rpgxef/code/game/g_session.c

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// Copyright (C) 1999-2000 Id Software, Inc.
//
#include "g_local.h"
2013-05-16 21:54:40 +00:00
#include "g_main.h"
/*
=======================================================================
SESSION DATA
Session data is the only data that stays persistant across level loads
and tournament restarts.
=======================================================================
*/
/*
================
G_WriteClientSessionData
Called on game shutdown
================
*/
static 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.sessionClass,
client->sess.spectatorTime,
client->sess.spectatorState,
client->sess.spectatorClient,
client->sess.wins,
client->sess.losses
);
var = va( "session%i", client - level.clients );
trap_Cvar_Set( var, s );
}
void G_ReadSessionData( gclient_t *client ) {
char s[MAX_STRING_CHARS];
const char *var;
int team, spec;
var = va( "session%i", client - level.clients );
trap_Cvar_VariableStringBuffer( var, s, sizeof(s) );
sscanf( s, "%i %i %i %i %i %i %i",
&team,
&client->sess.sessionClass,
&client->sess.spectatorTime,
&spec,
&client->sess.spectatorClient,
&client->sess.wins,
&client->sess.losses
);
client->sess.sessionTeam = (team_t)team;
client->sess.spectatorState = (spectatorState_t)spec;
}
void G_InitSessionData( gclient_t *client, char *userinfo ) {
clientSession_t *sess;
const char *value;
sess = &client->sess;
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:
sess->sessionTeam = TEAM_FREE;
break;
case GT_SINGLE_PLAYER:
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->sessionClass = 0; //PC_NOCLASS; //TiM: Default Class
sess->spectatorState = SPECTATOR_FREE;
sess->spectatorTime = level.time;
G_WriteClientSessionData( client );
}
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" );
}
}
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] );
}
}
}