og-openarena-gamecode/code/game/g_session.c
sago007 0bee41a517 Pull request #35. Replaces all the complicated gametype checks with helper functions
Squashed commit of the following:

commit c05ffecf38
Author: Neon_Knight <openarena.arg@gmail.com>
Date:   Fri Nov 30 22:53:54 2018 -0300

    This is also not needed anymore.

commit 14abe7715a
Author: Neon_Knight <openarena.arg@gmail.com>
Date:   Fri Nov 30 22:29:26 2018 -0300

    Last checks found. Hopefully that's enough.

commit cad2ab0c5a
Author: Neon_Knight <openarena.arg@gmail.com>
Date:   Fri Nov 30 22:14:33 2018 -0300

    We don't need g_ffa_gt anymore.

commit 2577547db4
Author: Neon_Knight <openarena.arg@gmail.com>
Date:   Fri Nov 30 22:04:09 2018 -0300

    More checks located.

commit d9c96477c6
Author: Neon_Knight <openarena.arg@gmail.com>
Date:   Fri Nov 30 21:29:41 2018 -0300

    Had to do this just to get it to compile.

commit 2089039745
Author: Neon_Knight <openarena.arg@gmail.com>
Date:   Fri Nov 30 21:18:25 2018 -0300

    Fixing several syntax errors.

commit 0edba34607
Author: Neon_Knight <openarena.arg@gmail.com>
Date:   Fri Nov 30 21:07:23 2018 -0300

    Oops... my mistakes. -.-

commit 05e9ef79d4
Author: Neon_Knight <openarena.arg@gmail.com>
Date:   Fri Nov 30 21:00:00 2018 -0300

    New checks for team flags, team obelisks, control points and rounds.

commit 06e325ab00
Author: Neon_Knight <openarena.arg@gmail.com>
Date:   Thu Nov 29 17:10:48 2018 -0300

    Some syntax errors fixed.

commit e394d4fc54
Author: Neon_Knight <openarena.arg@gmail.com>
Date:   Thu Nov 29 17:00:01 2018 -0300

    Finished the splitting.

commit 5e267d161f
Author: Neon_Knight <openarena.arg@gmail.com>
Date:   Thu Nov 29 16:34:01 2018 -0300

    Splitting the function.

commit 7c643f14aa
Author: Neon_Knight <openarena.arg@gmail.com>
Date:   Thu Nov 29 12:36:14 2018 -0300

    Syntax error.

commit aba598fde4
Author: Neon_Knight <openarena.arg@gmail.com>
Date:   Thu Nov 29 12:26:58 2018 -0300

    All the isTeam checks were moved to a centralized function.

commit b9a61dbe45
Author: Neon_Knight <openarena.arg@gmail.com>
Date:   Wed Nov 28 21:26:34 2018 -0300

    Revert "Toggleable missionpack checks. Disables team models and relevant checks interfering with testing. Some comments were also modified in order to work with SciTE."

    This reverts commit fe4c340e35.

commit fe4c340e35
Author: Neon_Knight <openarena.arg@gmail.com>
Date:   Wed Nov 28 21:21:31 2018 -0300

    Toggleable missionpack checks. Disables team models and relevant checks interfering with testing. Some comments were also modified in order to work with SciTE.
2018-12-01 10:43:03 +01:00

194 lines
4.8 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
================
*/
static void G_WriteClientSessionData( const 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;
// bk001205 - format
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, // bk010221 - format
&client->sess.spectatorNum,
&spectatorState, // bk010221 - format
&client->sess.spectatorClient,
&client->sess.wins,
&client->sess.losses,
&teamLeader // bk010221 - format
);
// bk001205 - format issues
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_IsATeamGametype(g_gametype.integer) && G_UsesKeyObjectives(g_gametype.integer)) {
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_LMS:
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] );
}
}
}