(svn r14764) -Codechange: make the '***' chat messages like "Game paused (not enough players)" fully translateable.

This commit is contained in:
rubidium
2008-12-29 10:37:53 +00:00
parent 703831ec6d
commit a25e3f8d70
10 changed files with 116 additions and 134 deletions

View File

@@ -184,69 +184,35 @@ byte NetworkSpectatorCount()
// This puts a text-message to the console, or in the future, the chat-box,
// (to keep it all a bit more general)
// If 'self_send' is true, this is the client who is sending the message
void CDECL NetworkTextMessage(NetworkAction action, ConsoleColour color, bool self_send, const char *name, const char *str, ...)
void NetworkTextMessage(NetworkAction action, ConsoleColour color, bool self_send, const char *name, const char *str, int64 data)
{
char buf[1024];
va_list va;
const int duration = 10; // Game days the messages stay visible
char message[1024];
char temp[1024];
va_start(va, str);
vsnprintf(buf, lengthof(buf), str, va);
va_end(va);
StringID strid;
switch (action) {
case NETWORK_ACTION_SERVER_MESSAGE:
/* Ignore invalid messages */
if (data >= NETWORK_SERVER_MESSAGE_END) return;
strid = STR_NETWORK_SERVER_MESSAGE;
color = CC_DEFAULT;
snprintf(message, sizeof(message), "*** %s", buf);
break;
case NETWORK_ACTION_JOIN:
color = CC_DEFAULT;
GetString(temp, STR_NETWORK_CLIENT_JOINED, lastof(temp));
snprintf(message, sizeof(message), "*** %s %s", name, temp);
break;
case NETWORK_ACTION_LEAVE:
color = CC_DEFAULT;
GetString(temp, STR_NETWORK_ERR_LEFT, lastof(temp));
snprintf(message, sizeof(message), "*** %s %s (%s)", name, temp, buf);
break;
case NETWORK_ACTION_GIVE_MONEY:
if (self_send) {
SetDParamStr(0, name);
SetDParam(1, atoi(buf));
GetString(temp, STR_NETWORK_GAVE_MONEY_AWAY, lastof(temp));
snprintf(message, sizeof(message), "*** %s", temp);
} else {
SetDParam(0, atoi(buf));
GetString(temp, STR_NETWORK_GIVE_MONEY, lastof(temp));
snprintf(message, sizeof(message), "*** %s %s", name, temp);
}
break;
case NETWORK_ACTION_NAME_CHANGE:
GetString(temp, STR_NETWORK_NAME_CHANGE, lastof(temp));
snprintf(message, sizeof(message), "*** %s %s %s", name, temp, buf);
break;
case NETWORK_ACTION_CHAT_COMPANY:
SetDParamStr(0, name);
SetDParamStr(1, buf);
GetString(temp, self_send ? STR_NETWORK_CHAT_TO_COMPANY : STR_NETWORK_CHAT_COMPANY, lastof(temp));
strecpy(message, temp, lastof(message));
break;
case NETWORK_ACTION_CHAT_CLIENT:
SetDParamStr(0, name);
SetDParamStr(1, buf);
GetString(temp, self_send ? STR_NETWORK_CHAT_TO_CLIENT : STR_NETWORK_CHAT_CLIENT, lastof(temp));
strecpy(message, temp, lastof(message));
break;
default:
SetDParamStr(0, name);
SetDParamStr(1, buf);
GetString(temp, STR_NETWORK_CHAT_ALL, lastof(temp));
strecpy(message, temp, lastof(message));
data = STR_NETWORK_SERVER_MESSAGE_GAME_PAUSED_PLAYERS + data;
break;
case NETWORK_ACTION_JOIN: strid = STR_NETWORK_CLIENT_JOINED; break;
case NETWORK_ACTION_LEAVE: strid = STR_NETWORK_CLIENT_LEFT; break;
case NETWORK_ACTION_NAME_CHANGE: strid = STR_NETWORK_NAME_CHANGE; break;
case NETWORK_ACTION_GIVE_MONEY: strid = self_send ? STR_NETWORK_GAVE_MONEY_AWAY : STR_NETWORK_GIVE_MONEY; break;
case NETWORK_ACTION_CHAT_COMPANY: strid = self_send ? STR_NETWORK_CHAT_TO_COMPANY : STR_NETWORK_CHAT_COMPANY; break;
case NETWORK_ACTION_CHAT_CLIENT: strid = self_send ? STR_NETWORK_CHAT_TO_CLIENT : STR_NETWORK_CHAT_CLIENT; break;
default: strid = STR_NETWORK_CHAT_ALL; break;
}
char message[1024];
SetDParamStr(0, name);
SetDParamStr(1, str);
SetDParam(2, data);
GetString(message, strid, lastof(message));
DebugDumpCommands("ddc:cmsg:%d;%d;%s\n", _date, _date_fract, message);
IConsolePrintF(color, "%s", message);
NetworkAddChatMessage(color, duration, "%s", message);
