/* $Id$ */ /** @file autoreplace_gui.cpp GUI for autoreplace handling. */ #include "stdafx.h" #include "openttd.h" #include "debug.h" #include "gui.h" #include "command_func.h" #include "variables.h" #include "vehicle_gui.h" #include "newgrf_engine.h" #include "group.h" #include "rail.h" #include "strings_func.h" #include "window_func.h" #include "vehicle_func.h" #include "autoreplace_func.h" #include "gfx_func.h" #include "player_func.h" #include "widgets/dropdown_func.h" #include "engine_func.h" #include "engine_base.h" #include "table/sprites.h" #include "table/strings.h" void DrawEngineList(VehicleType type, int x, int y, const EngineList eng_list, uint16 min, uint16 max, EngineID selected_id, int count_location, GroupID selected_group); static const StringID _rail_types_list[] = { STR_RAIL_VEHICLES, STR_ELRAIL_VEHICLES, STR_MONORAIL_VEHICLES, STR_MAGLEV_VEHICLES, INVALID_STRING_ID }; enum ReplaceVehicleWindowWidgets { RVW_WIDGET_LEFT_MATRIX = 3, RVW_WIDGET_LEFT_SCROLLBAR, RVW_WIDGET_RIGHT_MATRIX, RVW_WIDGET_RIGHT_SCROLLBAR, RVW_WIDGET_LEFT_DETAILS, RVW_WIDGET_RIGHT_DETAILS, /* Button row */ RVW_WIDGET_START_REPLACE, RVW_WIDGET_INFO_TAB, RVW_WIDGET_STOP_REPLACE, RVW_WIDGET_RESIZE, /* Train only widgets */ RVW_WIDGET_TRAIN_ENGINEWAGON_TOGGLE, RVW_WIDGET_TRAIN_FLUFF_LEFT, RVW_WIDGET_TRAIN_RAILTYPE_DROPDOWN, RVW_WIDGET_TRAIN_FLUFF_RIGHT, RVW_WIDGET_TRAIN_WAGONREMOVE_TOGGLE, }; static int CDECL TrainEngineNumberSorter(const void *a, const void *b) { const EngineID va = *(const EngineID*)a; const EngineID vb = *(const EngineID*)b; int r = ListPositionOfEngine(va) - ListPositionOfEngine(vb); return r; } /** Rebuild the left autoreplace list if an engine is removed or added * @param e Engine to check if it is removed or added * @param id_g The group the engine belongs to * Note: this function only works if it is called either * - when a new vehicle is build, but before it's counted in num_engines * - when a vehicle is deleted and after it's substracted from num_engines * - when not changing the count (used when changing replace orders) */ void InvalidateAutoreplaceWindow(EngineID e, GroupID id_g) { Player *p = GetPlayer(_local_player); uint num_engines = GetGroupNumEngines(_local_player, id_g, e); if (num_engines == 0 || p->num_engines[e] == 0) { /* We don't have any of this engine type. * Either we just sold the last one, we build a new one or we stopped replacing it. * In all cases, we need to update the left list */ InvalidateWindowData(WC_REPLACE_VEHICLE, GetEngine(e)->type, true); } } /** When an engine is made buildable or is removed from being buildable, add/remove it from the build/autoreplace lists * @param type The type of engine */ void AddRemoveEngineFromAutoreplaceAndBuildWindows(VehicleType type) { InvalidateWindowData(WC_REPLACE_VEHICLE, type, false); // Update the autoreplace window InvalidateWindowClassesData(WC_BUILD_VEHICLE); // The build windows needs updating as well } /** Get the default cargo type for an engine * @param engine the EngineID to get the cargo for * @return the cargo type carried by the engine (CT_INVALID if engine got no cargo capacity) */ static CargoID EngineCargo(EngineID engine) { if (engine == INVALID_ENGINE) return CT_INVALID; // surely INVALID_ENGINE can't carry anything but CT_INVALID switch (GetEngine(engine)->type) { default: NOT_REACHED(); case VEH_TRAIN: if (RailVehInfo(engine)->capacity == 0) return CT_INVALID; // no capacity -> can't carry cargo return RailVehInfo(engine)->cargo_type; case