/* =========================================================================== Return to Castle Wolfenstein multiplayer GPL Source Code Copyright (C) 1999-2010 id Software LLC, a ZeniMax Media company. This file is part of the Return to Castle Wolfenstein multiplayer GPL Source Code (“RTCW MP Source Code”). RTCW MP Source Code 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 3 of the License, or (at your option) any later version. RTCW MP Source Code 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 RTCW MP Source Code. If not, see . In addition, the RTCW MP Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the RTCW MP Source Code. If not, please request a copy in writing from id Software at the address below. If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. =========================================================================== */ #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 %i %i %i %i %i %i %i %i %i %i", // DHM - Nerve client->sess.sessionTeam, client->sess.spectatorNum, client->sess.spectatorState, client->sess.spectatorClient, client->sess.wins, client->sess.losses, client->sess.playerType, // DHM - Nerve client->sess.playerWeapon, // DHM - Nerve client->sess.playerItem, // DHM - Nerve client->sess.playerSkin, // DHM - Nerve client->sess.spawnObjectiveIndex, // DHM - Nerve client->sess.latchPlayerType, // DHM - Nerve client->sess.latchPlayerWeapon, // DHM - Nerve client->sess.latchPlayerItem, // DHM - Nerve client->sess.latchPlayerSkin // DHM - Nerve ); 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; qboolean test; var = va( "session%i", (int)(client - level.clients) ); trap_Cvar_VariableStringBuffer( var, s, sizeof( s ) ); sscanf( s, "%i %i %i %i %i %i %i %i %i %i %i %i %i %i %i", // DHM - Nerve (int *)&client->sess.sessionTeam, &client->sess.spectatorNum, (int *)&client->sess.spectatorState, &client->sess.spectatorClient, &client->sess.wins, &client->sess.losses, &client->sess.playerType, // DHM - Nerve &client->sess.playerWeapon, // DHM - Nerve &client->sess.playerItem, // DHM - Nerve &client->sess.playerSkin, // DHM - Nerve &client->sess.spawnObjectiveIndex, // DHM - Nerve &client->sess.latchPlayerType, // DHM - Nerve &client->sess.latchPlayerWeapon, // DHM - Nerve &client->sess.latchPlayerItem, // DHM - Nerve &client->sess.latchPlayerSkin // DHM - Nerve ); // NERVE - SMF if ( g_altStopwatchMode.integer ) { test = qtrue; } else { test = g_currentRound.integer == 1; } if ( g_gametype.integer == GT_WOLF_STOPWATCH && level.warmupTime > 0 && test ) { if ( client->sess.sessionTeam == TEAM_RED ) { client->sess.sessionTeam = TEAM_BLUE; } else if ( client->sess.sessionTeam == TEAM_BLUE ) { client->sess.sessionTeam = TEAM_RED; } } if ( g_swapteams.integer ) { trap_Cvar_Set( "g_swapteams", "0" ); if ( client->sess.sessionTeam == TEAM_RED ) { client->sess.sessionTeam = TEAM_BLUE; } else if ( client->sess.sessionTeam == TEAM_BLUE ) { client->sess.sessionTeam = TEAM_RED; } } } /* ================ 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; // check for team preference, mainly for bots value = Info_ValueForKey( userinfo, "teampref" ); // check for human's team preference set by start server menu if ( !value[0] && g_localTeamPref.string[0] /*&& client->pers.localClient*/ ) { value = g_localTeamPref.string; // clear team so it's only used once trap_Cvar_Set( "g_localTeamPref", "" ); } // initial team determination if ( g_gametype.integer >= GT_TEAM ) { // always spawn as spectator in team games sess->sessionTeam = TEAM_SPECTATOR; sess->spectatorState = SPECTATOR_FREE; if ( value[0] || g_teamAutoJoin.integer ) { SetTeam( &g_entities[client - level.clients], value ); } } else { 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: case GT_SINGLE_PLAYER: if ( g_maxGameClients.integer > 0 && level.numNonSpectatorClients >= g_maxGameClients.integer ) { sess->sessionTeam = TEAM_SPECTATOR; } else { 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->spectatorState = SPECTATOR_FREE; } AddTournamentQueue(client); // DHM - Nerve sess->latchPlayerType = sess->playerType = 0; sess->latchPlayerWeapon = sess->playerWeapon = 0; sess->latchPlayerItem = sess->playerItem = 0; sess->latchPlayerSkin = sess->playerSkin = 0; sess->spawnObjectiveIndex = 0; // dhm - end G_WriteClientSessionData( client ); } /* ================== G_InitWorldSession ================== */ 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" ); } } /* ================== G_WriteSessionData ================== */ 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] ); } } }