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Added TargetID in Sv_Chat for whispers
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208000d157
commit
0bf36fbbe5
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@ -246,6 +246,7 @@ Messages = [
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NetMessage("Sv_Chat", [
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NetIntRange("m_Mode", 0, 'NUM_CHATS-1'),
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NetIntRange("m_ClientID", -1, 'MAX_CLIENTS-1'),
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NetIntRange("m_TargetID", -1, 'MAX_CLIENTS-1'),
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NetStringStrict("m_pMessage"),
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]),
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@ -359,11 +359,11 @@ void CChat::OnMessage(int MsgType, void *pRawMsg)
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if(MsgType == NETMSGTYPE_SV_CHAT)
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{
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CNetMsg_Sv_Chat *pMsg = (CNetMsg_Sv_Chat *)pRawMsg;
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AddLine(pMsg->m_ClientID, pMsg->m_Mode, pMsg->m_pMessage);
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AddLine(pMsg->m_ClientID, pMsg->m_Mode, pMsg->m_pMessage, pMsg->m_TargetID);
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}
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}
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void CChat::AddLine(int ClientID, int Mode, const char *pLine)
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void CChat::AddLine(int ClientID, int Mode, const char *pLine, int TargetID)
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{
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if(*pLine == 0 || (ClientID != -1 && (!g_Config.m_ClShowsocial || m_pClient->m_aClients[ClientID].m_aName[0] == '\0' || // unknown client
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m_pClient->m_aClients[ClientID].m_ChatIgnore ||
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@ -419,6 +419,7 @@ void CChat::AddLine(int ClientID, int Mode, const char *pLine)
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m_aLines[m_CurrentLine].m_Size[0].y = -1.0f;
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m_aLines[m_CurrentLine].m_Size[1].y = -1.0f;
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m_aLines[m_CurrentLine].m_ClientID = ClientID;
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m_aLines[m_CurrentLine].m_TargetID = TargetID;
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m_aLines[m_CurrentLine].m_Mode = Mode;
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m_aLines[m_CurrentLine].m_NameColor = -2;
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@ -790,34 +791,27 @@ void CChat::OnRender()
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}
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char aBuf[48];
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if(Line.m_Mode == CHAT_TEAM)
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{
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TextColor = ColorTeamPre;
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str_format(aBuf, sizeof(aBuf), "[%s] ", Localize("Team"));
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TextRender()->TextShadowed(&Cursor, aBuf, -1, ShadowOffset, ShadowColor, TextColor);
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}
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else if(Line.m_Mode == CHAT_WHISPER)
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if(Line.m_Mode == CHAT_WHISPER)
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{
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TextColor = ColorWhisper;
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ShadowColor = ShadowWhisper;
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str_format(aBuf, sizeof(aBuf), "[%s] ", Localize("Whisper"));
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const int LocalCID = m_pClient->m_LocalClientID;
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if(Line.m_ClientID == LocalCID && Line.m_TargetID >= 0)
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{
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str_format(aBuf, sizeof(aBuf), "%s [%s] ", Localize("To"),
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m_pClient->m_aClients[Line.m_TargetID].m_aName);
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}
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else if(Line.m_TargetID == LocalCID)
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{
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str_format(aBuf, sizeof(aBuf), "%s [%s] ", Localize("From"),
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m_pClient->m_aClients[Line.m_ClientID].m_aName);
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}
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else
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dbg_break();
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TextRender()->TextShadowed(&Cursor, aBuf, -1, ShadowOffset, ShadowColor, TextColor);
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}
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// we have to break protocol to make that work
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// CNetMsg_Sv_Chat needs a TargetID, like Cl_Chat
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#if 0
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if(line.m_Mode == CHAT_WHISPER)
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{
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TextColor = vec4(1.0f, 0.5f, 0.9f, Blend);
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if(line.m_ClientID == m_pClient->m_LocalClientID)
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TextRender()->TextEx(&Cursor, "To ", -1);
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else
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TextRender()->TextEx(&Cursor, "From ", -1);
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}
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#endif
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// render name
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if(Line.m_ClientID == -1)
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TextColor = ColorSystem;
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@ -20,6 +20,7 @@ class CChat : public CComponent
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int64 m_Time;
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vec2 m_Size[2];
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int m_ClientID;
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int m_TargetID;
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int m_Mode;
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int m_NameColor;
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char m_aName[64];
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@ -74,7 +75,7 @@ public:
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bool IsActive() const { return m_Mode != CHAT_NONE; }
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void AddLine(int ClientID, int Team, const char *pLine);
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void AddLine(int ClientID, int Team, const char *pLine, int TargetID = -1);
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void EnableMode(int Team);
