jkxr/Projects/Android/jni/OpenJK/codeJK2/game/g_session.cpp
Simon 4597b03873 Initial Commit
Opens in Android Studio but haven't even tried to build it yet (it won't.. I know that much!)
2022-09-18 16:37:21 +01:00

227 lines
5.6 KiB
C++

/*
===========================================================================
Copyright (C) 1999 - 2005, Id Software, Inc.
Copyright (C) 2000 - 2013, Raven Software, Inc.
Copyright (C) 2001 - 2013, Activision, Inc.
Copyright (C) 2013 - 2015, OpenJK contributors
This file is part of the OpenJK source code.
OpenJK is free software; you can redistribute it and/or modify it
under the terms of the GNU General Public License version 2 as
published by the Free Software Foundation.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, see <http://www.gnu.org/licenses/>.
===========================================================================
*/
#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);
}
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) );
int tmp;
sscanf( s, "%i", &tmp );
client->sess.sessionTeam = (team_t)tmp;
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;
}
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] );
}
}
}