(svn r6369) -Fix (r5886): On loading of game in scenario editor the player was given
the maximum amount of money so everything can be removed for sure. However
if first rails are removed (or property in general that *gives* money
when demolished, the player's money would overflow. Thanks for noticing Rubidium.
/* $Id$ */
#include "stdafx.h"
#include "debug.h"
#include "network_data.h"
#ifdef ENABLE_NETWORK
// This file handles the GameList
// Also, it handles the request to a server for data about the server
extern void UpdateNetworkGameWindow(bool unselect);
/** Add a new item to the linked gamelist. If the IP and Port match
* return the existing item instead of adding it again
* @param ip the IP-address (inet_addr) of the to-be added item
* @param port the port the server is running on
* @return a point to the newly added or already existing item */
NetworkGameList *NetworkGameListAddItem(uint32 ip, uint16 port)
{
NetworkGameList *item, *prev_item;
prev_item = NULL;
for (item = _network_game_list; item != NULL; item = item->next) {
if (item->ip == ip && item->port == port) return item;
prev_item = item;
}
item = malloc(sizeof(*item));
memset(item, 0, sizeof(*item));
item->next = NULL;
item->ip = ip;
item->port = port;
if (prev_item == NULL) {
_network_game_list = item;
} else {
prev_item->next = item;
}
DEBUG(net, 4) ("[NET][GameList] Added server to list");
UpdateNetworkGameWindow(false);
return item;
}
/** Remove an item from the gamelist linked list
* @param remove pointer to the item to be removed */
void NetworkGameListRemoveItem(NetworkGameList *remove)
{
NetworkGameList *item, *prev_item;
prev_item = NULL;
for (item = _network_game_list; item != NULL; item = item->next) {
if (remove == item) {
if (prev_item == NULL) {
_network_game_list = remove->next;
} else {
prev_item->next = remove->next;
}
free(remove);
DEBUG(net, 4) ("[NET][GameList] Removed server from list");
UpdateNetworkGameWindow(false);
return;
}
prev_item = item;
}
}
#endif /* ENABLE_NETWORK */