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600b5a28a3
* Additional cvars are to set Damage for each weapons primary and secondary fire
172 lines
3.5 KiB
C
172 lines
3.5 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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extern int numKilled;
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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.sessionClass,
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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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);
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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;
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int team, spec;
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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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i = sscanf( s, "%i %i %i %i %i %i %i",
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&team,
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&client->sess.sessionClass,
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&client->sess.spectatorTime,
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&spec,
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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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);
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client->sess.sessionTeam = team;
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client->sess.spectatorState = spec;
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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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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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sess->sessionTeam = TEAM_FREE;
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break;
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case GT_SINGLE_PLAYER:
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sess->sessionTeam = TEAM_FREE;
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//RPG-X: RedTechie - Not sure we need this
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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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if ( g_pModElimination.integer && numKilled > 0 )
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{//game already in progress
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sess->sessionTeam = TEAM_SPECTATOR;
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}
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else
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{
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sess->sessionTeam = TEAM_FREE;
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}
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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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sess->sessionClass = 0; //PC_NOCLASS; //TiM: Default Class
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sess->spectatorState = SPECTATOR_FREE;
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sess->spectatorTime = level.time;
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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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