VEH_ROAD: return RoadVehInfo(engine)->cargo_type; case VEH_SHIP: return ShipVehInfo(engine)->cargo_type; case VEH_AIRCRAFT: return CT_PASSENGERS; // all planes are build with passengers by default } } /** Figure out if two engines got at least one type of cargo in common (refitting if needed) * @param engine_a one of the EngineIDs * @param engine_b the other EngineID * @return true if they can both carry the same type of cargo (or at least one of them got no capacity at all) */ static bool EnginesGotCargoInCommon(EngineID engine_a, EngineID engine_b) { CargoID a = EngineCargo(engine_a); CargoID b = EngineCargo(engine_b); /* we should always be able to refit to/from locomotives without capacity * Because of that, CT_INVALID shoudl always return true */ if (a == CT_INVALID || b == CT_INVALID || a == b) return true; // they carry no ro the same type by default if (EngInfo(engine_a)->refit_mask & EngInfo(engine_b)->refit_mask) return true; // both can refit to the same if (CanRefitTo(engine_a, b) || CanRefitTo(engine_b, a)) return true; // one can refit to what the other one carries return false; } /** * Window for the autoreplacing of vehicles. */ class ReplaceVehicleWindow : public Window { byte sel_index[2]; EngineID sel_engine[2]; uint16 count[2]; bool wagon_btnstate; ///< true means engine is selected EngineList list[2]; bool update_left; bool update_right; bool init_lists; GroupID sel_group; static RailType sel_railtype; /** Figure out if an engine should be added to a list * @param e The EngineID * @param draw_left If true, then the left list is drawn (the engines specific to the railtype you selected) * @param show_engines if truem then locomotives are drawn, else wagons (never both) * @return true if the engine should be in the list (based on this check) */ bool GenerateReplaceRailList(EngineID e, bool draw_left, bool show_engines) { const RailVehicleInfo *rvi = RailVehInfo(e); /* Ensure that the wagon/engine selection fits the engine. */ if ((rvi->railveh_type == RAILVEH_WAGON) == show_engines) return false; if (draw_left && show_engines) { /* Ensure that the railtype is specific to the selected one */ if (rvi->railtype != this->sel_railtype) return false; } else { /* Ensure that it's a compatible railtype to the selected one (like electric <-> diesel) * The vehicle do not have to have power on the railtype in question, only able to drive (pulled if needed) */ if (!IsCompatibleRail(rvi->railtype, this->sel_railtype)) return false; } return true; } /** Generate a list * @param w Window, that contains the list * @param draw_left true if generating the left list, otherwise false */ void GenerateReplaceVehList(Window *w, bool draw_left) { EngineID selected_engine = INVALID_ENGINE; VehicleType type = (VehicleType)this->window_number; byte i = draw_left ? 0 : 1; EngineList *list = &this->list[i]; list->clear(); const Engine *e; FOR_ALL_ENGINES_OF_TYPE(e, type) { EngineID eid = e->index; if (type == VEH_TRAIN && !GenerateReplaceRailList(eid, draw_left, this->wagon_btnstate)) continue; // special rules for trains if (draw_left) { const GroupID selected_group = this->sel_group; const uint num_engines = GetGroupNumEngines(_local_player, selected_group, eid); /* Skip drawing the engines we don't have any of and haven't set for replacement */ if (num_engines == 0 && EngineReplacementForPlayer(GetPlayer(_local_player), eid, selected_group) == INVALID_ENGINE) continue; } else { /* This is for engines we can