// Copyright (C) 1999-2000 Id Software, Inc. // #include "g_local.h" #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] ); } } }