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@@ -703,10 +703,11 @@ struct UnitsLong {
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/** Unit conversions for velocity. */
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static const Units _units_velocity[] = {
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{ { 1, 0}, STR_UNITS_VELOCITY_IMPERIAL, 0 },
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{ { 103, 6}, STR_UNITS_VELOCITY_METRIC, 0 },
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{ { 1831, 12}, STR_UNITS_VELOCITY_SI, 0 },
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{ {37888, 16}, STR_UNITS_VELOCITY_GAMEUNITS, 1 },
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{ { 1, 0}, STR_UNITS_VELOCITY_IMPERIAL, 0 },
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{ { 103, 6}, STR_UNITS_VELOCITY_METRIC, 0 },
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{ { 1831, 12}, STR_UNITS_VELOCITY_SI, 0 },
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{ { 37888, 16}, STR_UNITS_VELOCITY_GAMEUNITS, 1 },
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{ { 7289499, 23}, STR_UNITS_VELOCITY_KNOTS, 0 },
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};
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/** Unit conversions for power. */
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@@ -758,16 +759,28 @@ static const Units _units_height[] = {
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};
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/**
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* Get index for velocity conversion units for a vehicle type.
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* @param type VehicleType to convert velocity for.
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* @return Index within velocity conversion units for vehicle type.
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*/
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static byte GetVelocityUnits(VehicleType type)
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{
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if (type == VEH_SHIP || type == VEH_AIRCRAFT) return _settings_game.locale.units_velocity_nautical;
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return _settings_game.locale.units_velocity;
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}
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/**
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* Convert the given (internal) speed to the display speed.
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* @param speed the speed to convert
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* @return the converted speed.
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*/
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uint ConvertSpeedToDisplaySpeed(uint speed)
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uint ConvertSpeedToDisplaySpeed(uint speed, VehicleType type)
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{
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/* For historical reasons we don't want to mess with the
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* conversion for speed. So, don't round it and keep the
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* original conversion factors instead of the real ones. */
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return _units_velocity[_settings_game.locale.units_velocity].c.ToDisplay(speed, false);
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return _units_velocity[GetVelocityUnits(type)].c.ToDisplay(speed, false);
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}
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/**
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@@ -775,9 +788,9 @@ uint ConvertSpeedToDisplaySpeed(uint spe
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* @param speed the speed to convert
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* @return the converted speed.
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*/
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uint ConvertDisplaySpeedToSpeed(uint speed)
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uint ConvertDisplaySpeedToSpeed(uint speed, VehicleType type)
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{
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return _units_velocity[_settings_game.locale.units_velocity].c.FromDisplay(speed);
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return _units_velocity[GetVelocityUnits(type)].c.FromDisplay(speed);
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}
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/**
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@@ -785,9 +798,9 @@ uint ConvertDisplaySpeedToSpeed(uint spe
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* @param speed the speed to convert
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* @return the converted speed.
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*/
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uint ConvertKmhishSpeedToDisplaySpeed(uint speed)
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uint ConvertKmhishSpeedToDisplaySpeed(uint speed, VehicleType type)
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{
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return _units_velocity[_settings_game.locale.units_velocity].c.ToDisplay(speed * 10, false) / 16;
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return _units_velocity[GetVelocityUnits(type)].c.ToDisplay(speed * 10, false) / 16;
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}
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/**
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@@ -795,9 +808,9 @@ uint ConvertKmhishSpeedToDisplaySpeed(ui
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* @param speed the speed to convert
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* @return the converted speed.
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*/
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uint ConvertDisplaySpeedToKmhishSpeed(uint speed)
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uint ConvertDisplaySpeedToKmhishSpeed(uint speed, VehicleType type)
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{
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return _units_velocity[_settings_game.locale.units_velocity].c.FromDisplay(speed * 16, true, 10);
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return _units_velocity[GetVelocityUnits(type)].c.FromDisplay(speed * 16, true, 10);
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}
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static std::vector<const char *> _game_script_raw_strings;
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@@ -1291,11 +1304,15 @@ static char *FormatString(char *buff, co
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}
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case SCC_VELOCITY: { // {VELOCITY}
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assert(_settings_game.locale.units_velocity < lengthof(_units_velocity));
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unsigned int decimal_places = _units_velocity[_settings_game.locale.units_velocity].decimal_places;
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uint64 args_array[] = {ConvertKmhishSpeedToDisplaySpeed(args->GetInt64(SCC_VELOCITY)), decimal_places};
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int64 arg = args->GetInt64(SCC_VELOCITY);
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// Unpack vehicle type from packed argument to get desired units.
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VehicleType vt = static_cast<VehicleType>(GB(arg, 56, 8));
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byte units = GetVelocityUnits(vt);
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assert(units < lengthof(_units_velocity));
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unsigned int decimal_places = _units_velocity[units].decimal_places;
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uint64 args_array[] = {ConvertKmhishSpeedToDisplaySpeed(GB(arg, 0, 56), vt), decimal_places};
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StringParameters tmp_params(args_array, decimal_places ? 2 : 1, nullptr);
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buff = FormatString(buff, GetStringPtr(_units_velocity[_settings_game.locale.units_velocity].s), &tmp_params, last);
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buff = FormatString(buff, GetStringPtr(_units_velocity[units].s), &tmp_params, last);
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break;
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}
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