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130 lines
3 KiB
C++
130 lines
3 KiB
C++
/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Quake III Arena source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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//
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#include "g_local.h"
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#include "game.h"
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/*
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=======================================================================
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SESSION DATA
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Session data is the only data that stays persistant across level loads
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and tournament restarts.
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=======================================================================
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*/
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bool g_bNewSession = false;
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/*
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================
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G_WriteClientSessionData
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Called on game shutdown
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================
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*/
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void G_WriteClientSessionData( gclient_t *client )
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{
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gi.cvar_set( va( "session%i", ( int )( client - game.clients ) ),
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va( "%s %i %i", client->pers.dm_primary[ 0 ] ? client->pers.dm_primary : "-",
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client->pers.teamnum,
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client->pers.round_kills) );
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}
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/*
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================
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G_ReadSessionData
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Called on a reconnect
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================
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*/
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void G_ReadClientSessionData( gclient_t *client )
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{
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cvar_t *session;
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int teamnum;
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if( g_bNewSession ) {
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return;
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}
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session = gi.Cvar_Get(va("session%zi", client - game.clients), "", 0);
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sscanf( session->string, "%s %i %i", client->pers.dm_primary, &teamnum, &client->pers.round_kills);
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if( client->pers.dm_primary[ 0 ] == '-' )
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{
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client->pers.dm_primary[ 0 ] = 0;
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}
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client->pers.teamnum = (teamtype_t)teamnum;
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}
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/*
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================
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G_InitSessionData
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Called on a first-time connect
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================
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*/
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void G_InitClientPersistant( gclient_t *client, const char *userinfo )
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{
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G_WriteClientSessionData( client );
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}
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/*
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==================
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G_InitWorldSession
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==================
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*/
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void G_InitWorldSession( void ) {
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int gt;
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cvar_t *v = gi.Cvar_Get( "session", "-1", 0 );
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// if the gametype changed since the last session, don't use any
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// client sessions
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if ( g_gametype->integer != v->integer ) {
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G_Printf( "Gametype changed, clearing session data.\n" );
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}
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}
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/*
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==================
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G_WriteSessionData
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==================
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*/
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void G_WriteSessionData( void ) {
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int i;
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gi.cvar_set( "session", va( "%i", g_gametype->integer ) );
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for ( i = 0 ; i < game.maxclients ; i++ )
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{
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if ( game.clients[i].pers.enterTime != 0.0f )
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{
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G_WriteClientSessionData( &game.clients[i] );
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}
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}
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}
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