sof2-sdk/code/game/g_session.c

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2002-05-24 00:00:00 +00:00
// Copyright (C) 2001-2002 Raven Software
//
#include "g_local.h"
/*
=======================================================================
SESSION DATA
Session data is the only data that stays persistant across level loads
and map restarts.
=======================================================================
*/
/*
================
G_WriteClientSessionData
Called on game shutdown
================
*/
void G_WriteClientSessionData( gclient_t *client )
{
const char *s;
const char *var;
s = va("%i", client->sess.team );
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;
int sessionTeam;
var = va( "session%i", client - level.clients );
trap_Cvar_VariableStringBuffer( var, s, sizeof(s) );
sscanf( s, "%i", &sessionTeam );
// bk001205 - format issues
client->sess.team = (team_t)sessionTeam;
}
/*
================
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 ( level.gametypeData->teams )
{
if ( g_teamAutoJoin.integer )
{
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sess->team = PickTeam( -1 );
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}
else
{
// always spawn as spectator in team games
sess->team = TEAM_SPECTATOR;
}
}
else
{
value = Info_ValueForKey( userinfo, "team" );
if ( value[0] == 's' )
{
// a willing spectator, not a waiting-in-line
sess->team = TEAM_SPECTATOR;
}
else
{
if ( g_maxGameClients.integer > 0 && level.numNonSpectatorClients >= g_maxGameClients.integer )
{
sess->team = TEAM_SPECTATOR;
}
else
{
sess->team = TEAM_FREE;
}
}
}
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 = BG_FindGametype ( s );
// if the gametype changed since the last session, don't use any
// client sessions
if ( level.gametype != gt )
{
level.newSession = qtrue;
Com_Printf( "Gametype changed, clearing session data.\n" );
}
}
/*
==================
G_WriteSessionData
==================
*/
void G_WriteSessionData( void )
{
int i;
trap_Cvar_Set( "session", level.gametypeData->name );
for ( i = 0 ; i < level.maxclients ; i++ )
{
if ( level.clients[i].pers.connected == CON_CONNECTED )
{
G_WriteClientSessionData( &level.clients[i] );
}
}
}