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- // leave this line at the top for all g_xxxx.cpp files...
- #include "g_headers.h"
- #include "g_local.h"
- #include "objectives.h"
- /*
- =======================================================================
- SESSION DATA
- Session data is the only data that stays persistant across level loads
- and tournament restarts.
- =======================================================================
- */
- /*
- ================
- G_WriteClientSessionData
- Called on game shutdown
- ================
- */
- void G_WriteClientSessionData( gclient_t *client ) {
- const char *s;
- const char *s2;
- const char *var;
- int i;
- s = va("%i", client->sess.sessionTeam );
- var = va( "session%i", client - level.clients );
- gi.cvar_set( var, s );
- s2 = "";
- // Throw all status info into a string
- // for (i=0;i< MAX_OBJECTIVES; i++)
- // {
- // s2 = va("%s %i %i", s2, client->sess.mission_objectives[i].display, client->sess.mission_objectives[i].status);
- // }
- // We're saving only one objective
- s2 = va("%i %i", client->sess.mission_objectives[LIGHTSIDE_OBJ].display, client->sess.mission_objectives[LIGHTSIDE_OBJ].status);
- var = va( "sessionobj%i", client - level.clients );
- gi.cvar_set( var, s2 );
- // Throw all mission stats in to a string
- s2 = va("%i %i %i %i %i %i %i %i %i %i %i %i",
- client->sess.missionStats.secretsFound,
- client->sess.missionStats.totalSecrets,
- client->sess.missionStats.shotsFired,
- client->sess.missionStats.hits,
- client->sess.missionStats.enemiesSpawned,
- client->sess.missionStats.enemiesKilled,
- client->sess.missionStats.saberThrownCnt,
- client->sess.missionStats.saberBlocksCnt,
- client->sess.missionStats.legAttacksCnt,
- client->sess.missionStats.armAttacksCnt,
- client->sess.missionStats.torsoAttacksCnt,
- client->sess.missionStats.otherAttacksCnt
- );
- var = va( "missionstats%i", client - level.clients );
- gi.cvar_set( var, s2 );
- s2 = "";
- for (i=0;i< NUM_FORCE_POWERS; i++)
- {
- s2 = va("%s %i",s2, client->sess.missionStats.forceUsed[i]);
- }
- var = va( "sessionpowers%i", client - level.clients );
- gi.cvar_set( var, s2 );
- s2 = "";
- for (i=0;i< WP_NUM_WEAPONS; i++)
- {
- s2 = va("%s %i",s2, client->sess.missionStats.weaponUsed[i]);
- }
- var = va( "sessionweapons%i", client - level.clients );
- gi.cvar_set( var, s2 );
- }
- /*
- ================
- G_ReadSessionData
- Called on a reconnect
- ================
- */
- void G_ReadSessionData( gclient_t *client ) {
- char s[MAX_STRING_CHARS];
- const char *var;
- int i;
- var = va( "session%i", client - level.clients );
- gi.Cvar_VariableStringBuffer( var, s, sizeof(s) );
- sscanf( s, "%i", &client->sess.sessionTeam );
- var = va( "sessionobj%i", client - level.clients );
- gi.Cvar_VariableStringBuffer( var, s, sizeof(s) );
- var = s;
- // var++;
- // for (i=0;i< MAX_OBJECTIVES; i++)
- // {
- // sscanf( var, "%i %i",
- // &client->sess.mission_objectives[i].display,
- // &client->sess.mission_objectives[i].status);
- // var+=4;
- // }
- // Clear the objectives out
- for (i=0;i< MAX_OBJECTIVES; i++)
- {
- client->sess.mission_objectives[i].display = 0;
- client->sess.mission_objectives[i].status = OBJECTIVE_STAT_PENDING;
- }
- // Now load the LIGHTSIDE objective. That's the only cross level objective.
- sscanf( var, "%i %i",
- &client->sess.mission_objectives[LIGHTSIDE_OBJ].display,
- &client->sess.mission_objectives[LIGHTSIDE_OBJ].status);
- var = va( "missionstats%i", client - level.clients );
- gi.Cvar_VariableStringBuffer( var, s, sizeof(s) );
- sscanf( s, "%i %i %i %i %i %i %i %i %i %i %i %i",
- &client->sess.missionStats.secretsFound,
- &client->sess.missionStats.totalSecrets,
- &client->sess.missionStats.shotsFired,
- &client->sess.missionStats.hits,
- &client->sess.missionStats.enemiesSpawned,
- &client->sess.missionStats.enemiesKilled,
- &client->sess.missionStats.saberThrownCnt,
- &client->sess.missionStats.saberBlocksCnt,
- &client->sess.missionStats.legAttacksCnt,
- &client->sess.missionStats.armAttacksCnt,
- &client->sess.missionStats.torsoAttacksCnt,
- &client->sess.missionStats.otherAttacksCnt);
- var = va( "sessionpowers%i", client - level.clients );
- gi.Cvar_VariableStringBuffer( var, s, sizeof(s) );
- i=0;
- var = strtok( s, " " );
- while( var != NULL )
- {
- /* While there are tokens in "s" */
- client->sess.missionStats.forceUsed[i++] = atoi(var);
- /* Get next token: */
- var = strtok( NULL, " " );
- }
- assert (i==NUM_FORCE_POWERS);
- var = va( "sessionweapons%i", client - level.clients );
- gi.Cvar_VariableStringBuffer( var, s, sizeof(s) );
- i=0;
- var = strtok( s, " " );
- while( var != NULL )
- {
- /* While there are tokens in "s" */
- client->sess.missionStats.weaponUsed[i++] = atoi(var);
- /* Get next token: */
- var = strtok( NULL, " " );
- }
- assert (i==WP_NUM_WEAPONS);
- }
- /*
- ================
- G_InitSessionData
- Called on a first-time connect
- ================
- */
- void G_InitSessionData( gclient_t *client, char *userinfo ) {
- clientSession_t *sess;
- sess = &client->sess;
- sess->sessionTeam = TEAM_FREE;
- G_WriteClientSessionData( client );
- }
- /*
- ==================
- G_InitWorldSession
- ==================
- */
- void G_InitWorldSession( void ) {
- }
- /*
- ==================
- G_WriteSessionData
- ==================
- */
- void G_WriteSessionData( void ) {
- int i;
- gi.cvar_set( "session", 0) ;
- for ( i = 0 ; i < level.maxclients ; i++ ) {
- if ( level.clients[i].pers.connected == CON_CONNECTED ) {
- G_WriteClientSessionData( &level.clients[i] );
- }
- }
- }
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