replace to and they should depend on what we selected to replace from */ if (!IsEngineBuildable(eid, type, _local_player)) continue; // we need to be able to build the engine if (!EnginesGotCargoInCommon(eid, this->sel_engine[0])) continue; // the engines needs to be able to carry the same cargo /* Road vehicles can't be replaced by trams and vice-versa */ if (type == VEH_ROAD && HasBit(EngInfo(this->sel_engine[0])->misc_flags, EF_ROAD_TRAM) != HasBit(e->info.misc_flags, EF_ROAD_TRAM)) continue; if (eid == this->sel_engine[0]) continue; // we can't replace an engine into itself (that would be autorenew) } list->push_back(eid); if (eid == this->sel_engine[i]) selected_engine = eid; // The selected engine is still in the list } this->sel_engine[i] = selected_engine; // update which engine we selected (the same or none, if it's not in the list anymore) if (type == VEH_TRAIN) EngList_Sort(list, &TrainEngineNumberSorter); } /** Generate the lists */ void GenerateLists() { EngineID e = this->sel_engine[0]; if (this->update_left == true) { /* We need to rebuild the left list */ GenerateReplaceVehList(this, true); SetVScrollCount(this, this->list[0].size()); if (this->init_lists && this->sel_engine[0] == INVALID_ENGINE && this->list[0].size() != 0) { this->sel_engine[0] = this->list[0][0]; } } if (this->update_right || e != this->sel_engine[0]) { /* Either we got a request to rebuild the right list or the left list selected a different engine */ if (this->sel_engine[0] == INVALID_ENGINE) { /* Always empty the right list when nothing is selected in the left list */ this->list[1].clear(); this->sel_engine[1] = INVALID_ENGINE; } else { GenerateReplaceVehList(this, false); SetVScroll2Count(this, this->list[1].size()); if (this->init_lists && this->sel_engine[1] == INVALID_ENGINE && this->list[1].size() != 0) { this->sel_engine[1] = this->list[1][0]; } } } /* Reset the flags about needed updates */ this->update_left = false; this->update_right = false; this->init_lists = false; } public: ReplaceVehicleWindow(const WindowDesc *desc, VehicleType vehicletype, GroupID id_g) : Window(desc, window_number) { this->wagon_btnstate = true; // start with locomotives (all other vehicles will not read this bool) new (&this->list[0]) EngineList(); new (&this->list[1]) EngineList(); this->update_left = true; this->update_right = true; this->init_lists = true; this->sel_engine[0] = INVALID_ENGINE; this->sel_engine[1] = INVALID_ENGINE; this->resize.step_height = GetVehicleListHeight(vehicletype); this->vscroll.cap = this->resize.step_height == 14 ? 8 : 4; Widget *widget = this->widget; widget[RVW_WIDGET_LEFT_MATRIX].data = widget[RVW_WIDGET_RIGHT_MATRIX].data = (this->vscroll.cap << 8) + 1; if (vehicletype == VEH_TRAIN) { this->wagon_btnstate = true; /* The train window is bigger so we will move some of the widgets to fit the new size. * We will start by moving the resize button to the lower right corner. */ widget[RVW_WIDGET_RESIZE].top = widget[RVW_WIDGET_TRAIN_ENGINEWAGON_TOGGLE].top; widget[RVW_WIDGET_RESIZE].bottom = widget[RVW_WIDGET_TRAIN_ENGINEWAGON_TOGGLE].bottom; widget[RVW_WIDGET_STOP_REPLACE].right = widget[RVW_WIDGET_RESIZE].right; /* The detail panel is one line taller for trains so we will move some of the widgets one line (10 pixels) down. */ widget[RVW_WIDGET_LEFT_DETAILS].bottom += 10; widget[RVW_WIDGET_RIGHT_DETAILS].bottom += 10; for (int i = RVW_WIDGET_START_REPLACE; i < RVW_WIDGET_RESIZE; i++) { widget[i].top += 10; widget[i].bottom += 10; } } else { /* Since it's not a train we will hide the train only widgets. */ this->SetWidgetsHiddenState(true, RVW_WIDGET_TRAIN_ENGINEWAGON_TOGGLE, RVW_WIDGET_TRAIN_FLUFF_LEFT, RVW_WIDGET_TRAIN_RAILTYPE_DROPDOWN, RVW_WIDGET_TRAIN_FLUFF_RIGHT, RVW_WIDGET_TRAIN_WAGONREMOVE_TOGGLE, WIDGET_LIST_END); } ResizeWindow(this, 0, this->resize.step_height * this->vscroll.cap); /* Set the minimum window size to the current window size */ this->resize.width = this->width; this->resize.height = this->height; this->caption_color = _local_player; this->sel_group = id_g; this->vscroll2.cap = this->vscroll.cap; // these two are always the same this->FindWindowPlacementAndResize(desc); } virtual void OnPaint() { static const StringID _vehicle_type_names[] = { STR_019F_TRAIN, STR_019C_ROAD_VEHICLE, STR_019E_SHIP, STR_019D_AIRCRAFT }; if (this->update_left || this->update_right) this->GenerateLists(); Player *p = GetPlayer(_local_player); EngineID selected_id[2]; const GroupID selected_group = this->sel_group; selected_id[0] = this->sel_engine[0]; selected_id[1] = this->sel_engine[1]; /* Disable the "Start Replacing" button if: * Either list is empty * or The selected replacement engine has a replacement (to prevent loops) * or The right list (new replacement) has the existing replacement vehicle selected */ this->SetWidgetDisabledState(RVW_WIDGET_START_REPLACE, selected_id[0] == INVALID_ENGINE || selected_id[1] == INVALID_ENGINE || EngineReplacementForPlayer(p, selected_id[1], selected_group) != INVALID_ENGINE || EngineReplacementForPlayer(p, selected_id[0], selected_group) == selected_id[1]); /* Disable the "Stop Replacing" button if: * The left list (existing vehicle) is empty * or The selected vehicle has no replacement set up */ this->SetWidgetDisabledState(RVW_WIDGET_STOP_REPLACE, selected_id[0] == INVALID_ENGINE || !EngineHasReplacementForPlayer(p, selected_id[0], selected_group)); /* now the actual drawing of the window itself takes place */ SetDParam(0, _vehicle_type_names[this->window_number]); if (this->window_number == VEH_TRAIN) { /* set on/off for renew_keep_length */ SetDParam(1, p->renew_keep_length ? STR_CONFIG_PATCHES_ON : STR_CONFIG_PATCHES_OFF); /* set wagon/engine button */ SetDParam(2, this->wagon_btnstate ? STR_ENGINES : STR_WAGONS); /* sets the colour of that art thing */ this->widget[RVW_WIDGET_TRAIN_FLUFF_LEFT].color = _player_colors[_local_player]; this->widget[RVW_WIDGET_TRAIN_FLUFF_RIGHT].color = _player_colors[_local_player]; } if (this->window_number == VEH_TRAIN) { /* Show the selected railtype in the pulldown menu */ this->widget[RVW_WIDGET_TRAIN_RAILTYPE_DROPDOWN].data = _rail_types_list[sel_railtype]; } DrawWindowWidgets(this); /* sets up the string for the vehicle that is being replaced to */ if (selected_id[0] != INVALID_ENGINE) { if (!EngineHasReplacementForPlayer(p, selected_id[0], selected_group)) { SetDParam(0, STR_NOT_REPLACING); } else { SetDParam(0, STR_ENGINE_NAME); SetDParam(1, EngineReplacementForPlayer(p, selected_id[0], selected_group)); } } else { SetDParam(0, STR_NOT_REPLACING_VEHICLE_SELECTED); } DrawString(145, this->widget[RVW_WIDGET_INFO_TAB].top + 1, STR_02BD, TC_BLACK); /* Draw the lists */ for (byte i = 0; i < 2; i++) { uint widget = (i == 0) ? RVW_WIDGET_LEFT_MATRIX : RVW_WIDGET_RIGHT_MATRIX; EngineList list = this->list[i]; // which list to draw EngineID start = i == 0 ? this->vscroll.pos : this->vscroll2.pos; // what is the offset for the start (scrolling) EngineID end = min((i == 0 ? this->vscroll.cap : this->vscroll2.cap) + start, list.size()); /* Do the actual drawing */ DrawEngineList((VehicleType)this->window_number, this->widget[widget].left + 2, this->widget[widget].top + 1, list, start, end, this->sel_engine[i], i == 0 ? this->widget[RVW_WIDGET_LEFT_MATRIX].right - 2 : 0, selected_group); /* Also draw the details if an engine is selected */ if (this->sel_engine[i] != INVALID_ENGINE) { const Widget *wi = &this->widget[i == 0 ? RVW_WIDGET_LEFT_DETAILS : RVW_WIDGET_RIGHT_DETAILS]; int text_end = DrawVehiclePurchaseInfo(wi->left + 2, wi->top + 1, wi->right - wi->left - 2, this->sel_engine[i]); if (text_end > wi->bottom) { this->SetDirty(); ResizeWindowForWidget(this, i == 0 ? RVW_WIDGET_LEFT_DETAILS : RVW_WIDGET_RIGHT_DETAILS, 0, text_end - wi->bottom); this->SetDirty(); } } } } virtual void OnClick(Point pt, int widget) { switch (widget) { case RVW_WIDGET_TRAIN_ENGINEWAGON_TOGGLE: this->wagon_btnstate = !(this->wagon_btnstate); this->update_left = true; this->init_lists = true; this->SetDirty(); break; case RVW_WIDGET_TRAIN_RAILTYPE_DROPDOWN: /* Railtype selection dropdown menu */ ShowDropDownMenu(this, _rail_types_list, sel_railtype, RVW_WIDGET_TRAIN_RAILTYPE_DROPDOWN, 0, ~GetPlayer(_local_player)->avail_railtypes); break; case RVW_WIDGET_TRAIN_WAGONREMOVE_TOGGLE: /* toggle renew_keep_length */ DoCommandP(0, 5, GetPlayer(_local_player)->renew_keep_length ? 0 : 1, NULL, CMD_SET_AUTOREPLACE); break; case RVW_WIDGET_START_REPLACE: { /* Start replacing */ EngineID veh_from = this->sel_engine[0]; EngineID veh_to = this->sel_engine[1]; DoCommandP(0, 3 + (this->sel_group << 16) , veh_from + (veh_to << 16), NULL, CMD_SET_AUTOREPLACE); } break; case RVW_WIDGET_STOP_REPLACE: { /* Stop replacing */ EngineID veh_from = this->sel_engine[0]; DoCommandP(0, 3 + (this->sel_group << 16), veh_from + (INVALID_ENGINE << 16), NULL, CMD_SET_AUTOREPLACE); } break; case RVW_WIDGET_LEFT_MATRIX: case RVW_WIDGET_RIGHT_MATRIX: { uint i = (pt.y - 14) / this->resize.step_height; uint16 click_scroll_pos = widget == RVW_WIDGET_LEFT_MATRIX ? this->vscroll.pos : this->vscroll2.pos; uint16 click_scroll_cap = widget == RVW_WIDGET_LEFT_MATRIX ? this->vscroll.cap : this->vscroll2.cap; byte click_side = widget == RVW_WIDGET_LEFT_MATRIX ? 0 : 1; size_t engine_count = this->list[click_side].size(); if (i < click_scroll_cap) { i += click_scroll_pos; EngineID e = engine_count > i ? this->list[click_side][i] : INVALID_ENGINE; if (e == this->sel_engine[click_side]) break; // we clicked the one we already selected this->sel_engine[click_side] = e; if (click_side == 0) { this->update_right = true; this->init_lists = true; } this->SetDirty(); } break; } } } virtual void OnDropdownSelect(int widget, int index) { RailType temp = (RailType)index; if (temp == sel_railtype) return; // we didn't select a new one. No need to change anything sel_railtype = temp; /* Reset scrollbar positions */ this->vscroll.pos = 0; this->vscroll2.pos = 0; /* Rebuild the lists */ this->update_left = true; this->update_right = true; this->init_lists = true; this->SetDirty(); } virtual void OnResize(Point new_size, Point delta) { this->vscroll.cap += delta.y / (int)this->resize.step_height; this->vscroll2.cap += delta.y / (int)this->resize.step_height; Widget *widget = this->widget; widget[RVW_WIDGET_LEFT_MATRIX].data = widget[RVW_WIDGET_RIGHT_MATRIX].data = (this->vscroll2.cap << 8) + 1; if (delta.x != 0) { /* We changed the width of the window so we