ioq3/code/game/g_session.c
Zack Middleton 56ebe14239 Don't have g_teamAutoJoin affect bot's team
Bots set their team later, setting it here causes some bots to change team and die later. Can cause extra skulls to be spawn at beginning of harvester (bug #5740).
2012-09-08 22:32:41 +00:00

190 lines
4.5 KiB
C

/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
This file is part of Quake III Arena source code.
Quake III Arena source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
Quake III Arena source code 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 Quake III Arena source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
//
#include "g_local.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 *var;
s = va("%i %i %i %i %i %i %i",
client->sess.sessionTeam,
client->sess.spectatorNum,
client->sess.spectatorState,
client->sess.spectatorClient,
client->sess.wins,
client->sess.losses,
client->sess.teamLeader
);
var = va( "session%i", (int)(client - level.clients) );
trap_Cvar_Set( var, s );
}
/*
================
G_ReadSessionData
Called on a reconnect
================
*/
void G_ReadSessionData( gclient_t *client ) {
char s[MAX_STRING_CHARS];
const char *var;
int teamLeader;
int spectatorState;
int sessionTeam;
var = va( "session%i", (int)(client - level.clients) );
trap_Cvar_VariableStringBuffer( var, s, sizeof(s) );
sscanf( s, "%i %i %i %i %i %i %i",
&sessionTeam,
&client->sess.spectatorNum,
&spectatorState,
&client->sess.spectatorClient,
&client->sess.wins,
&client->sess.losses,
&teamLeader
);
client->sess.sessionTeam = (team_t)sessionTeam;
client->sess.spectatorState = (spectatorState_t)spectatorState;
client->sess.teamLeader = (qboolean)teamLeader;
}
/*
================
G_InitSessionData
Called on a first-time connect
================
*/
void G_InitSessionData( gclient_t *client, char *userinfo ) {
clientSession_t *sess;
const char *value;
sess = &client->sess;
// initial team determination
if ( g_gametype.integer >= GT_TEAM ) {
if ( g_teamAutoJoin.integer && !(g_entities[ client - level.clients ].r.svFlags & SVF_BOT) ) {
sess->sessionTeam = PickTeam( -1 );
BroadcastTeamChange( client, -1 );
} else {
// always spawn as spectator in team games
sess->sessionTeam = TEAM_SPECTATOR;
}
} else {
value = Info_ValueForKey( userinfo, "team" );
if ( value[0] == 's' ) {
// a willing spectator, not a waiting-in-line
sess->sessionTeam = TEAM_SPECTATOR;
} else {
switch ( g_gametype.integer ) {
default:
case GT_FFA:
case GT_SINGLE_PLAYER:
if ( g_maxGameClients.integer > 0 &&
level.numNonSpectatorClients >= g_maxGameClients.integer ) {
sess->sessionTeam = TEAM_SPECTATOR;
} else {
sess->sessionTeam = TEAM_FREE;
}
break;
case GT_TOURNAMENT:
// if the game is full, go into a waiting mode
if ( level.numNonSpectatorClients >= 2 ) {
sess->sessionTeam = TEAM_SPECTATOR;
} else {
sess->sessionTeam = TEAM_FREE;
}
break;
}
}
}
sess->spectatorState = SPECTATOR_FREE;
AddTournamentQueue(client);
G_WriteClientSessionData( client );
}
/*
==================
G_InitWorldSession
==================
*/
void G_InitWorldSession( void ) {
char s[MAX_STRING_CHARS];
int gt;
trap_Cvar_VariableStringBuffer( "session", s, sizeof(s) );
gt = atoi( s );
// if the gametype changed since the last session, don't use any
// client sessions
if ( g_gametype.integer != gt ) {
level.newSession = qtrue;
G_Printf( "Gametype changed, clearing session data.\n" );
}
}
/*
==================
G_WriteSessionData
==================
*/
void G_WriteSessionData( void ) {
int i;
trap_Cvar_Set( "session", va("%i", g_gametype.integer) );
for ( i = 0 ; i < level.maxclients ; i++ ) {
if ( level.clients[i].pers.connected == CON_CONNECTED ) {
G_WriteClientSessionData( &level.clients[i] );
}
}
}