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author | zakk <zakk@edf5b092-35ff-0310-97b2-ce42778d08ea> | 2005-08-26 17:39:27 +0000 |
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committer | zakk <zakk@edf5b092-35ff-0310-97b2-ce42778d08ea> | 2005-08-26 17:39:27 +0000 |
commit | 6bf20c78f5b69d40bcc4931df93d29198435ab67 (patch) | |
tree | e3eda937a05d7db42de725b7013bd0344b987f34 /code/game/g_session.c | |
parent | 872d4d7f55af706737ffb361bb76ad13e7496770 (diff) | |
download | ioquake3-aero-6bf20c78f5b69d40bcc4931df93d29198435ab67.tar.gz ioquake3-aero-6bf20c78f5b69d40bcc4931df93d29198435ab67.zip |
newlines fixed
git-svn-id: svn://svn.icculus.org/quake3/trunk@6 edf5b092-35ff-0310-97b2-ce42778d08ea
Diffstat (limited to 'code/game/g_session.c')
-rwxr-xr-x | code/game/g_session.c | 386 |
1 files changed, 193 insertions, 193 deletions
diff --git a/code/game/g_session.c b/code/game/g_session.c index e65c3e1..c2c01d5 100755 --- a/code/game/g_session.c +++ b/code/game/g_session.c @@ -1,193 +1,193 @@ -/*
-===========================================================================
-Copyright (C) 1999-2005 Id Software, Inc.
-
-This file is part of Quake III Arena source code.
-
-Quake III Arena 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 2 of the License,
-or (at your option) any later version.
-
-Quake III Arena 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 Foobar; if not, write to the Free Software
-Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 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",
- client->sess.sessionTeam,
- client->sess.spectatorTime,
- client->sess.spectatorState,
- client->sess.spectatorClient,
- client->sess.wins,
- client->sess.losses,
- client->sess.teamLeader
- );
-
- var = va( "session%i", 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;
-
- // bk001205 - format
- int teamLeader;
- int spectatorState;
- int sessionTeam;
-
- var = va( "session%i", client - level.clients );
- trap_Cvar_VariableStringBuffer( var, s, sizeof(s) );
-
- sscanf( s, "%i %i %i %i %i %i %i",
- &sessionTeam, // bk010221 - format
- &client->sess.spectatorTime,
- &spectatorState, // bk010221 - format
- &client->sess.spectatorClient,
- &client->sess.wins,
- &client->sess.losses,
- &teamLeader // bk010221 - format
- );
-
- // bk001205 - format issues
- client->sess.sessionTeam = (team_t)sessionTeam;
- client->sess.spectatorState = (spectatorState_t)spectatorState;
- client->sess.teamLeader = (qboolean)teamLeader;
-}
-
-
-/*
-================
-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
- if ( g_gametype.integer >= GT_TEAM ) {
- if ( g_teamAutoJoin.integer ) {
- sess->sessionTeam = PickTeam( -1 );
- BroadcastTeamChange( client, -1 );
- } else {
- // always spawn as spectator in team games
- sess->sessionTeam = TEAM_SPECTATOR;
- }
- } else {
- 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:
- 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;
- sess->spectatorTime = level.time;
-
- 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] );
- }
- }
-}
+/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. + +This file is part of Quake III Arena source code. + +Quake III Arena 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 2 of the License, +or (at your option) any later version. + +Quake III Arena 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 Foobar; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 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", + client->sess.sessionTeam, + client->sess.spectatorTime, + client->sess.spectatorState, + client->sess.spectatorClient, + client->sess.wins, + client->sess.losses, + client->sess.teamLeader + ); + + var = va( "session%i", 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; + + // bk001205 - format + int teamLeader; + int spectatorState; + int sessionTeam; + + var = va( "session%i", client - level.clients ); + trap_Cvar_VariableStringBuffer( var, s, sizeof(s) ); + + sscanf( s, "%i %i %i %i %i %i %i", + &sessionTeam, // bk010221 - format + &client->sess.spectatorTime, + &spectatorState, // bk010221 - format + &client->sess.spectatorClient, + &client->sess.wins, + &client->sess.losses, + &teamLeader // bk010221 - format + ); + + // bk001205 - format issues + client->sess.sessionTeam = (team_t)sessionTeam; + client->sess.spectatorState = (spectatorState_t)spectatorState; + client->sess.teamLeader = (qboolean)teamLeader; +} + + +/* +================ +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 + if ( g_gametype.integer >= GT_TEAM ) { + if ( g_teamAutoJoin.integer ) { + sess->sessionTeam = PickTeam( -1 ); + BroadcastTeamChange( client, -1 ); + } else { + // always spawn as spectator in team games + sess->sessionTeam = TEAM_SPECTATOR; + } + } else { + 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: + 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; + sess->spectatorTime = level.time; + + 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] ); + } + } +} |