mirror of
https://github.com/DrBeef/JKXR.git
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4597b03873
Opens in Android Studio but haven't even tried to build it yet (it won't.. I know that much!)
243 lines
6.2 KiB
C++
243 lines
6.2 KiB
C++
/*
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===========================================================================
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Copyright (C) 1999 - 2005, Id Software, Inc.
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Copyright (C) 2000 - 2013, Raven Software, Inc.
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Copyright (C) 2001 - 2013, Activision, Inc.
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Copyright (C) 2013 - 2015, OpenJK contributors
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This file is part of the OpenJK source code.
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OpenJK is free software; you can redistribute it and/or modify it
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under the terms of the GNU General Public License version 2 as
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published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, see <http://www.gnu.org/licenses/>.
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===========================================================================
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*/
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#include "g_local.h"
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#include "objectives.h"
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/*
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=======================================================================
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SESSION DATA
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Session data is the only data that stays persistant across level loads
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and tournament restarts.
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=======================================================================
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*/
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/*
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================
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G_WriteClientSessionData
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Called on game shutdown
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================
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*/
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void G_WriteClientSessionData( gclient_t *client ) {
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const char *s;
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const char *s2;
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const char *var;
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int i;
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s = va("%i", client->sess.sessionTeam );
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var = va( "session%i", client - level.clients );
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gi.cvar_set( var, s );
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s2 = "";
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// Throw all status info into a string
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// for (i=0;i< MAX_OBJECTIVES; i++)
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// {
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// s2 = va("%s %i %i", s2, client->sess.mission_objectives[i].display, client->sess.mission_objectives[i].status);
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// }
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// We're saving only one objective
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s2 = va("%i %i", client->sess.mission_objectives[LIGHTSIDE_OBJ].display, client->sess.mission_objectives[LIGHTSIDE_OBJ].status);
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var = va( "sessionobj%i", client - level.clients );
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gi.cvar_set( var, s2 );
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// Throw all mission stats in to a string
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s2 = va("%i %i %i %i %i %i %i %i %i %i %i %i",
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client->sess.missionStats.secretsFound,
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client->sess.missionStats.totalSecrets,
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client->sess.missionStats.shotsFired,
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client->sess.missionStats.hits,
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client->sess.missionStats.enemiesSpawned,
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client->sess.missionStats.enemiesKilled,
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client->sess.missionStats.saberThrownCnt,
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client->sess.missionStats.saberBlocksCnt,
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client->sess.missionStats.legAttacksCnt,
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client->sess.missionStats.armAttacksCnt,
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client->sess.missionStats.torsoAttacksCnt,
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client->sess.missionStats.otherAttacksCnt
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);
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var = va( "missionstats%i", client - level.clients );
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gi.cvar_set( var, s2 );
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s2 = "";
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for (i=0;i< NUM_FORCE_POWERS; i++)
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{
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s2 = va("%s %i",s2, client->sess.missionStats.forceUsed[i]);
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}
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var = va( "sessionpowers%i", client - level.clients );
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gi.cvar_set( var, s2 );
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s2 = "";
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for (i=0;i< WP_NUM_WEAPONS; i++)
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{
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s2 = va("%s %i",s2, client->sess.missionStats.weaponUsed[i]);
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}
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var = va( "sessionweapons%i", client - level.clients );
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gi.cvar_set( var, s2 );
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}
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/*
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================
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G_ReadSessionData
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Called on a reconnect
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================
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*/
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void G_ReadSessionData( gclient_t *client ) {
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char s[MAX_STRING_CHARS];
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const char *var;
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int i;
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int lightsideDisplay;
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var = va( "session%i", client - level.clients );
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gi.Cvar_VariableStringBuffer( var, s, sizeof(s) );
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sscanf( s, "%i", &i );
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client->sess.sessionTeam = (team_t)i;
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var = va( "sessionobj%i", client - level.clients );
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gi.Cvar_VariableStringBuffer( var, s, sizeof(s) );
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var = s;
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// var++;
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// for (i=0;i< MAX_OBJECTIVES; i++)
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// {
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// sscanf( var, "%i %i",
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// &client->sess.mission_objectives[i].display,
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// &client->sess.mission_objectives[i].status);
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// var+=4;
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// }
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// Clear the objectives out
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for (i=0;i< MAX_OBJECTIVES; i++)
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{
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client->sess.mission_objectives[i].display = qfalse;
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client->sess.mission_objectives[i].status = OBJECTIVE_STAT_PENDING;
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}
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// Now load the LIGHTSIDE objective. That's the only cross level objective.
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sscanf( var, "%i %i",
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&lightsideDisplay,
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&client->sess.mission_objectives[LIGHTSIDE_OBJ].status);
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client->sess.mission_objectives[LIGHTSIDE_OBJ].display = lightsideDisplay ? qtrue : qfalse;
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var = va( "missionstats%i", client - level.clients );
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gi.Cvar_VariableStringBuffer( var, s, sizeof(s) );
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sscanf( s, "%i %i %i %i %i %i %i %i %i %i %i %i",
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&client->sess.missionStats.secretsFound,
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&client->sess.missionStats.totalSecrets,
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&client->sess.missionStats.shotsFired,
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&client->sess.missionStats.hits,
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&client->sess.missionStats.enemiesSpawned,
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&client->sess.missionStats.enemiesKilled,
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&client->sess.missionStats.saberThrownCnt,
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&client->sess.missionStats.saberBlocksCnt,
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&client->sess.missionStats.legAttacksCnt,
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&client->sess.missionStats.armAttacksCnt,
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&client->sess.missionStats.torsoAttacksCnt,
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&client->sess.missionStats.otherAttacksCnt);
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var = va( "sessionpowers%i", client - level.clients );
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gi.Cvar_VariableStringBuffer( var, s, sizeof(s) );
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i=0;
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var = strtok( s, " " );
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while( var != NULL )
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{
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/* While there are tokens in "s" */
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client->sess.missionStats.forceUsed[i++] = atoi(var);
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/* Get next token: */
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var = strtok( NULL, " " );
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}
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assert (i==NUM_FORCE_POWERS);
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var = va( "sessionweapons%i", client - level.clients );
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gi.Cvar_VariableStringBuffer( var, s, sizeof(s) );
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i=0;
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var = strtok( s, " " );
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while( var != NULL )
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{
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/* While there are tokens in "s" */
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client->sess.missionStats.weaponUsed[i++] = atoi(var);
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/* Get next token: */
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var = strtok( NULL, " " );
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}
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assert (i==WP_NUM_WEAPONS);
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}
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/*
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================
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G_InitSessionData
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Called on a first-time connect
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================
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*/
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void G_InitSessionData( gclient_t *client, char *userinfo ) {
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clientSession_t *sess;
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sess = &client->sess;
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sess->sessionTeam = TEAM_FREE;
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G_WriteClientSessionData( client );
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}
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/*
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==================
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G_InitWorldSession
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==================
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*/
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void G_InitWorldSession( void ) {
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}
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/*
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==================
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G_WriteSessionData
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==================
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*/
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void G_WriteSessionData( void ) {
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int i;
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gi.cvar_set( "session", 0) ;
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for ( i = 0 ; i < level.maxclients ; i++ ) {
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if ( level.clients[i].pers.connected == CON_CONNECTED ) {
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G_WriteClientSessionData( &level.clients[i] );
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}
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}
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}
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