src/train_gui.cpp
author truebrain
Mon, 16 Jun 2008 14:43:19 +0000
branchnoai
changeset 10978 13fd0364b2c6
parent 10776 07203fc29812
permissions -rw-r--r--
(svn r13532) [NoAI] -Fix: in MultiPlayer SignID wasn't set correctly, causing weird effects. Code is now more unified, which should avoid simular effects in the future (tnx to glx for initial patch)
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/* $Id$ */
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/** @file train_gui.cpp GUI for trains. */
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#include "stdafx.h"
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#include "openttd.h"
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#include "debug.h"
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#include "gui.h"
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#include "window_gui.h"
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#include "gfx_func.h"
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#include "command_func.h"
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#include "vehicle_gui.h"
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#include "train.h"
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#include "newgrf_engine.h"
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#include "strings_func.h"
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#include "vehicle_func.h"
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#include "settings_type.h"
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#include "order_func.h"
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#include "engine_func.h"
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#include "engine_base.h"
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#include "window_func.h"
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#include "table/sprites.h"
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#include "table/strings.h"
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void CcBuildWagon(bool success, TileIndex tile, uint32 p1, uint32 p2)
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{
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	if (!success) return;
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	/* find a locomotive in the depot. */
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	const Vehicle *found = NULL;
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	const Vehicle *v;
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	FOR_ALL_VEHICLES(v) {
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		if (v->type == VEH_TRAIN && IsFrontEngine(v) &&
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				v->tile == tile &&
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				v->u.rail.track == TRACK_BIT_DEPOT) {
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			if (found != NULL) return; // must be exactly one.
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			found = v;
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		}
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	}
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	/* if we found a loco, */
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	if (found != NULL) {
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		found = GetLastVehicleInChain(found);
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		/* put the new wagon at the end of the loco. */
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		DoCommandP(0, _new_vehicle_id | (found->index << 16), 0, NULL, CMD_MOVE_RAIL_VEHICLE);
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		InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
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	}
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}
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void CcBuildLoco(bool success, TileIndex tile, uint32 p1, uint32 p2)
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{
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	if (!success) return;
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	const Vehicle *v = GetVehicle(_new_vehicle_id);
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	if (tile == _backup_orders_tile) {
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		_backup_orders_tile = 0;
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		RestoreVehicleOrders(v);
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	}
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	ShowVehicleViewWindow(v);
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}
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/**
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 * Get the number of pixels for the given wagon length.
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 * @param len Length measured in 1/8ths of a standard wagon.
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 * @return Number of pixels across.
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 */
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int WagonLengthToPixels(int len)
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{
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	return (len * _traininfo_vehicle_width) / 8;
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}
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void DrawTrainImage(const Vehicle *v, int x, int y, VehicleID selection, int count, int skip)
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{
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	DrawPixelInfo tmp_dpi, *old_dpi;
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	int dx = -(skip * 8) / _traininfo_vehicle_width;
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	/* Position of highlight box */
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	int highlight_l = 0;
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	int highlight_r = 0;
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	if (!FillDrawPixelInfo(&tmp_dpi, x - 2, y - 1, count + 1, 14)) return;
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	count = (count * 8) / _traininfo_vehicle_width;
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	old_dpi = _cur_dpi;
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	_cur_dpi = &tmp_dpi;
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	do {
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		int width = v->u.rail.cached_veh_length;
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		if (dx + width > 0) {
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			if (dx <= count) {
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				SpriteID pal = (v->vehstatus & VS_CRASHED) ? PALETTE_CRASH : GetVehiclePalette(v);
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				DrawSprite(v->GetImage(DIR_W), pal, 16 + WagonLengthToPixels(dx), 7 + (is_custom_sprite(RailVehInfo(v->engine_type)->image_index) ? _traininfo_vehicle_pitch : 0));
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				if (v->index == selection) {
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					/* Set the highlight position */
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					highlight_l = WagonLengthToPixels(dx) + 1;
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					highlight_r = WagonLengthToPixels(dx + width) + 1;
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				} else if (_cursor.vehchain && highlight_r != 0) {
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					highlight_r += WagonLengthToPixels(width);
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				}
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			}
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		}
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		dx += width;
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		v = v->Next();
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	} while (dx < count && v != NULL);
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	if (highlight_l != highlight_r) {
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		/* Draw the highlight. Now done after drawing all the engines, as
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		 * the next engine after the highlight could overlap it. */
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		DrawFrameRect(highlight_l, 0, highlight_r, 13, 15, FR_BORDERONLY);
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	}
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   114
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	_cur_dpi = old_dpi;
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}
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static void TrainDetailsCargoTab(const Vehicle *v, int x, int y)
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{
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	if (v->cargo_cap != 0) {
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		StringID str = STR_8812_EMPTY;
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		if (!v->cargo.Empty()) {
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			SetDParam(0, v->cargo_type);
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			SetDParam(1, v->cargo.Count());
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			SetDParam(2, v->cargo.Source());
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			SetDParam(3, _settings_game.vehicle.freight_trains);
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			str = FreightWagonMult(v->cargo_type) > 1 ? STR_FROM_MULT : STR_8813_FROM;
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		}
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		DrawString(x, y, str, TC_FROMSTRING);
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	}
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}
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static void TrainDetailsInfoTab(const Vehicle *v, int x, int y)
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{
