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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//=======================================================================================//
+
+#if defined( REPLAY_ENABLED )
+
+#ifndef GENERICCLASSBASED_REPLAY_H
+#define GENERICCLASSBASED_REPLAY_H
+#ifdef _WIN32
+#pragma once
+#endif
+
+//----------------------------------------------------------------------------------------
+
+#include "replay/replay.h"
+#include "replay/iclientreplaycontext.h"
+#include "GameEventListener.h"
+
+// For RoundStats_t
+#include "replay/gamedefs.h"
+
+//----------------------------------------------------------------------------------------
+
+extern IClientReplayContext *g_pClientReplayContext;
+
+//----------------------------------------------------------------------------------------
+
+class CGenericClassBasedReplay : public CReplay,
+ public CGameEventListener
+{
+ typedef CReplay BaseClass;
+public:
+ CGenericClassBasedReplay();
+ ~CGenericClassBasedReplay();
+
+ virtual void OnBeginRecording();
+ virtual void OnEndRecording();
+ virtual void OnComplete();
+ virtual bool ShouldAllowDelete() const;
+ virtual void OnDelete();
+
+ virtual void FireGameEvent( IGameEvent *pEvent );
+
+ virtual bool Read( KeyValues *pIn );
+ virtual void Write( KeyValues *pOut );
+
+ virtual void DumpGameSpecificData() const;
+
+ void SetPlayerClass( int nPlayerClass );
+ void SetPlayerTeam( int nPlayerTeam );
+
+ void RecordPlayerDeath( const char *pKillerName, int nKillerClass );
+
+ // Add a new kill to the list
+ void AddKill( const char *pPlayerName, int nPlayerClass );
+
+ // Get the player class as a string
+ virtual const char *GetPlayerClass() const;
+
+ // Get the player team as a string
+ virtual const char *GetPlayerTeam() const = 0;
+
+ // Utility to get the material-friendly player class (demoman->demo, heavyweapons->heavy)
+ virtual const char *GetMaterialFriendlyPlayerClass() const;
+
+ // Was there a killer?
+ inline bool WasKilled() const { return m_szKillerName[0] != 0; }
+
+ // Get killer name
+ const char *GetKillerName() const;
+
+ // Get the killer class, if there was a killer
+ const char *GetKillerClass() const;
+
+ int GetDownloadStatus() const;
+
+ // Kill info
+ struct KillData_t
+ {
+ char m_szPlayerName[MAX_OSPATH];
+ int m_nPlayerClass;
+ };
+
+ inline int GetKillCount() const { return m_vecKills.Count(); }
+ inline const KillData_t *GetKill( int nKillIndex ) { return m_vecKills[ nKillIndex ]; }
+
+ // A generic info struct used for dominations, assisted dominations, revenges, assisted revenged...
+ // Not all data members are necessarily used
+ struct GenericStatInfo_t
+ {
+ GenericStatInfo_t() : m_nVictimFriendId( 0 ), m_nAssisterFriendId( 0 ) {}
+ uint32 m_nVictimFriendId;
+ uint32 m_nAssisterFriendId;
+ };
+
+ inline int GetDominationCount() const { return m_vecDominations.Count(); }
+ inline const GenericStatInfo_t *GetDomination( int nIndex ) const { return m_vecDominations[ nIndex ]; }
+
+ inline int GetAssisterDominationCount() const { return m_vecAssisterDominations.Count(); }
+ inline const GenericStatInfo_t *GetAssisterDomination( int nIndex ) const { return m_vecAssisterDominations[ nIndex ]; }
+
+ inline int GetRevengeCount() const { return m_vecRevenges.Count(); }
+ inline const GenericStatInfo_t *GetRevenge( int nIndex ) const { return m_vecRevenges[ nIndex ]; }
+
+ inline int GetAssisterRevengeCount() const { return m_vecAssisterRevenges.Count(); }
+ inline const GenericStatInfo_t *GetAssisterRevenge( int nIndex ) const { return m_vecAssisterRevenges[ nIndex ]; }
+
+ RoundStats_t const &GetStats() const { return m_lifeStats; }
+
+protected:
+ int m_nPlayerClass;
+ int m_nPlayerTeam;
+ int m_nStatUndefined;
+
+ char m_szKillerName[ MAX_OSPATH ];
+ int m_nKillerClass;
+
+ virtual bool IsValidClass( int nClass ) const = 0;
+ virtual bool IsValidTeam( int iTeam ) const = 0;
+ virtual bool GetCurrentStats( RoundStats_t &out ) = 0;
+ virtual const char *GetStatString( int iStat ) const = 0;
+ virtual const char *GetPlayerClass( int iClass ) const = 0;
+
+ virtual void Update();
+
+ // Domination
+ void AddDomination( int nVictimID );
+ void AddAssisterDomination( int nVictimID, int nAssiterID );
+
+ void AddRevenge( int nVictimID );
+ void AddAssisterRevenge( int nVictimID, int nAssiterID );
+
+ float GetKillScreenshotDelay();
+
+ RoundStats_t m_refStats; // Reference stats, used to compute current stats
+ RoundStats_t m_lifeStats; // Stats for this life, based on reference stats (m_refStats)
+
+private:
+ void MedicUpdate();
+
+ bool GetFriendIdFromUserId( int nPlayerIndex, uint32 &nFriendIdOut ) const; // Get a friend ID based on player index. Returns true on success
+ void AddKillStatFromUserIds( CUtlVector< GenericStatInfo_t * > &vec, int nVictimId, int nAssisterId = 0 );
+ void AddKillStatFromFriendIds( CUtlVector< GenericStatInfo_t * > &vec, uint32 nVictimFriendId, uint32 nAssisterFriendId = 0 );
+ void WriteKillStatVector( CUtlVector< GenericStatInfo_t * > const &vec, const char *pSubKeyName, const char *pElementKeyName,
+ KeyValues *pRootKey, int nNumMembersToWrite ) const;
+ void AddKillStats( CUtlVector< GenericStatInfo_t * > &vecKillStats, KeyValues *pIn, const char *pSubKeyName, int iStatIndex );
+ void RecordUpdatedStats();
+
+ CUtlVector< KillData_t * > m_vecKills;
+ CUtlVector< GenericStatInfo_t * > m_vecDominations;
+ CUtlVector< GenericStatInfo_t * > m_vecAssisterDominations;
+ CUtlVector< GenericStatInfo_t * > m_vecRevenges;
+ CUtlVector< GenericStatInfo_t * > m_vecAssisterRevenges;
+
+ // TODO... dominations, achievements, etc.
+};
+
+//----------------------------------------------------------------------------------------
+
+inline CGenericClassBasedReplay *ToGenericClassBasedReplay( CReplay *pClientReplay )
+{
+ return static_cast< CGenericClassBasedReplay * >( pClientReplay );
+}
+
+inline const CGenericClassBasedReplay *ToGenericClassBasedReplay( const CReplay *pClientReplay )
+{
+ return static_cast< const CGenericClassBasedReplay * >( pClientReplay );
+}
+
+inline CGenericClassBasedReplay *GetGenericClassBasedReplay( ReplayHandle_t hReplay )
+{
+ return ToGenericClassBasedReplay( g_pClientReplayContext->GetReplay( hReplay ) );
+}
+
+//----------------------------------------------------------------------------------------
+
+#endif // GENERICCLASSBASED_REPLAY_H
+
+#endif \ No newline at end of file