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56ebe14239
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).
190 lines
4.5 KiB
C
190 lines
4.5 KiB
C
/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, 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 Quake III Arena source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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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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s = va("%i %i %i %i %i %i %i",
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client->sess.sessionTeam,
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client->sess.spectatorNum,
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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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);
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var = va( "session%i", (int)(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 teamLeader;
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int spectatorState;
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int sessionTeam;
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var = va( "session%i", (int)(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",
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&sessionTeam,
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&client->sess.spectatorNum,
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&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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&teamLeader
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);
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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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}
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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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const char *value;
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sess = &client->sess;
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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 && !(g_entities[ client - level.clients ].r.svFlags & SVF_BOT) ) {
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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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sess->sessionTeam = TEAM_SPECTATOR;
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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_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_TOURNAMENT:
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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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}
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}
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}
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sess->spectatorState = SPECTATOR_FREE;
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AddTournamentQueue(client);
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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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