Rearrange file to increase diff readability

This commit is contained in:
Andreas Schmitt
2021-06-21 08:24:16 +02:00
parent 2370df82aa
commit 225e1ca634

View File

@@ -49,9 +49,7 @@ uint GetEngineListHeight(VehicleType type)
return std::max<uint>(FONT_HEIGHT_NORMAL + WD_MATRIX_TOP + WD_MATRIX_BOTTOM, GetVehicleImageCellSize(type, EIT_PURCHASE).height);
}
/**
* Normal layout for roadvehicles, ships and airplanes.
*/
/* Normal layout for roadvehicles, ships and airplanes. */
static const NWidgetPart _nested_build_vehicle_widgets[] = {
NWidget(NWID_HORIZONTAL),
NWidget(WWT_CLOSEBOX, COLOUR_GREY),
@@ -547,323 +545,6 @@ static bool AircraftRangeSorter(const EngineID &a, const EngineID &b)
return _engine_sort_direction ? r > 0 : r < 0;
}
/* Locomotive sorting functions. */
/**
* Determines order of locomotives by engineID
* @param a first engine to compare
* @param b second engine to compare
* @return for descending order: returns < 0 if a < b and > 0 for a > b. Vice versa for ascending order and 0 for equal
*/
static bool EngineNumberSorterLoco(const EngineID &a, const EngineID &b)
{
int r = Engine::Get(a)->list_position - Engine::Get(b)->list_position;
return _internal_sort_order_loco ? r > 0 : r < 0;
}
/**
* Determines order of locomotives by introduction date
* @param a first engine to compare
* @param b second engine to compare
* @return for descending order: returns < 0 if a < b and > 0 for a > b. Vice versa for ascending order and 0 for equal
*/
static bool EngineIntroDateSorterLoco(const EngineID &a, const EngineID &b)
{
const int va = Engine::Get(a)->intro_date;
const int vb = Engine::Get(b)->intro_date;
const int r = va - vb;
/* Use EngineID to sort instead since we want consistent sorting */
if (r == 0) return EngineNumberSorterLoco(a, b);
return _internal_sort_order_loco ? r > 0 : r < 0;
}
/**
* Determines order of locomotives by name
* @param a first engine to compare
* @param b second engine to compare
* @return for descending order: returns < 0 if a < b and > 0 for a > b. Vice versa for ascending order and 0 for equal
*/
static bool EngineNameSorterLoco(const EngineID &a, const EngineID &b)
{
static char last_name[2][64] = { "", "" };
if (a != _last_engine[0]) {
_last_engine[0] = a;
SetDParam(0, a);
GetString(last_name[0], STR_ENGINE_NAME, lastof(last_name[0]));
}
if (b != _last_engine[1]) {
_last_engine[1] = b;
SetDParam(0, b);
GetString(last_name[1], STR_ENGINE_NAME, lastof(last_name[1]));
}
int r = strnatcmp(last_name[0], last_name[1]); // Sort by name (natural sorting).
/* Use EngineID to sort instead since we want consistent sorting */
if (r == 0) return EngineNumberSorterLoco(a, b);
return _internal_sort_order_loco ? r > 0 : r < 0;
}
/**
* Determines order of locomotives by purchase cost
* @param a first engine to compare
* @param b second engine to compare
* @return for descending order: returns < 0 if a < b and > 0 for a > b. Vice versa for ascending order and 0 for equal
*/
static bool EngineCostSorterLoco(const EngineID &a, const EngineID &b)
{
Money va = Engine::Get(a)->GetCost();
Money vb = Engine::Get(b)->GetCost();
int r = ClampToI32(va - vb);
/* Use EngineID to sort instead since we want consistent sorting */
if (r == 0) return EngineNumberSorterLoco(a, b);
return _internal_sort_order_loco ? r > 0 : r < 0;
}
/**
* Determines order of locomotives by speed
* @param a first engine to compare
* @param b second engine to compare
* @return for descending order: returns < 0 if a < b and > 0 for a > b. Vice versa for ascending order and 0 for equal
*/
