ref: f21a753a80c4034db22926835af88117e021eff0
dir: /code/game/g_session.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 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] ); } } }