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@ -214,6 +214,7 @@ void CGameContext::SendChat(int ChatterClientID, int Mode, int To, const char *p
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Msg.m_Mode = Mode;
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Msg.m_ClientID = ChatterClientID;
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Msg.m_pMessage = pText;
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Msg.m_TargetID = -1;
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if(Mode == CHAT_ALL)
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Server()->SendPackMsg(&Msg, MSGFLAG_VITAL, -1);
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@ -234,6 +235,7 @@ void CGameContext::SendChat(int ChatterClientID, int Mode, int To, const char *p
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else // Mode == CHAT_WHISPER
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{
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// send to the clients
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Msg.m_TargetID = To;
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Server()->SendPackMsg(&Msg, MSGFLAG_VITAL, ChatterClientID);
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Server()->SendPackMsg(&Msg, MSGFLAG_VITAL, To);
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}
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@ -432,7 +434,7 @@ void CGameContext::SwapTeams()
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{
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if(!m_pController->IsTeamplay())
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return;
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SendGameMsg(GAMEMSG_TEAM_SWAP, -1);
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for(int i = 0; i < MAX_CLIENTS; ++i)
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@ -601,7 +603,7 @@ void CGameContext::OnClientEnter(int ClientID)
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NewClientInfoMsg.m_aUseCustomColors[p] = m_apPlayers[ClientID]->m_TeeInfos.m_aUseCustomColors[p];
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NewClientInfoMsg.m_aSkinPartColors[p] = m_apPlayers[ClientID]->m_TeeInfos.m_aSkinPartColors[p];
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}
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for(int i = 0; i < MAX_CLIENTS; ++i)
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{
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@ -646,7 +648,7 @@ void CGameContext::OnClientEnter(int ClientID)
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void CGameContext::OnClientConnected(int ClientID, bool Dummy)
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{
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m_apPlayers[ClientID] = new(ClientID) CPlayer(this, ClientID, Dummy);
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if(Dummy)
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return;
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@ -679,7 +681,7 @@ void CGameContext::OnClientDrop(int ClientID, const char *pReason)
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Msg.m_pReason = pReason;
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Server()->SendPackMsg(&Msg, MSGFLAG_NOSEND, -1);
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}
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CNetMsg_Sv_ClientDrop Msg;
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Msg.m_ClientID = ClientID;
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Msg.m_pReason = pReason;
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@ -719,13 +721,13 @@ void CGameContext::OnMessage(int MsgID, CUnpacker *pUnpacker, int ClientID)
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return;
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CNetMsg_Cl_Say *pMsg = (CNetMsg_Cl_Say *)pRawMsg;
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// trim right and set maximum length to 128 utf8-characters
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int Length = 0;
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const char *p = pMsg->m_pMessage;
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const char *pEnd = 0;
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while(*p)
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{
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{
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const char *pStrOld = p;
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int Code = str_utf8_decode(&p);
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@ -744,7 +746,7 @@ void CGameContext::OnMessage(int MsgID, CUnpacker *pUnpacker, int ClientID)
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*(const_cast<char *>(p)) = 0;
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break;
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}
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}
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}
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if(pEnd != 0)
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*(const_cast<char *>(pEnd)) = 0;
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@ -786,7 +788,7 @@ void CGameContext::OnMessage(int MsgID, CUnpacker *pUnpacker, int ClientID)
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(pPlayer->m_LastVoteCall && pPlayer->m_LastVoteCall+Server()->TickSpeed()*VOTE_COOLDOWN > Now))) ||
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pPlayer->GetTeam() == TEAM_SPECTATORS || m_VoteCloseTime)
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return;
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pPlayer->m_LastVoteTry = Now;
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}
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@ -911,7 +913,7 @@ void CGameContext::OnMessage(int MsgID, CUnpacker *pUnpacker, int ClientID)
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CNetMsg_Cl_SetTeam *pMsg = (CNetMsg_Cl_SetTeam *)pRawMsg;
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if(pPlayer->GetTeam() == pMsg->m_Team ||
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(g_Config.m_SvSpamprotection && pPlayer->m_LastSetTeam && pPlayer->m_LastSetTeam+Server()->TickSpeed()*3 > Server()->Tick()) ||
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(g_Config.m_SvSpamprotection && pPlayer->m_LastSetTeam && pPlayer->m_LastSetTeam+Server()->TickSpeed()*3 > Server()->Tick()) ||
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(pMsg->m_Team != TEAM_SPECTATORS && m_LockTeams) || pPlayer->m_TeamChangeTick > Server()->Tick())
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return;
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@ -1155,7 +1157,7 @@ void CGameContext::ConShuffleTeams(IConsole::IResult *pResult, void *pUserData)
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rnd = PlayerTeam % 2 ? random_int() % 2 : 0;
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for(int i = 0; i < PlayerTeam; i++)
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pSelf->m_pController->DoTeamChange(pSelf->m_apPlayers[aPlayer[i]], i < (PlayerTeam+rnd)/2 ? TEAM_RED : TEAM_BLUE, false);
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pSelf->m_pController->DoTeamChange(pSelf->m_apPlayers[aPlayer[i]], i < (PlayerTeam+rnd)/2 ? TEAM_RED : TEAM_BLUE, false);
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}
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void CGameContext::ConLockTeams(IConsole::IResult *pResult, void *pUserData)
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