static bool EngineSpeedSorterLoco(const EngineID &a, const EngineID &b)
{
int va = Engine::Get(a)->GetDisplayMaxSpeed();
int vb = Engine::Get(b)->GetDisplayMaxSpeed();
int r = va - vb;
/* Use EngineID to sort instead since we want consistent sorting */
if (r == 0) return EngineNumberSorterLoco(a, b);
return _internal_sort_order_loco ? r > 0 : r < 0;
}
/**
* Determines order of locomotives by power
* @param a first engine to compare
* @param b second engine to compare
* @return for descending order: returns < 0 if a < b and > 0 for a > b. Vice versa for ascending order and 0 for equal
*/
static bool EnginePowerSorterLoco(const EngineID &a, const EngineID &b)
{
int va = Engine::Get(a)->GetPower();
int vb = Engine::Get(b)->GetPower();
int r = va - vb;
/* Use EngineID to sort instead since we want consistent sorting */
if (r == 0) return EngineNumberSorterLoco(a, b);
return _internal_sort_order_loco ? r > 0 : r < 0;
}
/**
* Determines order of locomotives by tractive effort
* @param a first engine to compare
* @param b second engine to compare
* @return for descending order: returns < 0 if a < b and > 0 for a > b. Vice versa for ascending order and 0 for equal
*/
static bool EngineTractiveEffortSorterLoco(const EngineID &a, const EngineID &b)
{
int va = Engine::Get(a)->GetDisplayMaxTractiveEffort();
int vb = Engine::Get(b)->GetDisplayMaxTractiveEffort();
int r = va - vb;
/* Use EngineID to sort instead since we want consistent sorting */
if (r == 0) return EngineNumberSorterLoco(a, b);
return _internal_sort_order_loco ? r > 0 : r < 0;
}
/**
* Determines order of locomotives by running costs
* @param a first engine to compare
* @param b second engine to compare
* @return for descending order: returns < 0 if a < b and > 0 for a > b. Vice versa for ascending order and 0 for equal
*/
static bool EngineRunningCostSorterLoco(const EngineID &a, const EngineID &b)
{
Money va = Engine::Get(a)->GetRunningCost();
Money vb = Engine::Get(b)->GetRunningCost();
int r = ClampToI32(va - vb);
/* Use EngineID to sort instead since we want consistent sorting */
if (r == 0) return EngineNumberSorterLoco(a, b);
return _internal_sort_order_loco ? r > 0 : r < 0;
}
/**
* Determines order of locomotives by running costs
* @param a first engine to compare
* @param b second engine to compare
* @return for descending order: returns < 0 if a < b and > 0 for a > b. Vice versa for ascending order and 0 for equal
*/
static bool EnginePowerVsRunningCostSorterLoco(const EngineID &a, const EngineID &b)
{
const Engine *e_a = Engine::Get(a);
const Engine *e_b = Engine::Get(b);
uint p_a = e_a->GetPower();
uint p_b = e_b->GetPower();
Money r_a = e_a->GetRunningCost();
Money r_b = e_b->GetRunningCost();
/* Check if running cost is zero in one or both engines.
* If only one of them is zero then that one has higher value,
* else if both have zero cost then compare powers. */
if (r_a == 0) {
if (r_b == 0) {
/* If it is ambiguous which to return go with their ID */
if (p_a == p_b) return EngineNumberSorterLoco(a, b);
return _internal_sort_order_loco != (p_a < p_b);
}
return !_internal_sort_order_loco;
}
if (r_b == 0) return _internal_sort_order_loco;
/* Using double for more precision when comparing close values.
* This shouldn't have any major effects in performance nor in keeping
* the game in sync between players since it's used in GUI only in client side */
double v_a = (double)p_a / (double)r_a;
double v_b = (double)p_b / (double)r_b;
/* Use EngineID to sort if both have same power/running cost,
* since we want consistent sorting.
