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mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-07-20 11:29:18 +02:00

improved recognition and handling of light emitting vehicles

This commit is contained in:
tmj-fstate
2017-11-01 03:25:54 +01:00
parent a700d36ea7
commit 3456fbd651
8 changed files with 155 additions and 155 deletions

View File

@@ -1793,7 +1793,7 @@ void TController::AutoRewident()
}
if (mvOccupied->TrainType == dt_EZT)
{
fAccThreshold = std::max(-fBrake_a0[BrakeAccTableSize] - 8 * fBrake_a1[BrakeAccTableSize], -0.75);
fAccThreshold = std::max(-fBrake_a0[BrakeAccTableSize] - 8 * fBrake_a1[BrakeAccTableSize], -0.6);
fBrakeReaction = 0.25;
}
else if (ustaw > 16)
@@ -5662,7 +5662,7 @@ bool TController::IsStop()
double
TController::TrackBlock() const {
return pVehicles[ TMoverParameters::side::front ]->fTrackBlock;
return pVehicles[ side::front ]->fTrackBlock;
}
void TController::MoveTo(TDynamicObject *to)

View File

@@ -1274,21 +1274,21 @@ void TDynamicObject::CouplersDettach(double MinDist, int MyScanDir) {
if (MyScanDir > 0) {
// pojazd od strony sprzęgu 0
if( ( PrevConnected != nullptr )
&& ( MoverParameters->Couplers[ TMoverParameters::side::front ].CoupleDist > MinDist ) ) {
&& ( MoverParameters->Couplers[ side::front ].CoupleDist > MinDist ) ) {
// sprzęgi wirtualne zawsze przekraczają
if( ( PrevConnectedNo == TMoverParameters::side::front ?
if( ( PrevConnectedNo == side::front ?
PrevConnected->PrevConnected :
PrevConnected->NextConnected )
== this ) {
// Ra: nie rozłączamy znalezionego, jeżeli nie do nas podłączony
// (może jechać w innym kierunku)
PrevConnected->MoverParameters->Couplers[PrevConnectedNo].Connected = nullptr;
if( PrevConnectedNo == TMoverParameters::side::front ) {
if( PrevConnectedNo == side::front ) {
// sprzęg 0 nie podłączony
PrevConnected->PrevConnectedNo = 2;
PrevConnected->PrevConnected = nullptr;
}
else if( PrevConnectedNo == TMoverParameters::side::rear ) {
else if( PrevConnectedNo == side::rear ) {
// sprzęg 1 nie podłączony
PrevConnected->NextConnectedNo = 2;
PrevConnected->NextConnected = nullptr;
@@ -1297,27 +1297,27 @@ void TDynamicObject::CouplersDettach(double MinDist, int MyScanDir) {
// za to zawsze odłączamy siebie
PrevConnected = nullptr;
PrevConnectedNo = 2; // sprzęg 0 nie podłączony
MoverParameters->Couplers[ TMoverParameters::side::front ].Connected = nullptr;
MoverParameters->Couplers[ side::front ].Connected = nullptr;
}
}
else {
// pojazd od strony sprzęgu 1
if( ( NextConnected != nullptr )
&& ( MoverParameters->Couplers[ TMoverParameters::side::rear ].CoupleDist > MinDist ) ) {
&& ( MoverParameters->Couplers[ side::rear ].CoupleDist > MinDist ) ) {
// sprzęgi wirtualne zawsze przekraczają
if( ( NextConnectedNo == TMoverParameters::side::front ?
if( ( NextConnectedNo == side::front ?
NextConnected->PrevConnected :
NextConnected->NextConnected )
== this) {
// Ra: nie rozłączamy znalezionego, jeżeli nie do nas podłączony
// (może jechać w innym kierunku)
NextConnected->MoverParameters->Couplers[ NextConnectedNo ].Connected = nullptr;
if( NextConnectedNo == TMoverParameters::side::front ) {
if( NextConnectedNo == side::front ) {
// sprzęg 0 nie podłączony
NextConnected->PrevConnectedNo = 2;
NextConnected->PrevConnected = nullptr;
}
else if( NextConnectedNo == TMoverParameters::side::rear ) {
else if( NextConnectedNo == side::rear ) {
// sprzęg 1 nie podłączony
NextConnected->NextConnectedNo = 2;
NextConnected->NextConnected = nullptr;
@@ -1409,7 +1409,7 @@ void TDynamicObject::ABuScanObjects( int Direction, double Distance )
// siebie można bezpiecznie podłączyć jednostronnie do znalezionego
MoverParameters->Attach( mycoupler, foundcoupler, foundobject->MoverParameters, coupling::faux );
// MoverParameters->Couplers[MyCouplFound].Render=false; //wirtualnego nie renderujemy
if( mycoupler == TMoverParameters::side::front ) {
if( mycoupler == side::front ) {
PrevConnected = foundobject; // pojazd od strony sprzęgu 0
PrevConnectedNo = foundcoupler;
}
@@ -1420,7 +1420,7 @@ void TDynamicObject::ABuScanObjects( int Direction, double Distance )
if( foundobject->MoverParameters->Couplers[ foundcoupler ].CouplingFlag == coupling::faux ) {
// Ra: wpinamy się wirtualnym tylko jeśli znaleziony ma wirtualny sprzęg
if( ( foundcoupler == TMoverParameters::side::front ?
if( ( foundcoupler == side::front ?
foundobject->PrevConnected :
foundobject->NextConnected )
!= this ) {
@@ -1428,13 +1428,13 @@ void TDynamicObject::ABuScanObjects( int Direction, double Distance )
// otherwise we risk leaving the target's connected vehicle with active one-side connection
foundobject->CouplersDettach(
1.0,
( foundcoupler == TMoverParameters::side::front ?
( foundcoupler == side::front ?
1 :
-1 ) );
}
foundobject->MoverParameters->Attach( foundcoupler, mycoupler, this->MoverParameters, coupling::faux );
if( foundcoupler == TMoverParameters::side::front ) {
if( foundcoupler == side::front ) {
// jeśli widoczny sprzęg 0 znalezionego
if( ( DebugModeFlag )
&& ( foundobject->PrevConnected )
@@ -1551,8 +1551,6 @@ TDynamicObject::TDynamicObject()
iAxleFirst = 0; // numer pierwszej osi w kierunku ruchu (przełączenie
