/* =========================================================================== 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 Foobar; 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 ================ */ void G_WriteClientSessionData(gclient_t * client) { const char *s; const char *var; s = va("%i %i %i %i %i %i %i", client->sess.sessionTeam, client->sess.spectatorTime, client->sess.spectatorState, client->sess.spectatorClient, client->sess.wins, client->sess.losses, client->sess.teamLeader); 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; // 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", &sessionTeam, // bk010221 - format &client->sess.spectatorTime, &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_gametype.integer >= GT_TEAM) { if(g_teamAutoJoin.integer) { 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_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; sess->spectatorTime = level.time; 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]); } } }