jedi-academy/codemp/game/g_session.c

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2013-04-19 02:52:48 +00:00
// Copyright (C) 1999-2000 Id Software, Inc.
//
#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;
int i = 0;
char siegeClass[64];
char saberType[64];
char saber2Type[64];
strcpy(siegeClass, client->sess.siegeClass);
while (siegeClass[i])
{ //sort of a hack.. we don't want spaces by siege class names have spaces so convert them all to unused chars
if (siegeClass[i] == ' ')
{
siegeClass[i] = 1;
}
i++;
}
if (!siegeClass[0])
{ //make sure there's at least something
strcpy(siegeClass, "none");
}
//Do the same for the saber
strcpy(saberType, client->sess.saberType);
i = 0;
while (saberType[i])
{
if (saberType[i] == ' ')
{
saberType[i] = 1;
}
i++;
}
strcpy(saber2Type, client->sess.saber2Type);
i = 0;
while (saber2Type[i])
{
if (saber2Type[i] == ' ')
{
saber2Type[i] = 1;
}
i++;
}
s = va("%i %i %i %i %i %i %i %i %i %i %i %i %s %s %s",
client->sess.sessionTeam,
client->sess.spectatorTime,
client->sess.spectatorState,
client->sess.spectatorClient,
client->sess.wins,
client->sess.losses,
client->sess.teamLeader,
client->sess.setForce,
client->sess.saberLevel,
client->sess.selectedFP,
client->sess.duelTeam,
client->sess.siegeDesiredTeam,
siegeClass,
saberType,
saber2Type
);
var = va( "session%i", 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 i = 0;
// bk001205 - format
int teamLeader;
int spectatorState;
int sessionTeam;
var = va( "session%i", client - level.clients );
trap_Cvar_VariableStringBuffer( var, s, sizeof(s) );
sscanf( s, "%i %i %i %i %i %i %i %i %i %i %i %i %s %s %s",
&sessionTeam, // bk010221 - format
&client->sess.spectatorTime,
&spectatorState, // bk010221 - format
&client->sess.spectatorClient,
&client->sess.wins,
&client->sess.losses,
&teamLeader, // bk010221 - format
&client->sess.setForce,
&client->sess.saberLevel,
&client->sess.selectedFP,
&client->sess.duelTeam,
&client->sess.siegeDesiredTeam,
&client->sess.siegeClass,
&client->sess.saberType,
&client->sess.saber2Type
);
while (client->sess.siegeClass[i])
{ //convert back to spaces from unused chars, as session data is written that way.
if (client->sess.siegeClass[i] == 1)
{
client->sess.siegeClass[i] = ' ';
}
i++;
}
i = 0;
//And do the same for the saber type
while (client->sess.saberType[i])
{
if (client->sess.saberType[i] == 1)
{
client->sess.saberType[i] = ' ';
}
i++;
}
i = 0;
while (client->sess.saber2Type[i])
{
if (client->sess.saber2Type[i] == 1)
{
client->sess.saber2Type[i] = ' ';
}
i++;
}
// bk001205 - format issues
client->sess.sessionTeam = (team_t)sessionTeam;
client->sess.spectatorState = (spectatorState_t)spectatorState;
client->sess.teamLeader = (qboolean)teamLeader;
client->ps.fd.saberAnimLevel = client->sess.saberLevel;
client->ps.fd.saberDrawAnimLevel = client->sess.saberLevel;
client->ps.fd.forcePowerSelected = client->sess.selectedFP;
}
/*
================
G_InitSessionData
Called on a first-time connect
================
*/
void G_InitSessionData( gclient_t *client, char *userinfo, qboolean isBot ) {
clientSession_t *sess;
const char *value;
sess = &client->sess;
client->sess.siegeDesiredTeam = TEAM_FREE;
// initial team determination
if ( g_gametype.integer >= GT_TEAM ) {
if ( g_teamAutoJoin.integer ) {
sess->sessionTeam = PickTeam( -1 );
BroadcastTeamChange( client, -1 );
} else {
// always spawn as spectator in team games
if (!isBot)
{
sess->sessionTeam = TEAM_SPECTATOR;
}
else
{ //Bots choose their team on creation
value = Info_ValueForKey( userinfo, "team" );
if (value[0] == 'r' || value[0] == 'R')
{
sess->sessionTeam = TEAM_RED;
}
else if (value[0] == 'b' || value[0] == 'B')
{
sess->sessionTeam = TEAM_BLUE;
}
else
{
sess->sessionTeam = PickTeam( -1 );
}
BroadcastTeamChange( client, -1 );
}
}
} 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_HOLOCRON:
case GT_JEDIMASTER:
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_DUEL:
// if the game is full, go into a waiting mode
if ( level.numNonSpectatorClients >= 2 ) {
sess->sessionTeam = TEAM_SPECTATOR;
} else {
sess->sessionTeam = TEAM_FREE;
}
break;
case GT_POWERDUEL:
//sess->duelTeam = DUELTEAM_LONE; //default
{
int loners = 0;
int doubles = 0;
G_PowerDuelCount(&loners, &doubles, qtrue);
if (!doubles || loners > (doubles/2))
{
sess->duelTeam = DUELTEAM_DOUBLE;
}
else
{
sess->duelTeam = DUELTEAM_LONE;
}
}
sess->sessionTeam = TEAM_SPECTATOR;
break;
}
}
}
sess->spectatorState = SPECTATOR_FREE;
sess->spectatorTime = level.time;
sess->siegeClass[0] = 0;
sess->saberType[0] = 0;
sess->saber2Type[0] = 0;
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] );
}
}
}