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/*
===========================================================================
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 ] );
  }
}