sqwarmed/sdk_src/game/shared/swarm/asw_campaign_commands.cpp

126 lines
4.2 KiB
C++
Raw Normal View History

2024-08-29 19:18:30 -04:00
#include "cbase.h"
#include "filesystem.h"
#include "missionchooser/iasw_mission_chooser.h"
#include "missionchooser/iasw_mission_chooser_source.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
// Alien Swarm: Infested Campaign Console Commands
// Resume playing a savegame - launches to the campaign lobby with the specified save data loaded
void ASW_LaunchSaveGame(const char *szSaveName, bool bMultiplayer, bool bChangeLevel)
{
IASW_Mission_Chooser_Source* pSource = missionchooser ? missionchooser->LocalMissionSource() : NULL;
if (!pSource)
return;
int iMissions = pSource->GetNumMissionsCompleted(szSaveName);
if (iMissions == -1) // invalid save
return;
// decide on lobby map (if singleplayer and no missions complete, we launch the intro)
const char *szLobby = "Lobby";
if (!bMultiplayer && iMissions == 0) // if we're in singleplayer and starting the campaign, find the intro
{
szLobby = pSource->GetCampaignSaveIntroMap(szSaveName);
}
// launch the campaign lobby map
char buffer[512];
if (bChangeLevel)
Q_snprintf(buffer, sizeof(buffer), "changelevel %s campaign %s\n", szLobby, szSaveName);
else
Q_snprintf(buffer, sizeof(buffer), "map %s campaign %s\n", szLobby, szSaveName);
#ifdef CLIENT_DLL
engine->ClientCmd(buffer);
#else
engine->ServerCommand(buffer);
#endif
}
namespace
{
const char * GenerateNewSaveGameName()
{
static char szNewSaveName[256];
// count up save names until we find one that doesn't exist
for (int i=1;i<10000;i++)
{
Q_snprintf(szNewSaveName, sizeof(szNewSaveName), "save/save%d.campaignsave", i);
if (!filesystem->FileExists(szNewSaveName))
{
Q_snprintf(szNewSaveName, sizeof(szNewSaveName), "save%d.campaignsave", i);
return szNewSaveName;
}
}
return NULL;
}
}
// con command for new campaign
void ASW_StartNewCampaign_cc( const CCommand &args )
{
IASW_Mission_Chooser_Source* pSource = missionchooser ? missionchooser->LocalMissionSource() : NULL;
if (!pSource)
return;
if ( args.ArgC() < 4 )
{
Msg( "Usage: ASW_StartCampaign [CampaignName] [SaveName] [SP|MP]\n Use 'auto' for SaveName to have an autonumbered save.\n" );
return;
}
// create a new savegame at the start of the campaign
char buffer[256];
if (!Q_strnicmp( args[2], "auto", 4 ))
{
const char *pNewSaveName = GenerateNewSaveGameName();
if (!pNewSaveName)
{
Msg("Error! No more room for autogenerated save names, delete some save games!\n");
return;
}
Q_snprintf(buffer, sizeof(buffer), "%s", pNewSaveName);
}
else
Q_snprintf(buffer, sizeof(buffer), "%s", args[2]);
// Use an arg to detect MP (would be better to check maxplayers here, but we can't?)
bool bMulti = (!Q_strnicmp( args[3], "MP", 2 ));
if (!pSource->ASW_Campaign_CreateNewSaveGame(&buffer[0], sizeof(buffer), args[1], bMulti, NULL))
{
Msg( "Unable to create new save game.\n" );
return;
}
// go to the load savegame code
ASW_LaunchSaveGame(buffer, bMulti, args.ArgC() == 5); // if 3rd parameter specified, do a changelevel instead of launching a new
}
#ifdef CLIENT_DLL
ConCommand ASW_StartCampaign( "ASW_StartCampaign", ASW_StartNewCampaign_cc, "Starts a new campaign game", FCVAR_DONTRECORD );
#else
ConCommand ASW_Server_StartCampaign( "ASW_Server_StartCampaign", ASW_StartNewCampaign_cc, "Server starts a new campaign game", FCVAR_DONTRECORD );
#endif
// con command for loading a savegame
void ASW_LoadCampaignGame_cc( const CCommand &args )
{
if ( args.ArgC() < 3 )
{
Msg("Usage: ASW_LoadCampaign [SaveName] [SP|MP]\n" );
return;
}
// Use an arg to detect MP (would be better to check maxplayers here, but we can't?)
bool bMulti = (!Q_strnicmp( args[2], "MP", 2 ));
ASW_LaunchSaveGame(args[1], bMulti, args.ArgC() == 4); // if 2nd parameter specified, do a changelevel instead of launching a new
}
#ifdef CLIENT_DLL
ConCommand ASW_LoadCampaignGame( "ASW_LoadCampaign", ASW_LoadCampaignGame_cc, "Loads a previously saved campaign game", FCVAR_DONTRECORD );
#else
ConCommand ASW_Server_LoadCampaignGame( "ASW_Server_LoadCampaign", ASW_LoadCampaignGame_cc, "Server loads a previously saved campaign game", FCVAR_DONTRECORD );
#endif