(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.
This commit is contained in:
Darkvater 2006-10-24 22:23:08 +00:00
parent bc018eb7ac
commit 929cfa6687
4 changed files with 15 additions and 9 deletions

View File

@ -130,11 +130,17 @@ void CDECL NetworkTextMessage(NetworkAction action, uint16 color, bool self_send
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(NetworkClientState *cs)
/* 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);

View File

@ -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,

View File

@ -752,7 +752,7 @@ DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_MAP_OK)
/* 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_ACK)
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();

View File

@ -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;
}