// następuje, gdy osie sa na
// tym samym torze)
iInventory = 0; // flagi bitowe posiadanych submodeli (zaktualizuje się po
// wczytaniu MMD)
RaLightsSet(0, 0); // początkowe zerowanie stanu świateł
// Ra: domyślne ilości animacji dla zgodności wstecz (gdy brak ilości podanych
// w MMD)
@@ -1929,19 +1927,19 @@ TDynamicObject::Init(std::string Name, // nazwa pojazdu, np. "EU07-424"
btEndSignals21.Init("endsignal23", mdModel, false);
btEndSignals13.Init("endsignal12", mdModel, false);
btEndSignals23.Init("endsignal22", mdModel, false);
iInventory |= btEndSignals11.Active() ? 0x01 : 0; // informacja, czy ma poszczególne światła
iInventory |= btEndSignals21.Active() ? 0x02 : 0;
iInventory |= btEndSignals13.Active() ? 0x04 : 0;
iInventory |= btEndSignals23.Active() ? 0x08 : 0;
iInventory[ side::front ] |= btEndSignals11.Active() ? light::redmarker_left : 0; // informacja, czy ma poszczególne światła
iInventory[ side::front ] |= btEndSignals13.Active() ? light::redmarker_right : 0;
iInventory[ side::rear ] |= btEndSignals21.Active() ? light::redmarker_left : 0;
iInventory[ side::rear ] |= btEndSignals23.Active() ? light::redmarker_right : 0;
// ABu: to niestety zostawione dla kompatybilnosci modeli:
btEndSignals1.Init("endsignals1", mdModel, false);
btEndSignals2.Init("endsignals2", mdModel, false);
btEndSignalsTab1.Init("endtab1", mdModel, false);
btEndSignalsTab2.Init("endtab2", mdModel, false);
iInventory |= btEndSignals1.Active() ? 0x10 : 0;
iInventory |= btEndSignals2.Active() ? 0x20 : 0;
iInventory |= btEndSignalsTab1.Active() ? 0x40 : 0; // tabliczki blaszane
iInventory |= btEndSignalsTab2.Active() ? 0x80 : 0;
iInventory[ side::front ] |= btEndSignals1.Active() ? ( light::redmarker_left | light::redmarker_right ) : 0;
iInventory[ side::front ] |= btEndSignalsTab1.Active() ? light::rearendsignals : 0; // tabliczki blaszane
iInventory[ side::rear ] |= btEndSignals2.Active() ? ( light::redmarker_left | light::redmarker_right ) : 0;
iInventory[ side::rear ] |= btEndSignalsTab2.Active() ? light::rearendsignals : 0;
// ABu Uwaga! tu zmienic w modelu!
btHeadSignals11.Init("headlamp13", mdModel, false); // lewe
btHeadSignals12.Init("headlamp11", mdModel, false); // górne
@@ -1949,7 +1947,13 @@ TDynamicObject::Init(std::string Name, // nazwa pojazdu, np. "EU07-424"
btHeadSignals21.Init("headlamp23", mdModel, false);
btHeadSignals22.Init("headlamp21", mdModel, false);
btHeadSignals23.Init("headlamp22", mdModel, false);
btMechanik1.Init("mechanik1", mdLowPolyInt, false);
iInventory[ side::front ] |= btHeadSignals11.Active() ? light::headlight_left : 0;
iInventory[ side::front ] |= btHeadSignals12.Active() ? light::headlight_upper : 0;
iInventory[ side::front ] |= btHeadSignals13.Active() ? light::headlight_right : 0;
iInventory[ side::rear ] |= btHeadSignals21.Active() ? light::headlight_left : 0;
iInventory[ side::rear ] |= btHeadSignals22.Active() ? light::headlight_upper : 0;
iInventory[ side::rear ] |= btHeadSignals23.Active() ? light::headlight_right : 0;
btMechanik1.Init("mechanik1", mdLowPolyInt, false);
btMechanik2.Init("mechanik2", mdLowPolyInt, false);
TurnOff(); // resetowanie zmiennych submodeli
@@ -4984,7 +4988,7 @@ void TDynamicObject::RaLightsSet(int head, int rear)
// pojazdu
if (!MoverParameters)
return; // może tego nie być na początku
if (rear == 2 + 32 + 64)
if (rear == ( light::redmarker_left | light::redmarker_right | light::rearendsignals ) )
{ // jeśli koniec pociągu, to trzeba ustalić, czy
// jest tam czynna lokomotywa
// EN57 może nie mieć końcówek od środka członu
@@ -4993,15 +4997,20 @@ void TDynamicObject::RaLightsSet(int head, int rear)
{ // jeśli ma zarówno światła jak i końcówki, ustalić, czy jest w stanie
// aktywnym
// np. lokomotywa na zimno będzie mieć końcówki a nie światła
rear = 64; // tablice blaszane
rear = light::rearendsignals; // tablice blaszane
// trzeba to uzależnić od "załączenia baterii" w pojeździe
}
if (rear == 2 + 32 + 64) // jeśli nadal obydwie możliwości
if (iInventory &
(iDirection ? 0x2A : 0x15)) // czy ma jakieś światła czerowone od danej strony
rear = 2 + 32; // dwa światła czerwone
else
rear = 64; // tablice blaszane
if( rear == ( light::redmarker_left | light::redmarker_right | light::rearendsignals ) ) // jeśli nadal obydwie możliwości
if( iInventory[
( iDirection ?
side::rear :
side::front ) ] & ( light::redmarker_left | light::redmarker_right ) ) {
// czy ma jakieś światła czerowone od danej strony
rear = ( light::redmarker_left | light::redmarker_right ); // dwa światła czerwone
}
else {
rear = light::rearendsignals; // tablice blaszane
}
}
if (iDirection) // w zależności od kierunku pojazdu w składzie
{ // jesli pojazd stoi sprzęgiem 0 w stronę czoła
@@ -5423,7 +5432,7 @@ vehicle_table::update_traction( TDynamicObject *Vehicle ) {
// pętla po pantografach
auto pantograph { Vehicle->pants[ pantographindex ].fParamPants };
if( true == (
pantographindex == TMoverParameters::side::front ?
pantographindex == side::front ?
Vehicle->MoverParameters->PantFrontUp :
Vehicle->MoverParameters->PantRearUp ) ) {
// jeśli pantograf podniesiony