@@ -320,11 +286,12 @@ static void NetworkClientError(NetworkRecvStatus res, NetworkClientSocket* cs)
_networking = false;
}
/** Retrieve a string representation of an internal error number
* @param buf buffer where the error message will be stored
/**
* Retrieve the string id of an internal error number
* @param err NetworkErrorCode
* @return returns a pointer to the error message (buf) */
char* GetNetworkErrorMsg(char* buf, NetworkErrorCode err, const char* last)
* @return the StringID
*/
StringID GetNetworkErrorMsg(NetworkErrorCode err)
{
/* List of possible network errors, used by
* PACKET_SERVER_ERROR and PACKET_CLIENT_ERROR */
@@ -348,7 +315,7 @@ char* GetNetworkErrorMsg(char* buf, NetworkErrorCode err, const char* last)
if (err >= (ptrdiff_t)lengthof(network_error_strings)) err = NETWORK_ERROR_GENERAL;
return GetString(buf, network_error_strings[err], last);
return err;
}
/* Count the number of active clients connected */
@@ -376,13 +343,13 @@ void CheckMinActiveClients()
_min_active_clients_paused = true;
DoCommandP(0, 1, 0, CMD_PAUSE);
NetworkServerSendChat(NETWORK_ACTION_SERVER_MESSAGE, DESTTYPE_BROADCAST, 0, "Game paused (not enough players)", CLIENT_ID_SERVER);
NetworkServerSendChat(NETWORK_ACTION_SERVER_MESSAGE, DESTTYPE_BROADCAST, 0, "", CLIENT_ID_SERVER, NETWORK_SERVER_MESSAGE_GAME_PAUSED_PLAYERS);
} else {
if (!_min_active_clients_paused) return;
_min_active_clients_paused = false;
DoCommandP(0, 0, 0, CMD_PAUSE);
NetworkServerSendChat(NETWORK_ACTION_SERVER_MESSAGE, DESTTYPE_BROADCAST, 0, "Game unpaused (enough players)", CLIENT_ID_SERVER);
NetworkServerSendChat(NETWORK_ACTION_SERVER_MESSAGE, DESTTYPE_BROADCAST, 0, "", CLIENT_ID_SERVER, NETWORK_SERVER_MESSAGE_GAME_UNPAUSED_PLAYERS);
}
}
@@ -449,21 +416,17 @@ void NetworkCloseClient(NetworkClientSocket *cs)
if (!cs->has_quit && _network_server && cs->status > STATUS_INACTIVE) {
// We did not receive a leave message from this client...
NetworkErrorCode errorno = NETWORK_ERROR_CONNECTION_LOST;
char str[100];
char client_name[NETWORK_CLIENT_NAME_LENGTH];
NetworkClientSocket *new_cs;
NetworkGetClientName(client_name, sizeof(client_name), cs);
GetNetworkErrorMsg(str, errorno, lastof(str));
NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, "%s", str);
NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, NULL, STR_NETWORK_ERR_CLIENT_CONNECTION_LOST);
// Inform other clients of this... strange leaving ;)
FOR_ALL_CLIENT_SOCKETS(new_cs) {
if (new_cs->status > STATUS_AUTH && cs != new_cs) {
SEND_COMMAND(PACKET_SERVER_ERROR_QUIT)(new_cs, cs->client_id, errorno);
SEND_COMMAND(PACKET_SERVER_ERROR_QUIT)(new_cs, cs->client_id, NETWORK_ERROR_CONNECTION_LOST);
}
}
}
@@ -471,7 +434,7 @@ void NetworkCloseClient(NetworkClientSocket *cs)
/* When the client was PRE_ACTIVE, the server was in pause mode, so unpause */
if (cs->status == STATUS_PRE_ACTIVE && _settings_client.network.pause_on_join) {
DoCommandP(0, 0, 0, CMD_PAUSE);
NetworkServerSendChat(NETWORK_ACTION_SERVER_MESSAGE, DESTTYPE_BROADCAST, 0, "Game unpaused", CLIENT_ID_SERVER);
NetworkServerSendChat(NETWORK_ACTION_SERVER_MESSAGE, DESTTYPE_BROADCAST, 0, "", CLIENT_ID_SERVER, NETWORK_SERVER_MESSAGE_GAME_UNPAUSED_CONNECT_FAIL);
}
if (_network_server) {
@@ -635,11 +598,14 @@ static bool NetworkListen()
// Close all current connections
static void NetworkClose()
{
/* The pool is already empty, so we already closed the connections */
if (GetNetworkClientSocketPoolSize() == 0) return;
NetworkClientSocket *cs;
FOR_ALL_CLIENT_SOCKETS(cs) {
if (!_network_server) {
SEND_COMMAND(PACKET_CLIENT_QUIT)("leaving");
SEND_COMMAND(PACKET_CLIENT_QUIT)();
cs->Send_Packets();
}
NetworkCloseClient(cs);