// 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 ) { sess->team = PickTeam( -1 ); } 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] ); } } }