/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
Copyright (C) 2000-2009 Darklegion Development

This file is part of Daemon.

Daemon 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.

Daemon 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 Daemon; 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 persistent across level loads
and map 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 %s",
	        client->sess.spectatorTime,
	        client->sess.spectatorState,
	        client->sess.spectatorClient,
	        client->sess.restartTeam,
	        Com_ClientListString( &client->sess.ignoreList )
	      );

	var = va( "session%li", ( long )( 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%li", ( long )( client - level.clients ) );
	trap_Cvar_VariableStringBuffer( var, s, sizeof( s ) );

	sscanf( s, "%i %i %i %i %16s",
	        &client->sess.spectatorTime,
	        &spectatorState,
	        &client->sess.spectatorClient,
	        &restartTeam,
	        ignorelist
	      );

	client->sess.spectatorState = ( spectatorState_t ) spectatorState;
	client->sess.restartTeam = ( team_t ) restartTeam;
	Com_ClientListParse( &client->sess.ignoreList, ignorelist );
}

/*
================
G_InitSessionData

Called on a first-time connect
================
*/
void G_InitSessionData( gclient_t *client, const 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;
	memset( &sess->ignoreList, 0, sizeof( sess->ignoreList ) );

	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 ] );
		}
	}
}
