stvoy-sp-sdk/game/g_session.cpp

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2002-11-22 00:00:00 +00:00
#include "g_local.h"
#include "objectives.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 *s2;
const char *var;
int i;
s2 = "";
// Throw all status info into a string
for (i=0;i< MAX_OBJECTIVES; i++)
{
s2 = va("%s %i %i",
s2, client->sess.mission_objectives[i].display,
client->sess.mission_objectives[i].status);
}
for (i=0;i< MAX_TOUR_OBJECTIVES; i++)
{
s2 = va("%s %i %i",
s2, client->tourSess.tour_objectives[i].display,
client->tourSess.tour_objectives[i].status);
}
var = va( "sessionobj%i", client - level.clients );
gi.cvar_set( var, s2 );
s = va("%i", client->sess.sessionTeam );
var = va( "session%i", client - level.clients );
gi.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 i;
var = va( "session%i", client - level.clients );
gi.Cvar_VariableStringBuffer( var, s, sizeof(s) );
sscanf( s, "%i", &client->sess.sessionTeam );
var = va( "sessionobj%i", client - level.clients );
gi.Cvar_VariableStringBuffer( var, s, sizeof(s) );
var = s;
var++;
for (i=0;i< MAX_OBJECTIVES; i++)
{
sscanf( var, "%i %i",
&client->sess.mission_objectives[i].display,
&client->sess.mission_objectives[i].status);
var+=4;
}
for (i=0;i< MAX_TOUR_OBJECTIVES; i++)
{
sscanf( var, "%i %i",
&client->tourSess.tour_objectives[i].display,
&client->tourSess.tour_objectives[i].status);
var+=4;
}
}
/*
================
G_InitSessionData
Called on a first-time connect
================
*/
void G_InitSessionData( gclient_t *client, char *userinfo ) {
clientSession_t *sess;
sess = &client->sess;
sess->sessionTeam = TEAM_FREE;
G_WriteClientSessionData( client );
}
/*
==================
G_InitWorldSession
==================
*/
void G_InitWorldSession( void ) {
}
/*
==================
G_WriteSessionData
==================
*/
void G_WriteSessionData( void ) {
int i;
gi.cvar_set( "session", 0) ;
for ( i = 0 ; i < level.maxclients ; i++ ) {
if ( level.clients[i].pers.connected == CON_CONNECTED ) {
G_WriteClientSessionData( &level.clients[i] );
}
}
}