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Location: cpp/openttd-patchpack/source/network_gamelist.c - annotation
r1004:0bc78a4d4709
2.2 KiB
text/x-c
(svn r1503) Added feature:
o allows users to setup the production values of the rawmaterial producing
industries in the editor
Modified:
o ttd.h - added CT_INVALID for 0xFF cargo type
o english.txt - added 1 string
o industry_gui.c - the feature itself
o window.h - added compile asserts to the structs which checks whether their
sizes are smaller than WINDOW_CUSTOM_SIZE
Thanks:
o Darkvater to bother me to constantly improve the patch
o Various users at #openttd for testing
o allows users to setup the production values of the rawmaterial producing
industries in the editor
Modified:
o ttd.h - added CT_INVALID for 0xFF cargo type
o english.txt - added 1 string
o industry_gui.c - the feature itself
o window.h - added compile asserts to the structs which checks whether their
sizes are smaller than WINDOW_CUSTOM_SIZE
Thanks:
o Darkvater to bother me to constantly improve the patch
o Various users at #openttd for testing
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#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 */
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