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	if (RailVehInfo(v->engine_type)->railveh_type == RAILVEH_WAGON) {
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		SetDParam(0, v->engine_type);
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		SetDParam(1, v->value);
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		DrawString(x, y, STR_882D_VALUE, TC_BLACK);
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	} else {
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		SetDParam(0, v->engine_type);
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		SetDParam(1, v->build_year);
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		SetDParam(2, v->value);
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		DrawString(x, y, STR_882C_BUILT_VALUE, TC_BLACK);
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	}
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}
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static void TrainDetailsCapacityTab(const Vehicle *v, int x, int y)
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{
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	if (v->cargo_cap != 0) {
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		SetDParam(0, v->cargo_type);
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		SetDParam(1, v->cargo_cap);
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		SetDParam(2, _settings_game.vehicle.freight_trains);
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		DrawString(x, y, FreightWagonMult(v->cargo_type) > 1 ? STR_CAPACITY_MULT : STR_013F_CAPACITY, TC_FROMSTRING);
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	}
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}
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int GetTrainDetailsWndVScroll(VehicleID veh_id, byte det_tab)
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{
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	AcceptedCargo act_cargo;
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	AcceptedCargo max_cargo;
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	int num = 0;
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	if (det_tab == 3) { // Total cargo tab
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		memset(max_cargo, 0, sizeof(max_cargo));
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		memset(act_cargo, 0, sizeof(act_cargo));
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		for (const Vehicle *v = GetVehicle(veh_id) ; v != NULL ; v = v->Next()) {
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			act_cargo[v->cargo_type] += v->cargo.Count();
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			max_cargo[v->cargo_type] += v->cargo_cap;
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		}
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		/* Set scroll-amount seperately from counting, as to not compute num double
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		 * for more carriages of the same type
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		 */
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		for (CargoID i = 0; i < NUM_CARGO; i++) {
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			if (max_cargo[i] > 0) num++; // only count carriages that the train has
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		}
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		num++; // needs one more because first line is description string
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	} else {
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		for (const Vehicle *v = GetVehicle(veh_id) ; v != NULL ; v = v->Next()) {
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			if (!IsArticulatedPart(v) || v->cargo_cap != 0) num++;
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		}
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	}
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	return num;
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}
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void DrawTrainDetails(const Vehicle *v, int x, int y, int vscroll_pos, uint16 vscroll_cap, byte det_tab)
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{
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	/* draw the first 3 details tabs */
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	if (det_tab != 3) {
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		const Vehicle *u = v;
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		x = 1;
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		for (;;) {
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			if (--vscroll_pos < 0 && vscroll_pos >= -vscroll_cap) {
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				int dx = 0;
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				u = v;
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				do {
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   201
					SpriteID pal = (v->vehstatus & VS_CRASHED) ? PALETTE_CRASH : GetVehiclePalette(v);
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					DrawSprite(u->GetImage(DIR_W), pal, x + WagonLengthToPixels(4 + dx), y + 6 + (is_custom_sprite(RailVehInfo(u->engine_type)->image_index) ? _traininfo_vehicle_pitch : 0));
2602
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					dx += u->u.rail.cached_veh_length;
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   204
					u = u->Next();
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   205
				} while (u != NULL && IsArticulatedPart(u) && u->cargo_cap == 0);
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   206
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   207
				int px = x + WagonLengthToPixels(dx) + 2;
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   208
				int py = y + 2;
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				switch (det_tab) {
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					default: NOT_REACHED();
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					case 0: TrainDetailsCargoTab(   v, px, py); break;
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   212
					case 1:
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						/* Only show name and value for the 'real' part */
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   214
						if (!IsArticulatedPart(v)) {
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   215
							TrainDetailsInfoTab(v, px, py);
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   216
						}
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   217
						break;
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					case 2: TrainDetailsCapacityTab(v, px, py); break;
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   219
				}
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				y += 14;
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   222
				v = u;
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   223
			} else {
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				/* Move to the next line */
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				do {
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					v = v->Next();
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   227
				} while (v != NULL && IsArticulatedPart(v) && v->cargo_cap == 0);
0
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			}
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   229
			if (v == NULL) return;
0
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   230
		}
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	} else {
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		AcceptedCargo act_cargo;
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		AcceptedCargo max_cargo;
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		memset(max_cargo, 0, sizeof(max_cargo));
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		memset(act_cargo, 0, sizeof(act_cargo));
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   237
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		for (const Vehicle *u = v; u != NULL ; u = u->Next()) {
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			act_cargo[u->cargo_type] += u->cargo.Count();
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			max_cargo[u->cargo_type] += u->cargo_cap;
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		}
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   242
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glx
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		/* draw total cargo tab */
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		DrawString(x, y + 2, STR_TOTAL_CAPACITY_TEXT, TC_FROMSTRING);
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		for (CargoID i = 0; i < NUM_CARGO; i++) {
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			if (max_cargo[i] > 0 && --vscroll_pos < 0 && vscroll_pos > -vscroll_cap) {
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				y += 14;
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				SetDParam(0, i);            // {CARGO} #1
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				SetDParam(1, act_cargo[i]); // {CARGO} #2
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				SetDParam(2, i);            // {SHORTCARGO} #1
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				SetDParam(3, max_cargo[i]); // {SHORTCARGO} #2
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				SetDParam(4, _settings_game.vehicle.freight_trains);
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				DrawString(x, y + 2, FreightWagonMult(i) > 1 ? STR_TOTAL_CAPACITY_MULT : STR_TOTAL_CAPACITY, TC_FROMSTRING);
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			}
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		}
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		SetDParam(0, v->cargo.FeederShare());
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		DrawString(x, y + 15, STR_FEEDER_CARGO_VALUE, TC_FROMSTRING);
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	}
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}