* Also if both have no power then sort with reverse of running cost to simulate
* previous sorting behaviour for wagons. */
if (v_a == 0 && v_b == 0) return !EngineRunningCostSorterLoco(a, b);
if (v_a == v_b) return EngineNumberSorterLoco(a, b);
return _internal_sort_order_loco != (v_a < v_b);
}
/* Wagon sorting functions. */
/**
* Determines order of wagons by engineID
* @param a first engine to compare
* @param b second engine to compare
* @return for descending order: returns < 0 if a < b and > 0 for a > b. Vice versa for ascending order and 0 for equal
*/
static bool EngineNumberSorterWagon(const EngineID &a, const EngineID &b)
{
int r = Engine::Get(a)->list_position - Engine::Get(b)->list_position;
return _internal_sort_order_wagon ? r > 0 : r < 0;
}
/**
* Determines order of wagons by introduction date
* @param a first engine to compare
* @param b second engine to compare
* @return for descending order: returns < 0 if a < b and > 0 for a > b. Vice versa for ascending order and 0 for equal
*/
static bool EngineIntroDateSorterWagon(const EngineID &a, const EngineID &b)
{
const int va = Engine::Get(a)->intro_date;
const int vb = Engine::Get(b)->intro_date;
const int r = va - vb;
/* Use EngineID to sort instead since we want consistent sorting */
if (r == 0) return EngineNumberSorterWagon(a, b);
return _internal_sort_order_wagon ? r > 0 : r < 0;
}
/**
* Determines order of wagons by name
* @param a first engine to compare
* @param b second engine to compare
* @return for descending order: returns < 0 if a < b and > 0 for a > b. Vice versa for ascending order and 0 for equal
*/
static bool EngineNameSorterWagon(const EngineID &a, const EngineID &b)
{
static char last_name[2][64] = { "", "" };
if (a != _last_engine[0]) {
_last_engine[0] = a;
SetDParam(0, a);
GetString(last_name[0], STR_ENGINE_NAME, lastof(last_name[0]));
}
if (b != _last_engine[1]) {
_last_engine[1] = b;
SetDParam(0, b);
GetString(last_name[1], STR_ENGINE_NAME, lastof(last_name[1]));
}
int r = strnatcmp(last_name[0], last_name[1]); // Sort by name (natural sorting).
/* Use EngineID to sort instead since we want consistent sorting */
if (r == 0) return EngineNumberSorterWagon(a, b);
return _internal_sort_order_wagon ? r > 0 : r < 0;
}
/**
* Determines order of wagons by purchase cost
* @param a first engine to compare
* @param b second engine to compare
* @return for descending order: returns < 0 if a < b and > 0 for a > b. Vice versa for ascending order and 0 for equal
*/
static bool EngineCostSorterWagon(const EngineID &a, const EngineID &b)
{
Money va = Engine::Get(a)->GetCost();
Money vb = Engine::Get(b)->GetCost();
int r = ClampToI32(va - vb);
/* Use EngineID to sort instead since we want consistent sorting */
if (r == 0) return EngineNumberSorterWagon(a, b);
return _internal_sort_order_wagon ? r > 0 : r < 0;
}
/**
* Determines order of wagons by speed
* @param a first engine to compare
* @param b second engine to compare
* @return for descending order: returns < 0 if a < b and > 0 for a > b. Vice versa for ascending order and 0 for equal
*/
static bool EngineSpeedSorterWagon(const EngineID &a, const EngineID &b)
{
int va = Engine::Get(a)->GetDisplayMaxSpeed();
int vb = Engine::Get(b)->GetDisplayMaxSpeed();
int r = va - vb;
/* Use EngineID to sort instead since we want consistent sorting */
if (r == 0) return EngineNumberSorterWagon(a, b);
return _internal_sort_order_wagon ? r > 0 : r < 0;
}
/**
* Determines order of wagons by running costs
* @param a first engine to compare
* @param b second engine to compare
* @return for descending order: returns < 0 if a < b and > 0 for a > b. Vice versa for ascending order and 0 for equal
*/
static bool EngineRunningCostSorterWagon(const EngineID &a, const EngineID &b)
{
Money va = Engine::Get(a)->GetRunningCost();
Money vb = Engine::Get(b)->GetRunningCost();
int r = ClampToI32(va - vb);
/* Use EngineID to sort instead since we want consistent sorting */
