g_session.cpp 5.5 KB

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  1. // leave this line at the top for all g_xxxx.cpp files...
  2. #include "g_headers.h"
  3. #include "g_local.h"
  4. #include "objectives.h"
  5. /*
  6. =======================================================================
  7. SESSION DATA
  8. Session data is the only data that stays persistant across level loads
  9. and tournament restarts.
  10. =======================================================================
  11. */
  12. /*
  13. ================
  14. G_WriteClientSessionData
  15. Called on game shutdown
  16. ================
  17. */
  18. void G_WriteClientSessionData( gclient_t *client ) {
  19. const char *s;
  20. const char *s2;
  21. const char *var;
  22. int i;
  23. s = va("%i", client->sess.sessionTeam );
  24. var = va( "session%i", client - level.clients );
  25. gi.cvar_set( var, s );
  26. s2 = "";
  27. // Throw all status info into a string
  28. // for (i=0;i< MAX_OBJECTIVES; i++)
  29. // {
  30. // s2 = va("%s %i %i", s2, client->sess.mission_objectives[i].display, client->sess.mission_objectives[i].status);
  31. // }
  32. // We're saving only one objective
  33. s2 = va("%i %i", client->sess.mission_objectives[LIGHTSIDE_OBJ].display, client->sess.mission_objectives[LIGHTSIDE_OBJ].status);
  34. var = va( "sessionobj%i", client - level.clients );
  35. gi.cvar_set( var, s2 );
  36. // Throw all mission stats in to a string
  37. s2 = va("%i %i %i %i %i %i %i %i %i %i %i %i",
  38. client->sess.missionStats.secretsFound,
  39. client->sess.missionStats.totalSecrets,
  40. client->sess.missionStats.shotsFired,
  41. client->sess.missionStats.hits,
  42. client->sess.missionStats.enemiesSpawned,
  43. client->sess.missionStats.enemiesKilled,
  44. client->sess.missionStats.saberThrownCnt,
  45. client->sess.missionStats.saberBlocksCnt,
  46. client->sess.missionStats.legAttacksCnt,
  47. client->sess.missionStats.armAttacksCnt,
  48. client->sess.missionStats.torsoAttacksCnt,
  49. client->sess.missionStats.otherAttacksCnt
  50. );
  51. var = va( "missionstats%i", client - level.clients );
  52. gi.cvar_set( var, s2 );
  53. s2 = "";
  54. for (i=0;i< NUM_FORCE_POWERS; i++)
  55. {
  56. s2 = va("%s %i",s2, client->sess.missionStats.forceUsed[i]);
  57. }
  58. var = va( "sessionpowers%i", client - level.clients );
  59. gi.cvar_set( var, s2 );
  60. s2 = "";
  61. for (i=0;i< WP_NUM_WEAPONS; i++)
  62. {
  63. s2 = va("%s %i",s2, client->sess.missionStats.weaponUsed[i]);
  64. }
  65. var = va( "sessionweapons%i", client - level.clients );
  66. gi.cvar_set( var, s2 );
  67. }
  68. /*
  69. ================
  70. G_ReadSessionData
  71. Called on a reconnect
  72. ================
  73. */
  74. void G_ReadSessionData( gclient_t *client ) {
  75. char s[MAX_STRING_CHARS];
  76. const char *var;
  77. int i;
  78. var = va( "session%i", client - level.clients );
  79. gi.Cvar_VariableStringBuffer( var, s, sizeof(s) );
  80. sscanf( s, "%i", &client->sess.sessionTeam );
  81. var = va( "sessionobj%i", client - level.clients );
  82. gi.Cvar_VariableStringBuffer( var, s, sizeof(s) );
  83. var = s;
  84. // var++;
  85. // for (i=0;i< MAX_OBJECTIVES; i++)
  86. // {
  87. // sscanf( var, "%i %i",
  88. // &client->sess.mission_objectives[i].display,
  89. // &client->sess.mission_objectives[i].status);
  90. // var+=4;
  91. // }
  92. // Clear the objectives out
  93. for (i=0;i< MAX_OBJECTIVES; i++)
  94. {
  95. client->sess.mission_objectives[i].display = 0;
  96. client->sess.mission_objectives[i].status = OBJECTIVE_STAT_PENDING;
  97. }
  98. // Now load the LIGHTSIDE objective. That's the only cross level objective.
  99. sscanf( var, "%i %i",
  100. &client->sess.mission_objectives[LIGHTSIDE_OBJ].display,
  101. &client->sess.mission_objectives[LIGHTSIDE_OBJ].status);
  102. var = va( "missionstats%i", client - level.clients );
  103. gi.Cvar_VariableStringBuffer( var, s, sizeof(s) );
  104. sscanf( s, "%i %i %i %i %i %i %i %i %i %i %i %i",
  105. &client->sess.missionStats.secretsFound,
  106. &client->sess.missionStats.totalSecrets,
  107. &client->sess.missionStats.shotsFired,
  108. &client->sess.missionStats.hits,
  109. &client->sess.missionStats.enemiesSpawned,
  110. &client->sess.missionStats.enemiesKilled,
  111. &client->sess.missionStats.saberThrownCnt,
  112. &client->sess.missionStats.saberBlocksCnt,
  113. &client->sess.missionStats.legAttacksCnt,
  114. &client->sess.missionStats.armAttacksCnt,
  115. &client->sess.missionStats.torsoAttacksCnt,
  116. &client->sess.missionStats.otherAttacksCnt);
  117. var = va( "sessionpowers%i", client - level.clients );
  118. gi.Cvar_VariableStringBuffer( var, s, sizeof(s) );
  119. i=0;
  120. var = strtok( s, " " );
  121. while( var != NULL )
  122. {
  123. /* While there are tokens in "s" */
  124. client->sess.missionStats.forceUsed[i++] = atoi(var);
  125. /* Get next token: */
  126. var = strtok( NULL, " " );
  127. }
  128. assert (i==NUM_FORCE_POWERS);
  129. var = va( "sessionweapons%i", client - level.clients );
  130. gi.Cvar_VariableStringBuffer( var, s, sizeof(s) );
  131. i=0;
  132. var = strtok( s, " " );
  133. while( var != NULL )
  134. {
  135. /* While there are tokens in "s" */
  136. client->sess.missionStats.weaponUsed[i++] = atoi(var);
  137. /* Get next token: */
  138. var = strtok( NULL, " " );
  139. }
  140. assert (i==WP_NUM_WEAPONS);
  141. }
  142. /*
  143. ================
  144. G_InitSessionData
  145. Called on a first-time connect
  146. ================
  147. */
  148. void G_InitSessionData( gclient_t *client, char *userinfo ) {
  149. clientSession_t *sess;
  150. sess = &client->sess;
  151. sess->sessionTeam = TEAM_FREE;
  152. G_WriteClientSessionData( client );
  153. }
  154. /*
  155. ==================
  156. G_InitWorldSession
  157. ==================
  158. */
  159. void G_InitWorldSession( void ) {
  160. }
  161. /*
  162. ==================
  163. G_WriteSessionData
  164. ==================
  165. */
  166. void G_WriteSessionData( void ) {
  167. int i;
  168. gi.cvar_set( "session", 0) ;
  169. for ( i = 0 ; i < level.maxclients ; i++ ) {
  170. if ( level.clients[i].pers.connected == CON_CONNECTED ) {
  171. G_WriteClientSessionData( &level.clients[i] );
  172. }
  173. }
  174. }