(svn r1407) -Codechange: changed a lot around _stations, _vehicles, _towns and _industries
(in prepare of dynamic arrays):
- DEREF_XXX is changed into GetXXX
- All direct call are directed via GetXXX
- struct Industry has now an index-field
- ENUM'd some stuff
- Replaced home built loops with FOR_ALL_XXX
- Added _stations_size, _vehicles_size, ... which gives the length of the
array (which will be dynamic in the near future)
- Changed lengtof(XXX) to _XXX_size (e.g. _stations_size)
- Removed all endof(XXX) (because mostly it was part of a FOR_ALL_XXX)
- Made the sort-functions of all 4 dynamic
- Made all 4 Initialize functions more of the same
- Some minor tab-fixing and stuff
(tnx to Tron for proof-reading my 100kb patch ;))
Note for all: please do NOT directly call _stations, _vehicles, _towns and
_industries, but use the right wrapper to access them. Thank you.
Ps: please also do not use 'v++', where v is of type Vehicle *.
#include "stdafx.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);
void NetworkGameListClear(void)
{
NetworkGameList *item;
NetworkGameList *next;
item = _network_game_list;
while (item != NULL) {
next = item->next;
free(item);
item = next;
}
_network_game_list = NULL;
_network_game_count = 0;
UpdateNetworkGameWindow(true);
DEBUG(net, 4)("[NET][GameList] Cleared list");
}
NetworkGameList *NetworkGameListAddItem(uint32 ip, uint16 port)
{
NetworkGameList *item;
item = _network_game_list;
if (item != NULL) {
while (item->next != NULL) {
if (item->ip == ip && item->port == port)
return item;
item = item->next;
}
if (item->ip == ip && item->port == port)
return item;
item->next = malloc(sizeof(*item));
item = item->next;
} else {
item = malloc(sizeof(*item));
_network_game_list = item;
}
DEBUG(net, 4) ("[NET][GameList] Added server to list");
memset(item, 0, sizeof(*item));
item->next = NULL;
item->ip = ip;
item->port = port;
_network_game_count++;
UpdateNetworkGameWindow(false);
return item;
}
void NetworkGameListRemoveItem(NetworkGameList *remove)
{
NetworkGameList *item;
item = _network_game_list;
// examine head of the list
if ( remove == _network_game_list ) {
_network_game_list = remove->next;
free(remove);
DEBUG(net, 4) ("[NET][GameList] Removed server from list");
return;
}
// examine each item
while ( item->next != NULL ) {
if ( item->next == remove )
{
item->next = remove->next;
free(remove);
DEBUG(net, 4) ("[NET][GameList] Removed server from list");
return;
}
item = item->next;
}
}
void NetworkGameListAddQueriedItem(const NetworkGameInfo *info, bool server_online)
{
// We queried a server and now we are going to add it to the list
NetworkGameList *item;
item = NetworkGameListAddItem(_network_last_host_ip, _network_last_port);
item->online = server_online;
memcpy(&item->info, info, sizeof(NetworkGameInfo));
ttd_strlcpy(item->info.hostname, _network_last_host, sizeof(item->info.hostname));
UpdateNetworkGameWindow(false);
}
#endif /* ENABLE_NETWORK */