if (r == 0) return EngineNumberSorterWagon(a, b);
return _internal_sort_order_wagon ? r > 0 : r < 0;
}
/**
* Determines order of train wagons by capacity
* @param a first engine to compare
* @param b second engine to compare
* @return for descending order: returns < 0 if a < b and > 0 for a > b. Vice versa for ascending order and 0 for equal
*/
static bool TrainEngineCapacitySorterWagon(const EngineID &a, const EngineID &b)
{
const RailVehicleInfo *rvi_a = RailVehInfo(a);
const RailVehicleInfo *rvi_b = RailVehInfo(b);
int va = GetTotalCapacityOfArticulatedParts(a) * (rvi_a->railveh_type == RAILVEH_MULTIHEAD ? 2 : 1);
int vb = GetTotalCapacityOfArticulatedParts(b) * (rvi_b->railveh_type == RAILVEH_MULTIHEAD ? 2 : 1);
int r = va - vb;
/* Use EngineID to sort instead since we want consistent sorting */
if (r == 0) return EngineNumberSorterWagon(a, b);
return _internal_sort_order_wagon ? r > 0 : r < 0;
}
/** Sort functions for the vehicle sort criteria, for each vehicle type. */
EngList_SortTypeFunction * const _engine_sort_functions[][12] = {{
/* Trains */
@@ -976,60 +657,6 @@ const StringID _engine_sort_listing[][13] = {{
INVALID_STRING_ID
}};
static EngList_SortTypeFunction * const _sorter_loco[12] = {
/* Locomotives */
&EngineNumberSorterLoco,
&EngineCostSorterLoco,
&EngineSpeedSorterLoco,
&EnginePowerSorterLoco,
&EngineTractiveEffortSorterLoco,
&EngineIntroDateSorterLoco,
&EngineNameSorterLoco,
&EngineRunningCostSorterLoco,
&EnginePowerVsRunningCostSorterLoco,
&EngineReliabilitySorter,
&TrainEngineCapacitySorter
};
static EngList_SortTypeFunction * const _sorter_wagon[7] = {
/* Wagons */
&EngineNumberSorterWagon,
&EngineCostSorterWagon,
&EngineSpeedSorterWagon,
&EngineIntroDateSorterWagon,
&EngineNameSorterWagon,
&EngineRunningCostSorterWagon,
&TrainEngineCapacitySorterWagon
};
static const StringID _sort_listing_loco[12] = {
/* Locomotives */
STR_SORT_BY_ENGINE_ID,
STR_SORT_BY_COST,
STR_SORT_BY_MAX_SPEED,
STR_SORT_BY_POWER,
STR_SORT_BY_TRACTIVE_EFFORT,
STR_SORT_BY_INTRO_DATE,
STR_SORT_BY_NAME,
STR_SORT_BY_RUNNING_COST,
STR_SORT_BY_POWER_VS_RUNNING_COST,
STR_SORT_BY_RELIABILITY,
STR_SORT_BY_CARGO_CAPACITY,
INVALID_STRING_ID
};
static const StringID _sort_listing_wagon[8] = {
/* Wagons */
STR_SORT_BY_ENGINE_ID,
STR_SORT_BY_COST,
STR_SORT_BY_MAX_SPEED,
STR_SORT_BY_INTRO_DATE,
STR_SORT_BY_NAME,
STR_SORT_BY_RUNNING_COST,
STR_SORT_BY_CARGO_CAPACITY,
INVALID_STRING_ID
};
/** Filters vehicles by cargo and engine (in case of rail vehicle). */
static bool CDECL CargoAndEngineFilter(const EngineID *eid, const CargoID cid)
{
@@ -1536,34 +1163,6 @@ void DisplayVehicleSortDropDown(Window *w, const VehicleType vehicle_type, const
ShowDropDownMenu(w, _engine_sort_listing[vehicle_type], selected, button, 0, hidden_mask);
}
/**
* Display the dropdown for the locomotive sort criteria.
* @param w Parent window (holds the dropdown button).
* @param selected Currently selected sort criterion.
*/
void DisplayLocomotiveSortDropDown(Window *w, int selected)
{
uint32 hidden_mask = 0;
/* Disable sorting by tractive effort when the original acceleration model for trains is being used. */
SetBit(hidden_mask, 4); // tractive effort
ShowDropDownMenu(w, _sort_listing_loco, selected, WID_BV_SORT_DROPDOWN_LOCO, 0, hidden_mask);
}
/**
* Display the dropdown for the wagon sort criteria.
* @param w Parent window (holds the dropdown button).
* @param selected Currently selected sort criterion.
*/
void DisplayWagonSortDropDown(Window *w, int selected)
{
uint32 hidden_mask = 0;
/* Disable sorting by maximum speed when wagon speed is disabled. */
if (!_settings_game.vehicle.wagon_speed_limits) {
SetBit(hidden_mask, 2); // maximum speed
}
ShowDropDownMenu(w, _sort_listing_wagon, selected, WID_BV_SORT_DROPDOWN_WAGON, 0, hidden_mask);
}
/** GUI for building vehicles. */
struct BuildVehicleWindow : Window {
VehicleType vehicle_type; ///< Type of vehicles shown in the window.
