2002-05-24 00:00:00 +00:00
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// Copyright (C) 2001-2002 Raven Software
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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 map 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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{
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const char *s;
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const char *var;
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s = va("%i", client->sess.team );
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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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{
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char s[MAX_STRING_CHARS];
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const char *var;
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int sessionTeam;
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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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sscanf( s, "%i", &sessionTeam );
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// bk001205 - format issues
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client->sess.team = (team_t)sessionTeam;
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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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{
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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 ( level.gametypeData->teams )
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{
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if ( g_teamAutoJoin.integer )
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{
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2002-07-15 00:00:00 +00:00
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sess->team = PickTeam( -1 );
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2002-05-24 00:00:00 +00:00
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}
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else
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{
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// always spawn as spectator in team games
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sess->team = TEAM_SPECTATOR;
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}
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}
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else
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{
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value = Info_ValueForKey( userinfo, "team" );
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if ( value[0] == 's' )
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{
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// a willing spectator, not a waiting-in-line
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sess->team = TEAM_SPECTATOR;
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}
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else
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{
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if ( g_maxGameClients.integer > 0 && level.numNonSpectatorClients >= g_maxGameClients.integer )
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{
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sess->team = TEAM_SPECTATOR;
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}
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else
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{
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sess->team = TEAM_FREE;
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}
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}
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}
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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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{
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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 = BG_FindGametype ( 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 ( level.gametype != gt )
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{
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level.newSession = qtrue;
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Com_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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{
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int i;
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trap_Cvar_Set( "session", level.gametypeData->name );
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for ( i = 0 ; i < level.maxclients ; i++ )
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{
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if ( level.clients[i].pers.connected == CON_CONNECTED )
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{
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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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