/* =========================================================================== Copyright (C) 1999-2005 Id Software, Inc. Copyright (C) 2000-2009 Darklegion Development This file is part of Tremulous. Tremulous is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. Tremulous is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with Tremulous; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA =========================================================================== */ /* =========================================================================== TREMULOUS EDGE MOD SRC FILE =========================================================================== */ #include "g_local.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 *var; s = va( "%i %i %i %i %i", client->sess.spectatorTime, client->sess.spectatorState, client->sess.spectatorClient, client->sess.restartTeam, client->sess.seenWelcome ); var = va( "session%i", (int)(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 spectatorState; int restartTeam; char ignorelist[ 17 ]; var = va( "session%i", (int)(client - level.clients) ); trap_Cvar_VariableStringBuffer( var, s, sizeof(s) ); sscanf( s, "%i %i %i %i %i", &client->sess.spectatorTime, &spectatorState, &client->sess.spectatorClient, &restartTeam, &client->sess.seenWelcome ); client->sess.spectatorState = (spectatorState_t)spectatorState; client->sess.restartTeam = (team_t)restartTeam; } /* ================ 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 value = Info_ValueForKey( userinfo, "team" ); if( value[ 0 ] == 's' ) { // a willing spectator, not a waiting-in-line sess->spectatorState = SPECTATOR_FREE; } else { if( g_maxGameClients.integer > 0 && level.numNonSpectatorClients >= g_maxGameClients.integer ) sess->spectatorState = SPECTATOR_FREE; else sess->spectatorState = SPECTATOR_NOT; } sess->restartTeam = TEAM_NONE; sess->spectatorState = SPECTATOR_FREE; sess->spectatorTime = level.time; sess->spectatorClient = -1; sess->seenWelcome = 0; G_WriteClientSessionData( client ); } /* ================== G_WriteSessionData ================== */ void G_WriteSessionData( void ) { int i; //FIXME: What's this for? trap_Cvar_Set( "session", va( "%i", 0 ) ); for( i = 0 ; i < level.maxclients ; i++ ) { if( level.clients[ i ].pers.connected == CON_CONNECTED ) G_WriteClientSessionData( &level.clients[ i ] ); } }