@@ -2230,6 +1829,405 @@ struct BuildVehicleWindow : Window {
}
};
/* Locomotive sorting functions. */
/**
* Determines order of locomotives by engineID
* @param a first engine to compare
* @param b second engine to compare
* @return for descending order: returns < 0 if a < b and > 0 for a > b. Vice versa for ascending order and 0 for equal
*/
static bool EngineNumberSorterLoco(const EngineID &a, const EngineID &b)
{
int r = Engine::Get(a)->list_position - Engine::Get(b)->list_position;
return _internal_sort_order_loco ? r > 0 : r < 0;
}
/**
* Determines order of locomotives by introduction date
* @param a first engine to compare
* @param b second engine to compare
* @return for descending order: returns < 0 if a < b and > 0 for a > b. Vice versa for ascending order and 0 for equal
*/
static bool EngineIntroDateSorterLoco(const EngineID &a, const EngineID &b)
{
const int va = Engine::Get(a)->intro_date;
const int vb = Engine::Get(b)->intro_date;
const int r = va - vb;
/* Use EngineID to sort instead since we want consistent sorting */
if (r == 0) return EngineNumberSorterLoco(a, b);
return _internal_sort_order_loco ? r > 0 : r < 0;
}
/**
* Determines order of locomotives by name
* @param a first engine to compare
* @param b second engine to compare
* @return for descending order: returns < 0 if a < b and > 0 for a > b. Vice versa for ascending order and 0 for equal
*/
static bool EngineNameSorterLoco(const EngineID &a, const EngineID &b)
{
static char last_name[2][64] = { "", "" };
if (a != _last_engine[0]) {
_last_engine[0] = a;
SetDParam(0, a);
GetString(last_name[0], STR_ENGINE_NAME, lastof(last_name[0]));
}
if (b != _last_engine[1]) {
_last_engine[1] = b;
SetDParam(0, b);
GetString(last_name[1], STR_ENGINE_NAME, lastof(last_name[1]));
}
int r = strnatcmp(last_name[0], last_name[1]); // Sort by name (natural sorting).
/* Use EngineID to sort instead since we want consistent sorting */
if (r == 0) return EngineNumberSorterLoco(a, b);
return _internal_sort_order_loco ? r > 0 : r < 0;
}
/**
* Determines order of locomotives by purchase cost
* @param a first engine to compare
* @param b second engine to compare
* @return for descending order: returns < 0 if a < b and > 0 for a > b. Vice versa for ascending order and 0 for equal
*/
static bool EngineCostSorterLoco(const EngineID &a, const EngineID &b)
{
Money va = Engine::Get(a)->GetCost();
Money vb = Engine::Get(b)->GetCost();
int r = ClampToI32(va - vb);
/* Use EngineID to sort instead since we want consistent sorting */
if (r == 0) return EngineNumberSorterLoco(a, b);
return _internal_sort_order_loco ? r > 0 : r < 0;
}
/**
* Determines order of locomotives by speed
* @param a first engine to compare
* @param b second engine to compare
* @return for descending order: returns < 0 if a < b and > 0 for a > b. Vice versa for ascending order and 0 for equal
*/
static bool EngineSpeedSorterLoco(const EngineID &a, const EngineID &b)
{
int va = Engine::Get(a)->GetDisplayMaxSpeed();
int vb = Engine::Get(b)->GetDisplayMaxSpeed();
int r = va - vb;
/* Use EngineID to sort instead since we want consistent sorting */
if (r == 0) return EngineNumberSorterLoco(a, b);
return _internal_sort_order_loco ? r > 0 : r < 0;
}
/**
* Determines order of locomotives by power
* @param a first engine to compare
* @param b second engine to compare
* @return for descending order: returns < 0 if a < b and > 0 for a > b. Vice versa for ascending order and 0 for equal
*/
static bool EnginePowerSorterLoco(const EngineID &a, const EngineID &b)
{
int va = Engine::Get(a)->GetPower();
int vb = Engine::Get(b)->GetPower();
int r = va - vb;
/* Use EngineID to sort instead since we want consistent sorting */
if (r == 0) return EngineNumberSorterLoco(a, b);
return _internal_sort_order_loco ? r > 0 : r < 0;
}
/**
* Determines order of locomotives by tractive effort
* @param a first engine to compare
* @param b second engine to compare
* @return for descending order: returns < 0 if a < b and > 0 for a > b. Vice versa for ascending order and 0 for equal
*/
static bool EngineTractiveEffortSorterLoco(const EngineID &a, const EngineID &b)
{
int va = Engine::Get(a)->GetDisplayMaxTractiveEffort();
int vb = Engine::Get(b)->GetDisplayMaxTractiveEffort();
int r = va - vb;
