mirror of
https://github.com/ioquake/jedi-academy.git
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322 lines
6.6 KiB
C
322 lines
6.6 KiB
C
// Copyright (C) 1999-2000 Id Software, Inc.
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//
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#include "g_local.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 *var;
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int i = 0;
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char siegeClass[64];
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char saberType[64];
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char saber2Type[64];
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strcpy(siegeClass, client->sess.siegeClass);
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while (siegeClass[i])
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{ //sort of a hack.. we don't want spaces by siege class names have spaces so convert them all to unused chars
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if (siegeClass[i] == ' ')
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{
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siegeClass[i] = 1;
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}
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i++;
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}
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if (!siegeClass[0])
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{ //make sure there's at least something
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strcpy(siegeClass, "none");
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}
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//Do the same for the saber
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strcpy(saberType, client->sess.saberType);
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i = 0;
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while (saberType[i])
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{
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if (saberType[i] == ' ')
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{
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saberType[i] = 1;
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}
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i++;
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}
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strcpy(saber2Type, client->sess.saber2Type);
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i = 0;
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while (saber2Type[i])
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{
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if (saber2Type[i] == ' ')
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{
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saber2Type[i] = 1;
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}
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i++;
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}
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s = va("%i %i %i %i %i %i %i %i %i %i %i %i %s %s %s",
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client->sess.sessionTeam,
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client->sess.spectatorTime,
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client->sess.spectatorState,
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client->sess.spectatorClient,
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client->sess.wins,
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client->sess.losses,
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client->sess.teamLeader,
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client->sess.setForce,
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client->sess.saberLevel,
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client->sess.selectedFP,
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client->sess.duelTeam,
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client->sess.siegeDesiredTeam,
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siegeClass,
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saberType,
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saber2Type
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);
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var = va( "session%i", client - level.clients );
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trap_Cvar_Set( var, s );
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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 = 0;
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// bk001205 - format
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int teamLeader;
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int spectatorState;
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int sessionTeam;
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var = va( "session%i", client - level.clients );
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trap_Cvar_VariableStringBuffer( var, s, sizeof(s) );
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sscanf( s, "%i %i %i %i %i %i %i %i %i %i %i %i %s %s %s",
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&sessionTeam, // bk010221 - format
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&client->sess.spectatorTime,
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&spectatorState, // bk010221 - format
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&client->sess.spectatorClient,
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&client->sess.wins,
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&client->sess.losses,
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&teamLeader, // bk010221 - format
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&client->sess.setForce,
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&client->sess.saberLevel,
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&client->sess.selectedFP,
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&client->sess.duelTeam,
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&client->sess.siegeDesiredTeam,
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&client->sess.siegeClass,
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&client->sess.saberType,
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&client->sess.saber2Type
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);
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while (client->sess.siegeClass[i])
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{ //convert back to spaces from unused chars, as session data is written that way.
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if (client->sess.siegeClass[i] == 1)
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{
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client->sess.siegeClass[i] = ' ';
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}
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i++;
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}
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i = 0;
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//And do the same for the saber type
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while (client->sess.saberType[i])
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{
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if (client->sess.saberType[i] == 1)
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{
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client->sess.saberType[i] = ' ';
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}
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i++;
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}
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i = 0;
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while (client->sess.saber2Type[i])
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{
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if (client->sess.saber2Type[i] == 1)
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{
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client->sess.saber2Type[i] = ' ';
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}
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i++;
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}
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// bk001205 - format issues
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client->sess.sessionTeam = (team_t)sessionTeam;
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client->sess.spectatorState = (spectatorState_t)spectatorState;
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client->sess.teamLeader = (qboolean)teamLeader;
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client->ps.fd.saberAnimLevel = client->sess.saberLevel;
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client->ps.fd.saberDrawAnimLevel = client->sess.saberLevel;
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client->ps.fd.forcePowerSelected = client->sess.selectedFP;
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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, qboolean isBot ) {
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clientSession_t *sess;
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const char *value;
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sess = &client->sess;
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client->sess.siegeDesiredTeam = TEAM_FREE;
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// initial team determination
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if ( g_gametype.integer >= GT_TEAM ) {
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if ( g_teamAutoJoin.integer ) {
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sess->sessionTeam = PickTeam( -1 );
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BroadcastTeamChange( client, -1 );
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} else {
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// always spawn as spectator in team games
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if (!isBot)
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{
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sess->sessionTeam = TEAM_SPECTATOR;
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}
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else
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{ //Bots choose their team on creation
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value = Info_ValueForKey( userinfo, "team" );
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if (value[0] == 'r' || value[0] == 'R')
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{
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sess->sessionTeam = TEAM_RED;
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}
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else if (value[0] == 'b' || value[0] == 'B')
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{
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sess->sessionTeam = TEAM_BLUE;
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}
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else
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{
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sess->sessionTeam = PickTeam( -1 );
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}
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BroadcastTeamChange( client, -1 );
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}
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}
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} else {
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value = Info_ValueForKey( userinfo, "team" );
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if ( value[0] == 's' ) {
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// a willing spectator, not a waiting-in-line
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sess->sessionTeam = TEAM_SPECTATOR;
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} else {
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switch ( g_gametype.integer ) {
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default:
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case GT_FFA:
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case GT_HOLOCRON:
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case GT_JEDIMASTER:
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case GT_SINGLE_PLAYER:
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if ( g_maxGameClients.integer > 0 &&
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level.numNonSpectatorClients >= g_maxGameClients.integer ) {
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sess->sessionTeam = TEAM_SPECTATOR;
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} else {
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sess->sessionTeam = TEAM_FREE;
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}
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break;
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case GT_DUEL:
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// if the game is full, go into a waiting mode
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if ( level.numNonSpectatorClients >= 2 ) {
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sess->sessionTeam = TEAM_SPECTATOR;
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} else {
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sess->sessionTeam = TEAM_FREE;
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}
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break;
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case GT_POWERDUEL:
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//sess->duelTeam = DUELTEAM_LONE; //default
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{
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int loners = 0;
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int doubles = 0;
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G_PowerDuelCount(&loners, &doubles, qtrue);
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if (!doubles || loners > (doubles/2))
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{
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sess->duelTeam = DUELTEAM_DOUBLE;
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}
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else
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{
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sess->duelTeam = DUELTEAM_LONE;
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}
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}
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sess->sessionTeam = TEAM_SPECTATOR;
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break;
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}
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}
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}
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sess->spectatorState = SPECTATOR_FREE;
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sess->spectatorTime = level.time;
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sess->siegeClass[0] = 0;
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sess->saberType[0] = 0;
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sess->saber2Type[0] = 0;
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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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char s[MAX_STRING_CHARS];
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int gt;
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trap_Cvar_VariableStringBuffer( "session", s, sizeof(s) );
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gt = atoi( s );
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// if the gametype changed since the last session, don't use any
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// client sessions
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if ( g_gametype.integer != gt ) {
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level.newSession = qtrue;
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G_Printf( "Gametype changed, clearing session data.\n" );
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}
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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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trap_Cvar_Set( "session", va("%i", g_gametype.integer) );
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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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