Changeset - r4944:46e541921fea
[Not reviewed]
master
0 4 0
Darkvater - 18 years ago 2006-10-24 22:23:08
darkvater@openttd.org
(svn r6932) -Codechange: Send server messages with format NETWORK_ACTION_SERVER_MESSAGE so it is
general colour like the rest of the server messages. Spectators speak in grey.
4 files changed with 15 insertions and 9 deletions:
0 comments (0 inline, 0 general)
network.c
Show inline comments
 
@@ -130,11 +130,17 @@ void CDECL NetworkTextMessage(NetworkAct
 
	va_end(va);
 

	
 
	switch (action) {
 
		case NETWORK_ACTION_SERVER_MESSAGE:
 
			color = 1;
 
			snprintf(message, sizeof(message), "*** %s", buf);
 
			break;
 
		case NETWORK_ACTION_JOIN:
 
			color = 1;
 
			GetString(temp, STR_NETWORK_CLIENT_JOINED, lastof(temp));
 
			snprintf(message, sizeof(message), "*** %s %s", name, temp);
 
			break;
 
		case NETWORK_ACTION_LEAVE:
 
			color = 1;
 
			GetString(temp, STR_NETWORK_ERR_LEFT, lastof(temp));
 
			snprintf(message, sizeof(message), "*** %s %s (%s)", name, temp, buf);
 
			break;
 
@@ -303,13 +309,13 @@ void CheckMinPlayers(void)
 

	
 
		_min_players_paused = true;
 
		DoCommandP(0, 1, 0, NULL, CMD_PAUSE);
 
		NetworkServer_HandleChat(NETWORK_ACTION_CHAT, DESTTYPE_BROADCAST, 0, "Game paused (not enough players)", NETWORK_SERVER_INDEX);
 
		NetworkServer_HandleChat(NETWORK_ACTION_SERVER_MESSAGE, DESTTYPE_BROADCAST, 0, "Game paused (not enough players)", NETWORK_SERVER_INDEX);
 
	} else {
 
		if (!_min_players_paused) return;
 

	
 
		_min_players_paused = false;
 
		DoCommandP(0, 0, 0, NULL, CMD_PAUSE);
 
		NetworkServer_HandleChat(NETWORK_ACTION_CHAT, DESTTYPE_BROADCAST, 0, "Game unpaused (enough players)", NETWORK_SERVER_INDEX);
 
		NetworkServer_HandleChat(NETWORK_ACTION_SERVER_MESSAGE, DESTTYPE_BROADCAST, 0, "Game unpaused (enough players)", NETWORK_SERVER_INDEX);
 
	}
 
}
 

	
 
@@ -605,7 +611,7 @@ void NetworkCloseClient(NetworkClientSta
 
	/* When the client was PRE_ACTIVE, the server was in pause mode, so unpause */
 
	if (cs->status == STATUS_PRE_ACTIVE && _network_pause_on_join) {
 
		DoCommandP(0, 0, 0, NULL, CMD_PAUSE);
 
		NetworkServer_HandleChat(NETWORK_ACTION_CHAT, DESTTYPE_BROADCAST, 0, "Game unpaused", NETWORK_SERVER_INDEX);
 
		NetworkServer_HandleChat(NETWORK_ACTION_SERVER_MESSAGE, DESTTYPE_BROADCAST, 0, "Game unpaused", NETWORK_SERVER_INDEX);
 
	}
 

	
 
	closesocket(cs->socket);
network_data.h
Show inline comments
 
@@ -98,6 +98,7 @@ typedef enum {
 
typedef enum {
 
	NETWORK_ACTION_JOIN,
 
	NETWORK_ACTION_LEAVE,
 
	NETWORK_ACTION_SERVER_MESSAGE,
 
	NETWORK_ACTION_CHAT,
 
	NETWORK_ACTION_CHAT_COMPANY,
 
	NETWORK_ACTION_CHAT_CLIENT,
network_server.c
Show inline comments
 
@@ -752,7 +752,7 @@ DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT
 
			/* Now pause the game till the client is in sync */
 
			DoCommandP(0, 1, 0, NULL, CMD_PAUSE);
 

	
 
			NetworkServer_HandleChat(NETWORK_ACTION_CHAT, DESTTYPE_BROADCAST, 0, "Game paused (incoming client)", NETWORK_SERVER_INDEX);
 
			NetworkServer_HandleChat(NETWORK_ACTION_SERVER_MESSAGE, DESTTYPE_BROADCAST, 0, "Game paused (incoming client)", NETWORK_SERVER_INDEX);
 
		}
 
	} else {
 
		// Wrong status for this packet, give a warning to client, and close connection
 
@@ -958,7 +958,7 @@ DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT
 

	
 
		if (_network_pause_on_join) {
 
			DoCommandP(0, 0, 0, NULL, CMD_PAUSE);
 
			NetworkServer_HandleChat(NETWORK_ACTION_CHAT, DESTTYPE_BROADCAST, 0, "Game unpaused (client connected)", NETWORK_SERVER_INDEX);
 
			NetworkServer_HandleChat(NETWORK_ACTION_SERVER_MESSAGE, DESTTYPE_BROADCAST, 0, "Game unpaused (client connected)", NETWORK_SERVER_INDEX);
 
		}
 

	
 
		CheckMinPlayers();
players.c
Show inline comments
 
@@ -30,10 +30,9 @@
 

	
 
uint16 GetDrawStringPlayerColor(PlayerID player)
 
{
 
	/* Get the color for DrawString-subroutines which matches the color of the
 
	 * player
 
	 */
 
	if (player == PLAYER_SPECTATOR || player == PLAYER_SPECTATOR - 1) return 1;
 
	/* Get the color for DrawString-subroutines which matches the color
 
	 * of the player */
 
	if (!IsValidPlayer(player)) return _colour_gradient[COLOUR_WHITE][4] | IS_PALETTE_COLOR;
 
	return (_colour_gradient[_player_colors[player]][4]) | IS_PALETTE_COLOR;
 
}
 

	
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