/* Use EngineID to sort instead since we want consistent sorting */
if (r == 0) return EngineNumberSorterLoco(a, b);
return _internal_sort_order_loco ? r > 0 : r < 0;
}
/**
* Determines order of locomotives by running costs
* @param a first engine to compare
* @param b second engine to compare
* @return for descending order: returns < 0 if a < b and > 0 for a > b. Vice versa for ascending order and 0 for equal
*/
static bool EngineRunningCostSorterLoco(const EngineID &a, const EngineID &b)
{
Money va = Engine::Get(a)->GetRunningCost();
Money vb = Engine::Get(b)->GetRunningCost();
int r = ClampToI32(va - vb);
/* Use EngineID to sort instead since we want consistent sorting */
if (r == 0) return EngineNumberSorterLoco(a, b);
return _internal_sort_order_loco ? r > 0 : r < 0;
}
/**
* Determines order of locomotives by running costs
* @param a first engine to compare
* @param b second engine to compare
* @return for descending order: returns < 0 if a < b and > 0 for a > b. Vice versa for ascending order and 0 for equal
*/
static bool EnginePowerVsRunningCostSorterLoco(const EngineID &a, const EngineID &b)
{
const Engine *e_a = Engine::Get(a);
const Engine *e_b = Engine::Get(b);
uint p_a = e_a->GetPower();
uint p_b = e_b->GetPower();
Money r_a = e_a->GetRunningCost();
Money r_b = e_b->GetRunningCost();
/* Check if running cost is zero in one or both engines.
* If only one of them is zero then that one has higher value,
* else if both have zero cost then compare powers. */
if (r_a == 0) {
if (r_b == 0) {
/* If it is ambiguous which to return go with their ID */
if (p_a == p_b) return EngineNumberSorterLoco(a, b);
return _internal_sort_order_loco != (p_a < p_b);
}
return !_internal_sort_order_loco;
}
if (r_b == 0) return _internal_sort_order_loco;
/* Using double for more precision when comparing close values.
* This shouldn't have any major effects in performance nor in keeping
* the game in sync between players since it's used in GUI only in client side */
double v_a = (double)p_a / (double)r_a;
double v_b = (double)p_b / (double)r_b;
/* Use EngineID to sort if both have same power/running cost,
* since we want consistent sorting.
* Also if both have no power then sort with reverse of running cost to simulate
* previous sorting behaviour for wagons. */
if (v_a == 0 && v_b == 0) return !EngineRunningCostSorterLoco(a, b);
if (v_a == v_b) return EngineNumberSorterLoco(a, b);
return _internal_sort_order_loco != (v_a < v_b);
}
/* Wagon sorting functions. */
/**
* Determines order of wagons by engineID
* @param a first engine to compare
* @param b second engine to compare
* @return for descending order: returns < 0 if a < b and > 0 for a > b. Vice versa for ascending order and 0 for equal
*/
static bool EngineNumberSorterWagon(const EngineID &a, const EngineID &b)
{
int r = Engine::Get(a)->list_position - Engine::Get(b)->list_position;
return _internal_sort_order_wagon ? r > 0 : r < 0;
}
/**
* Determines order of wagons by introduction date
* @param a first engine to compare
* @param b second engine to compare
* @return for descending order: returns < 0 if a < b and > 0 for a > b. Vice versa for ascending order and 0 for equal
*/
static bool EngineIntroDateSorterWagon(const EngineID &a, const EngineID &b)
{
const int va = Engine::Get(a)->intro_date;
const int vb = Engine::Get(b)->intro_date;
const int r = va - vb;
/* Use EngineID to sort instead since we want consistent sorting */
if (r == 0) return EngineNumberSorterWagon(a, b);
return _internal_sort_order_wagon ? r > 0 : r < 0;
}
/**
* Determines order of wagons by name
* @param a first engine to compare
* @param b second engine to compare
* @return for descending order: returns < 0 if a < b and > 0 for a > b. Vice versa for ascending order and 0 for equal
*/
static bool EngineNameSorterWagon(const EngineID &a, const EngineID &b)
{
static char last_name[2][64] = { "", "" };
if (a != _last_engine[0]) {
_last_engine[0] = a;
SetDParam(0, a);
GetString(last_name[0], STR_ENGINE_NAME, lastof(last_name[0]));
}
if (b != _last_engine[1]) {
_last_engine[1] = b;
SetDParam(0, b);
GetString(last_name[1], STR_ENGINE_NAME, lastof(last_name[1]));
}
int r = strnatcmp(last_name[0], last_name[1]); // Sort by name (natural sorting).
