals->curtime;
pGameLoggerEnt->m_iSaveID++;
// Create the folder first, since "map_logs" is not standard and is unlikely to exist
g_pFullFileSystem->CreateDirHierarchy( "map_logs", "MOD" );
if (pKV->SaveToFile( g_pFullFileSystem, pathfmt, "MOD" ))
{
Msg("Saved game log file to \"%s\"\n", pathfmt.Get());
}
pKV->deleteThis();
}
static void CC_Mapbase_GameLogRecord( const CCommand& args )
{
MapbaseGameLog_Record( "command" );
}
static ConCommand mapbase_game_log_record("mapbase_game_log_record", CC_Mapbase_GameLogRecord, "Records game data to %mapname%_log_%number%." );
void MapbaseGameLog_CVarToggle( IConVar *var, const char *pOldString, float flOldValue )
{
if (mapbase_game_log_on_autosave.GetBool())
{
// Create the game logger ent
CMapbaseGameLogger::GetGameLoggerEnt();
}
}
#endif