Little fix for typing-indicator in multiplayer - was showing comma even if no player name was displayed; Removed team_vector from UDP lite_info structure - it's not needed; Increased UDP_NETGAMES_PAGES to actually show 3000 possible games

This commit is contained in:
zicodxx 2011-04-12 00:45:06 +02:00
parent a10fdaf32d
commit 5c4a3850cd
5 changed files with 12 additions and 9 deletions

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@ -1,5 +1,9 @@
D1X-Rebirth Changelog
20110412
--------
main/gauges.c, main/multi.h, main/net_udp.c, main/net_udp.h: Little fix for typing-indicator in multiplayer - was showing comma even if no player name was displayed; Removed team_vector from UDP lite_info structure - it's not needed; Increased UDP_NETGAMES_PAGES to actually show 3000 possible games
20110411
--------
main/game.c, main/gamecntl.c, main/gamerend.c, main/gauges.c, main/multi.c, main/multi.h: Improved syntax for Multi messages/commands: Commands starting with '/' and those accepting arguments as well as Player/Team messages require space after ':' ; Added indicator on HUD to show if a player is typing a message to prevent accidential kills

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@ -2355,7 +2355,12 @@ void show_HUD_names()
else
snprintf( s, strlen(Players[pnum].callsign)+1, "%s", Players[pnum].callsign );
if (multi_sending_message[pnum])
strncat( s, ", typing", 8);
{
if (strlen(s))
strncat( s, ", typing", 8);
else
strncpy( s, "Typing", 6 );
}
gr_get_string_size(s, &w, &h, &aw);
gr_set_fontcolor(BM_XRGB(player_rgb[color_num].r,player_rgb[color_num].g,player_rgb[color_num].b),-1 );

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@ -428,7 +428,6 @@ typedef struct netgame_info
u_int32_t AllowedItems;
short Allow_marker_view; // (unused in D1 - no markers in game)
short AlwaysLighting; // (unused in D1 - cannot destroy lights after all)
short ShowAllNames; // (unused in D1 - solved with Show_reticle_name by Client)
short BrightPlayers; // (unused in D1)
short InvulAppear; // (unused in D1)
char team_name[2][CALLSIGN_LEN+1];

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@ -2123,7 +2123,6 @@ void net_udp_send_game_info(struct _sockaddr sender_addr, ubyte info_upid)
buf[len] = Netgame.numconnected; len++;
buf[len] = Netgame.max_numplayers; len++;
buf[len] = Netgame.game_flags; len++;
buf[len] = Netgame.team_vector; len++;
sendto (UDP_Socket[0], buf, len, 0, (struct sockaddr *)&sender_addr, sizeof(struct _sockaddr));
}
@ -2179,7 +2178,6 @@ void net_udp_send_game_info(struct _sockaddr sender_addr, ubyte info_upid)
PUT_INTEL_INT(buf + len, Netgame.AllowedItems); len += 4;
PUT_INTEL_SHORT(buf + len, Netgame.Allow_marker_view); len += 2;
PUT_INTEL_SHORT(buf + len, Netgame.AlwaysLighting); len += 2;
PUT_INTEL_SHORT(buf + len, Netgame.ShowAllNames); len += 2;
PUT_INTEL_SHORT(buf + len, Netgame.BrightPlayers); len += 2;
PUT_INTEL_SHORT(buf + len, Netgame.InvulAppear); len += 2;
memcpy(&buf[len], Netgame.team_name, 2*(CALLSIGN_LEN+1)); len += 2*(CALLSIGN_LEN+1);
@ -2296,7 +2294,6 @@ void net_udp_process_game_info(ubyte *data, int data_len, struct _sockaddr game_
recv_game.numconnected = data[len]; len++;
recv_game.max_numplayers = data[len]; len++;
recv_game.game_flags = data[len]; len++;
recv_game.team_vector = data[len]; len++;
num_active_udp_changed = 1;
@ -2360,7 +2357,6 @@ void net_udp_process_game_info(ubyte *data, int data_len, struct _sockaddr game_
Netgame.AllowedItems = GET_INTEL_INT(&(data[len])); len += 4;
Netgame.Allow_marker_view = GET_INTEL_SHORT(&(data[len])); len += 2;
Netgame.AlwaysLighting = GET_INTEL_SHORT(&(data[len])); len += 2;
Netgame.ShowAllNames = GET_INTEL_SHORT(&(data[len])); len += 2;
Netgame.BrightPlayers = GET_INTEL_SHORT(&(data[len])); len += 2;
Netgame.InvulAppear = GET_INTEL_SHORT(&(data[len])); len += 2;
memcpy(Netgame.team_name, &(data[len]), 2*(CALLSIGN_LEN+1)); len += 2*(CALLSIGN_LEN+1);

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@ -31,7 +31,7 @@ int net_udp_level_sync();
#define UDP_REQ_ID "D1XR" // ID string for a request packet
#define UDP_MAX_NETGAMES 3000
#define UDP_NETGAMES_PPAGE 12 // Netgames on one page of Netlist
#define UDP_NETGAMES_PAGES 50 // Pages available on Netlist (UDP_MAX_NETGAMES/UDP_NETGAMES_PPAGE)
#define UDP_NETGAMES_PAGES 250 // Pages available on Netlist (UDP_MAX_NETGAMES/UDP_NETGAMES_PPAGE)
#define UDP_TIMEOUT (10*F1_0) // 10 seconds disconnect timeout
#define UDP_MDATA_STOR_QUEUE_SIZE 500 // Store up to 500 MDATA packets
@ -73,8 +73,8 @@ int net_udp_level_sync();
typedef struct UDP_netgame_info_lite
{
struct _sockaddr game_addr;
fix GameID;
short program_iver[3];
fix GameID;
char game_name[NETGAME_NAME_LEN+1];
char mission_title[MISSION_NAME_LEN+1];
char mission_name[9];
@ -86,7 +86,6 @@ typedef struct UDP_netgame_info_lite
ubyte numconnected;
ubyte max_numplayers;
ubyte game_flags;
ubyte team_vector;
} __pack__ UDP_netgame_info_lite;
typedef struct UDP_sequence_packet