/* Use EngineID to sort instead since we want consistent sorting */
if (r == 0) return EngineNumberSorterWagon(a, b);
return _internal_sort_order_wagon ? r > 0 : r < 0;
}
/**
* Determines order of wagons by purchase cost
* @param a first engine to compare
* @param b second engine to compare
* @return for descending order: returns < 0 if a < b and > 0 for a > b. Vice versa for ascending order and 0 for equal
*/
static bool EngineCostSorterWagon(const EngineID &a, const EngineID &b)
{
Money va = Engine::Get(a)->GetCost();
Money vb = Engine::Get(b)->GetCost();
int r = ClampToI32(va - vb);
/* Use EngineID to sort instead since we want consistent sorting */
if (r == 0) return EngineNumberSorterWagon(a, b);
return _internal_sort_order_wagon ? r > 0 : r < 0;
}
/**
* Determines order of wagons by speed
* @param a first engine to compare
* @param b second engine to compare
* @return for descending order: returns < 0 if a < b and > 0 for a > b. Vice versa for ascending order and 0 for equal
*/
static bool EngineSpeedSorterWagon(const EngineID &a, const EngineID &b)
{
int va = Engine::Get(a)->GetDisplayMaxSpeed();
int vb = Engine::Get(b)->GetDisplayMaxSpeed();
int r = va - vb;
/* Use EngineID to sort instead since we want consistent sorting */
if (r == 0) return EngineNumberSorterWagon(a, b);
return _internal_sort_order_wagon ? r > 0 : r < 0;
}
/**
* Determines order of wagons by running costs
* @param a first engine to compare
* @param b second engine to compare
* @return for descending order: returns < 0 if a < b and > 0 for a > b. Vice versa for ascending order and 0 for equal
*/
static bool EngineRunningCostSorterWagon(const EngineID &a, const EngineID &b)
{
Money va = Engine::Get(a)->GetRunningCost();
Money vb = Engine::Get(b)->GetRunningCost();
int r = ClampToI32(va - vb);
/* Use EngineID to sort instead since we want consistent sorting */
if (r == 0) return EngineNumberSorterWagon(a, b);
return _internal_sort_order_wagon ? r > 0 : r < 0;
}
/**
* Determines order of train wagons by capacity
* @param a first engine to compare
* @param b second engine to compare
* @return for descending order: returns < 0 if a < b and > 0 for a > b. Vice versa for ascending order and 0 for equal
*/
static bool TrainEngineCapacitySorterWagon(const EngineID &a, const EngineID &b)
{
const RailVehicleInfo *rvi_a = RailVehInfo(a);
const RailVehicleInfo *rvi_b = RailVehInfo(b);
int va = GetTotalCapacityOfArticulatedParts(a) * (rvi_a->railveh_type == RAILVEH_MULTIHEAD ? 2 : 1);
int vb = GetTotalCapacityOfArticulatedParts(b) * (rvi_b->railveh_type == RAILVEH_MULTIHEAD ? 2 : 1);
int r = va - vb;
/* Use EngineID to sort instead since we want consistent sorting */
if (r == 0) return EngineNumberSorterWagon(a, b);
return _internal_sort_order_wagon ? r > 0 : r < 0;
}
static EngList_SortTypeFunction * const _sorter_loco[12] = {
/* Locomotives */
&EngineNumberSorterLoco,
&EngineCostSorterLoco,
&EngineSpeedSorterLoco,
&EnginePowerSorterLoco,
&EngineTractiveEffortSorterLoco,
&EngineIntroDateSorterLoco,
&EngineNameSorterLoco,
&EngineRunningCostSorterLoco,
&EnginePowerVsRunningCostSorterLoco,
