(svn r6045) -Cleanup: align all table-like structures using spaces, i.e. whitespace fixes only except for a few comments to make them uniform for the whole enum/struct.
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60
network.h
60
network.h
@@ -46,15 +46,15 @@
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#define NETWORK_STATION_TYPES 5
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enum {
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NETWORK_NAME_LENGTH = 80,
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NETWORK_HOSTNAME_LENGTH = 80,
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NETWORK_REVISION_LENGTH = 15,
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NETWORK_PASSWORD_LENGTH = 20,
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NETWORK_NAME_LENGTH = 80,
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NETWORK_HOSTNAME_LENGTH = 80,
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NETWORK_REVISION_LENGTH = 15,
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NETWORK_PASSWORD_LENGTH = 20,
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NETWORK_PLAYERS_LENGTH = 200,
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NETWORK_CLIENT_NAME_LENGTH = 25,
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NETWORK_CLIENT_NAME_LENGTH = 25,
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NETWORK_RCONCOMMAND_LENGTH = 500,
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NETWORK_NUM_LANGUAGES = 4,
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NETWORK_NUM_LANGUAGES = 4,
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};
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// This is the struct used by both client and server
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@@ -87,36 +87,36 @@ typedef struct NetworkGameInfo {
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} NetworkGameInfo;
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typedef struct NetworkPlayerInfo {
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char company_name[NETWORK_NAME_LENGTH]; // Company name
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char password[NETWORK_PASSWORD_LENGTH]; // The password for the player
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Year inaugurated_year; // What year the company started in
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int64 company_value; // The company value
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int64 money; // The amount of money the company has
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int64 income; // How much did the company earned last year
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uint16 performance; // What was his performance last month?
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byte use_password; // 0: No password 1: There is a password
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uint16 num_vehicle[NETWORK_VEHICLE_TYPES]; // How many vehicles are there of this type?
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uint16 num_station[NETWORK_STATION_TYPES]; // How many stations are there of this type?
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char players[NETWORK_PLAYERS_LENGTH]; // The players that control this company (Name1, name2, ..)
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uint16 months_empty; // How many months the company is empty
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char company_name[NETWORK_NAME_LENGTH]; // Company name
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char password[NETWORK_PASSWORD_LENGTH]; // The password for the player
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Year inaugurated_year; // What year the company started in
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int64 company_value; // The company value
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int64 money; // The amount of money the company has
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int64 income; // How much did the company earned last year
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uint16 performance; // What was his performance last month?
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byte use_password; // 0: No password 1: There is a password
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uint16 num_vehicle[NETWORK_VEHICLE_TYPES]; // How many vehicles are there of this type?
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uint16 num_station[NETWORK_STATION_TYPES]; // How many stations are there of this type?
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char players[NETWORK_PLAYERS_LENGTH]; // The players that control this company (Name1, name2, ..)
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uint16 months_empty; // How many months the company is empty
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} NetworkPlayerInfo;
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typedef struct NetworkClientInfo {
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uint16 client_index; /// Index of the client (same as ClientState->index)
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char client_name[NETWORK_CLIENT_NAME_LENGTH]; /// Name of the client
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byte client_lang; /// The language of the client
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byte client_playas; /// As which player is this client playing (PlayerID)
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uint32 client_ip; /// IP-address of the client (so he can be banned)
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Date join_date; /// Gamedate the player has joined
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char unique_id[NETWORK_NAME_LENGTH]; /// Every play sends an unique id so we can indentify him
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uint16 client_index; // Index of the client (same as ClientState->index)
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char client_name[NETWORK_CLIENT_NAME_LENGTH]; // Name of the client
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byte client_lang; // The language of the client
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byte client_playas; // As which player is this client playing (PlayerID)
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uint32 client_ip; // IP-address of the client (so he can be banned)
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Date join_date; // Gamedate the player has joined
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char unique_id[NETWORK_NAME_LENGTH]; // Every play sends an unique id so we can indentify him
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} NetworkClientInfo;
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typedef struct NetworkGameList {
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NetworkGameInfo info;
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uint32 ip;
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uint16 port;
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bool online; // False if the server did not respond (default status)
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bool manually; // True if the server was added manually
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bool online; // False if the server did not respond (default status)
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bool manually; // True if the server was added manually
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struct NetworkGameList *next;
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} NetworkGameList;
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@@ -133,10 +133,10 @@ typedef enum {
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// language ids for server_lang and client_lang
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typedef enum {
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NETLANG_ANY = 0,
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NETLANG_ANY = 0,
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NETLANG_ENGLISH = 1,
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NETLANG_GERMAN = 2,
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NETLANG_FRENCH = 3,
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NETLANG_GERMAN = 2,
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NETLANG_FRENCH = 3,
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} NetworkLanguage;
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VARDEF NetworkGameList *_network_game_list;
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