(svn r244) -Fix: Stations were not sorted for non-player-0 players

-Fix: Correctly resorting vehicle list of player when the list of another player is open.
This commit is contained in:
darkvater
2004-09-14 14:19:53 +00:00
parent 5e699ca65d
commit c79e8ad626
8 changed files with 215 additions and 167 deletions

View File

@@ -1140,36 +1140,41 @@ void ShowTrainDetailsWindow(Vehicle *v)
static SortStruct _train_sort[NUM_NORMAL_VEHICLES];
static uint16 _num_train_sort[MAX_PLAYERS];
static void GlobalSortTrainList()
{
const Vehicle *v;
uint16 *i;
uint32 n = 0;
// reset #-of trains to 0 because ++ is used for value-assignment
for (i = _num_train_sort; i != endof(_num_train_sort); i++) {*i = 0;}
FOR_ALL_VEHICLES(v) {
if(v->type == VEH_Train && v->subtype == 0) {
_train_sort[n].index = v->index;
_train_sort[n++].owner = v->owner;
_num_train_sort[v->owner]++; // add number of trains of player
}
}
// create cumulative train-ownership
// trains are stored as a cummulative index, eg 25, 41, 43. This means
// Player0: 25; Player1: (41-25) 16; Player2: (43-41) 2
for (i = &_num_train_sort[1]; i != endof(_num_train_sort); i++) {*i += *(i-1);}
qsort(_train_sort, n, sizeof(_train_sort[0]), GeneralOwnerSorter); // sort by owner
// since indexes are messed up after adding/removing a station, mark all lists dirty
memset(_train_sort_dirty, true, sizeof(_train_sort_dirty));
_vehicle_sort_dirty[VEHTRAIN] = false;
DEBUG(misc, 1) ("Resorting global trains list...");
}
static void MakeSortedTrainList(byte owner)
{
SortStruct *firstelement;
Vehicle *v;
uint32 n = 0;
uint16 *i;
if (_vehicle_sort_dirty[VEHTRAIN]) { // only resort the whole array if vehicles have been added/removed
// reset to 0 just to be sure
for (i = _num_train_sort; i != endof(_num_train_sort); i++) {*i = 0;}
FOR_ALL_VEHICLES(v) {
if(v->type == VEH_Train && v->subtype == 0) {
_train_sort[n].index = v->index;
_train_sort[n++].owner = v->owner;
_num_train_sort[v->owner]++; // add number of trains of player
}
}
// create cumulative train-ownage
// trains are stored as a cummulative index, eg 25, 41, 43. This means
// Player0: 25; Player1: (41-25) 16; Player2: (43-41) 2
for (i = &_num_train_sort[1]; i != endof(_num_train_sort); i++) {*i += *(i-1);}
// sort by owner, then only subsort the requested owner-vehicles
qsort(_train_sort, n, sizeof(_train_sort[0]), GeneralOwnerSorter);
_last_vehicle_idx = 0; // used for "cache" in namesorting
_vehicle_sort_dirty[VEHTRAIN] = false;
}
if (owner == 0) { // first element starts at 0th element and has n elements as described above
firstelement = &_train_sort[0];
@@ -1181,8 +1186,11 @@ static void MakeSortedTrainList(byte owner)
_internal_sort_order = _train_sort_order[owner];
_internal_name_sorter_id = STR_SV_TRAIN_NAME;
_last_vehicle_idx = 0; // used for "cache" in namesorting
qsort(firstelement, n, sizeof(_train_sort[0]), _vehicle_sorter[_train_sort_type[owner]]);
_train_sort_dirty[owner] = false;
DEBUG(misc, 1) ("Resorting Trains list player %d...", owner+1);
}
@@ -1196,8 +1204,11 @@ static void PlayerTrainsWndProc(Window *w, WindowEvent *e)
if (_train_sort_type[window_number] == SORT_BY_UNSORTED) // disable 'Sort By' tooltip on Unsorted sorting criteria
w->disabled_state |= (1 << 2);
if (_train_sort_dirty[window_number] || _vehicle_sort_dirty[VEHTRAIN]) {
_train_sort_dirty[window_number] = false;
// resort trains window if roadvehicles have been added/removed
if (_vehicle_sort_dirty[VEHTRAIN])
GlobalSortTrainList();
if (_train_sort_dirty[window_number]) {
MakeSortedTrainList(window_number);
/* reset sorting timeout */
w->custom[0] = DAY_TICKS;