&EngineReliabilitySorter,
&TrainEngineCapacitySorter
};
static EngList_SortTypeFunction * const _sorter_wagon[7] = {
/* Wagons */
&EngineNumberSorterWagon,
&EngineCostSorterWagon,
&EngineSpeedSorterWagon,
&EngineIntroDateSorterWagon,
&EngineNameSorterWagon,
&EngineRunningCostSorterWagon,
&TrainEngineCapacitySorterWagon
};
static const StringID _sort_listing_loco[12] = {
/* Locomotives */
STR_SORT_BY_ENGINE_ID,
STR_SORT_BY_COST,
STR_SORT_BY_MAX_SPEED,
STR_SORT_BY_POWER,
STR_SORT_BY_TRACTIVE_EFFORT,
STR_SORT_BY_INTRO_DATE,
STR_SORT_BY_NAME,
STR_SORT_BY_RUNNING_COST,
STR_SORT_BY_POWER_VS_RUNNING_COST,
STR_SORT_BY_RELIABILITY,
STR_SORT_BY_CARGO_CAPACITY,
INVALID_STRING_ID
};
static const StringID _sort_listing_wagon[8] = {
/* Wagons */
STR_SORT_BY_ENGINE_ID,
STR_SORT_BY_COST,
STR_SORT_BY_MAX_SPEED,
STR_SORT_BY_INTRO_DATE,
STR_SORT_BY_NAME,
STR_SORT_BY_RUNNING_COST,
STR_SORT_BY_CARGO_CAPACITY,
INVALID_STRING_ID
};
/**
* Display the dropdown for the locomotive sort criteria.
* @param w Parent window (holds the dropdown button).
* @param selected Currently selected sort criterion.
*/
void DisplayLocomotiveSortDropDown(Window *w, int selected)
{
uint32 hidden_mask = 0;
/* Disable sorting by tractive effort when the original acceleration model for trains is being used. */
SetBit(hidden_mask, 4); // tractive effort
ShowDropDownMenu(w, _sort_listing_loco, selected, WID_BV_SORT_DROPDOWN_LOCO, 0, hidden_mask);
}
/**
* Display the dropdown for the wagon sort criteria.
* @param w Parent window (holds the dropdown button).
* @param selected Currently selected sort criterion.
*/
void DisplayWagonSortDropDown(Window *w, int selected)
{
uint32 hidden_mask = 0;
/* Disable sorting by maximum speed when wagon speed is disabled. */
if (!_settings_game.vehicle.wagon_speed_limits) {
SetBit(hidden_mask, 2); // maximum speed
}
ShowDropDownMenu(w, _sort_listing_wagon, selected, WID_BV_SORT_DROPDOWN_WAGON, 0, hidden_mask);
}
/** Advanced window for trains. It is divided into two parts, one for locomotives and one for wagons. */
struct BuildVehicleWindowTrainAdvanced final : Window {
@@ -3236,6 +3234,13 @@ static WindowDesc _build_vehicle_desc(
_nested_build_vehicle_widgets, lengthof(_nested_build_vehicle_widgets)
);
static WindowDesc _build_template_vehicle_desc(
WDP_AUTO, "build_vehicle", 240, 268,
WC_BUILD_VIRTUAL_TRAIN, WC_CREATE_TEMPLATE,
WDF_CONSTRUCTION,
_nested_build_vehicle_widgets_train_advanced, lengthof(_nested_build_vehicle_widgets_train_advanced)
);
static WindowDesc _build_vehicle_desc_train_advanced(
WDP_AUTO, "build_vehicle", 480, 268,
WC_BUILD_VEHICLE, WC_NONE,
@@ -3243,12 +3248,6 @@ static WindowDesc _build_vehicle_desc_train_advanced(
_nested_build_vehicle_widgets_train_advanced, lengthof(_nested_build_vehicle_widgets_train_advanced)
);
static WindowDesc _build_template_vehicle_desc(
WDP_AUTO, "build_vehicle", 240, 268,
WC_BUILD_VIRTUAL_TRAIN, WC_CREATE_TEMPLATE,
WDF_CONSTRUCTION,
_nested_build_vehicle_widgets_train_advanced, lengthof(_nested_build_vehicle_widgets_train_advanced)
);
void ShowBuildVehicleWindow(const TileIndex tile, const VehicleType type)
{