(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:
67
train_gui.c
67
train_gui.c
@@ -1140,36 +1140,41 @@ void ShowTrainDetailsWindow(Vehicle *v)
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static SortStruct _train_sort[NUM_NORMAL_VEHICLES];
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static uint16 _num_train_sort[MAX_PLAYERS];
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static void GlobalSortTrainList()
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{
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const Vehicle *v;
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uint16 *i;
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uint32 n = 0;
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// reset #-of trains to 0 because ++ is used for value-assignment
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for (i = _num_train_sort; i != endof(_num_train_sort); i++) {*i = 0;}
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FOR_ALL_VEHICLES(v) {
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if(v->type == VEH_Train && v->subtype == 0) {
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_train_sort[n].index = v->index;
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_train_sort[n++].owner = v->owner;
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_num_train_sort[v->owner]++; // add number of trains of player
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}
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}
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// create cumulative train-ownership
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// trains are stored as a cummulative index, eg 25, 41, 43. This means
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// Player0: 25; Player1: (41-25) 16; Player2: (43-41) 2
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for (i = &_num_train_sort[1]; i != endof(_num_train_sort); i++) {*i += *(i-1);}
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qsort(_train_sort, n, sizeof(_train_sort[0]), GeneralOwnerSorter); // sort by owner
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// since indexes are messed up after adding/removing a station, mark all lists dirty
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memset(_train_sort_dirty, true, sizeof(_train_sort_dirty));
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_vehicle_sort_dirty[VEHTRAIN] = false;
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DEBUG(misc, 1) ("Resorting global trains list...");
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}
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static void MakeSortedTrainList(byte owner)
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{
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SortStruct *firstelement;
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Vehicle *v;
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uint32 n = 0;
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uint16 *i;
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if (_vehicle_sort_dirty[VEHTRAIN]) { // only resort the whole array if vehicles have been added/removed
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// reset to 0 just to be sure
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for (i = _num_train_sort; i != endof(_num_train_sort); i++) {*i = 0;}
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FOR_ALL_VEHICLES(v) {
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if(v->type == VEH_Train && v->subtype == 0) {
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_train_sort[n].index = v->index;
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_train_sort[n++].owner = v->owner;
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_num_train_sort[v->owner]++; // add number of trains of player
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}
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}
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// create cumulative train-ownage
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// trains are stored as a cummulative index, eg 25, 41, 43. This means
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// Player0: 25; Player1: (41-25) 16; Player2: (43-41) 2
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for (i = &_num_train_sort[1]; i != endof(_num_train_sort); i++) {*i += *(i-1);}
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// sort by owner, then only subsort the requested owner-vehicles
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qsort(_train_sort, n, sizeof(_train_sort[0]), GeneralOwnerSorter);
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_last_vehicle_idx = 0; // used for "cache" in namesorting
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_vehicle_sort_dirty[VEHTRAIN] = false;
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}
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if (owner == 0) { // first element starts at 0th element and has n elements as described above
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firstelement = &_train_sort[0];
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@@ -1181,8 +1186,11 @@ static void MakeSortedTrainList(byte owner)
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_internal_sort_order = _train_sort_order[owner];
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_internal_name_sorter_id = STR_SV_TRAIN_NAME;
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_last_vehicle_idx = 0; // used for "cache" in namesorting
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qsort(firstelement, n, sizeof(_train_sort[0]), _vehicle_sorter[_train_sort_type[owner]]);
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_train_sort_dirty[owner] = false;
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DEBUG(misc, 1) ("Resorting Trains list player %d...", owner+1);
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}
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@@ -1196,8 +1204,11 @@ static void PlayerTrainsWndProc(Window *w, WindowEvent *e)
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if (_train_sort_type[window_number] == SORT_BY_UNSORTED) // disable 'Sort By' tooltip on Unsorted sorting criteria
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w->disabled_state |= (1 << 2);
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if (_train_sort_dirty[window_number] || _vehicle_sort_dirty[VEHTRAIN]) {
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_train_sort_dirty[window_number] = false;
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// resort trains window if roadvehicles have been added/removed
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if (_vehicle_sort_dirty[VEHTRAIN])
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GlobalSortTrainList();
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if (_train_sort_dirty[window_number]) {
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MakeSortedTrainList(window_number);
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/* reset sorting timeout */
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w->custom[0] = DAY_TICKS;
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