have to resize the lists. * Because ResizeButtons() makes each widget the same size it can't be used on the lists * because then the lists would have the same size as the scrollbars. * Instead we use it on the detail panels. * Afterwards we use the new location of the detail panels (the middle of the window) * to place the lists. * This way the lists will have equal size while keeping the width of the scrollbars unchanged. */ ResizeButtons(this, RVW_WIDGET_LEFT_DETAILS, RVW_WIDGET_RIGHT_DETAILS); widget[RVW_WIDGET_RIGHT_MATRIX].left = widget[RVW_WIDGET_RIGHT_DETAILS].left; widget[RVW_WIDGET_LEFT_SCROLLBAR].right = widget[RVW_WIDGET_LEFT_DETAILS].right; widget[RVW_WIDGET_LEFT_SCROLLBAR].left = widget[RVW_WIDGET_LEFT_SCROLLBAR].right - 11; widget[RVW_WIDGET_LEFT_MATRIX].right = widget[RVW_WIDGET_LEFT_SCROLLBAR].left - 1; } } virtual void OnInvalidateData(int data) { if (data != 0) { this->update_left = true; } else { this->update_right = true; } } }; static const Widget _replace_vehicle_widgets[] = { { WWT_CLOSEBOX, RESIZE_NONE, 14, 0, 10, 0, 13, STR_00C5, STR_018B_CLOSE_WINDOW}, { WWT_CAPTION, RESIZE_RIGHT, 14, 11, 443, 0, 13, STR_REPLACE_VEHICLES_WHITE, STR_018C_WINDOW_TITLE_DRAG_THIS}, { WWT_STICKYBOX, RESIZE_LR, 14, 444, 455, 0, 13, STR_NULL, STR_STICKY_BUTTON}, { WWT_MATRIX, RESIZE_BOTTOM, 14, 0, 215, 14, 13, 0x1, STR_REPLACE_HELP_LEFT_ARRAY}, { WWT_SCROLLBAR, RESIZE_BOTTOM, 14, 216, 227, 14, 13, STR_NULL, STR_0190_SCROLL_BAR_SCROLLS_LIST}, { WWT_MATRIX, RESIZE_LRB, 14, 228, 443, 14, 13, 0x1, STR_REPLACE_HELP_RIGHT_ARRAY}, { WWT_SCROLL2BAR, RESIZE_LRB, 14, 444, 455, 14, 13, STR_NULL, STR_0190_SCROLL_BAR_SCROLLS_LIST}, { WWT_PANEL, RESIZE_TB, 14, 0, 227, 14, 105, 0x0, STR_NULL}, { WWT_PANEL, RESIZE_RTB, 14, 228, 455, 14, 105, 0x0, STR_NULL}, { WWT_PUSHTXTBTN, RESIZE_TB, 14, 0, 138, 106, 117, STR_REPLACE_VEHICLES_START, STR_REPLACE_HELP_START_BUTTON}, { WWT_PANEL, RESIZE_RTB, 14, 139, 305, 106, 117, 0x0, STR_REPLACE_HELP_REPLACE_INFO_TAB}, { WWT_PUSHTXTBTN, RESIZE_LRTB, 14, 306, 443, 106, 117, STR_REPLACE_VEHICLES_STOP, STR_REPLACE_HELP_STOP_BUTTON}, { WWT_RESIZEBOX, RESIZE_LRTB, 14, 444, 455, 106, 117, STR_NULL, STR_RESIZE_BUTTON}, { WWT_PUSHTXTBTN, RESIZE_TB, 14, 0, 138, 128, 139, STR_REPLACE_ENGINE_WAGON_SELECT, STR_REPLACE_ENGINE_WAGON_SELECT_HELP}, { WWT_PANEL, RESIZE_TB, 14, 139, 153, 128, 139, 0x0, STR_NULL}, { WWT_DROPDOWN, RESIZE_RTB, 14, 154, 289, 128, 139, 0x0, STR_REPLACE_HELP_RAILTYPE}, { WWT_PANEL, RESIZE_LRTB, 14, 290, 305, 128, 139, 0x0, STR_NULL}, { WWT_PUSHTXTBTN, RESIZE_LRTB, 14, 306, 443, 128, 139, STR_REPLACE_REMOVE_WAGON, STR_REPLACE_REMOVE_WAGON_HELP}, { WIDGETS_END}, }; static const WindowDesc _replace_rail_vehicle_desc = { WDP_AUTO, WDP_AUTO, 456, 140, 456, 140, WC_REPLACE_VEHICLE, WC_NONE, WDF_STD_TOOLTIPS | WDF_STD_BTN | WDF_DEF_WIDGET | WDF_UNCLICK_BUTTONS | WDF_STICKY_BUTTON | WDF_RESIZABLE, _replace_vehicle_widgets, NULL }; static const WindowDesc _replace_vehicle_desc = { WDP_AUTO, WDP_AUTO, 456, 118, 456, 118, WC_REPLACE_VEHICLE, WC_NONE, WDF_STD_TOOLTIPS | WDF_STD_BTN | WDF_DEF_WIDGET | WDF_UNCLICK_BUTTONS | WDF_STICKY_BUTTON | WDF_RESIZABLE, _replace_vehicle_widgets, NULL }; RailType ReplaceVehicleWindow::sel_railtype = RAILTYPE_RAIL; void ShowReplaceGroupVehicleWindow(GroupID id_g, VehicleType vehicletype) { DeleteWindowById(WC_REPLACE_VEHICLE, vehicletype); new ReplaceVehicleWindow(vehicletype == VEH_TRAIN ? &_replace_rail_vehicle_desc : &_replace_vehicle_desc, vehicletype, id_g); }