View File

@@ -340,7 +340,7 @@ private:
bool bBrakeAcc;
TRealSound rsUnbrake; // yB - odglos luzowania
float ModCamRot;
int iInventory; // flagi bitowe posiadanych submodeli (np. świateł)
int iInventory[ 2 ] { 0, 0 }; // flagi bitowe posiadanych submodeli (np. świateł)
void TurnOff();
public:
@@ -466,6 +466,7 @@ private:
void RadioStop();
void Damage(char flag);
void RaLightsSet(int head, int rear);
int LightList( side const Side ) const { return iInventory[ Side ]; }
TDynamicObject * FirstFind(int &coupler_nr, int cf = 1);
float GetEPP(); // wyliczanie sredniego cisnienia w PG
int DirectionSet(int d); // ustawienie kierunku w składzie

View File

@@ -140,6 +140,11 @@ static int const ctrain_passenger = 16; //mostek przejściowy
static int const ctrain_scndpneumatic = 32; //przewody 8 atm (żółte; zasilanie powietrzem)
static int const ctrain_heating = 64; //przewody ogrzewania WN
static int const ctrain_depot = 128; //nie rozłączalny podczas zwykłych manewrów (międzyczłonowy), we wpisie wartość ujemna
// vehicle sides; exclusive
enum side {
front = 0,
rear
};
// possible coupling types; can be combined
enum coupling {
faux = 0x0,
@@ -162,6 +167,16 @@ enum range {
enum start {
manual,
automatic
};
// recognized vehicle light locations and types; can be combined
enum light {
headlight_left = 0x01,
redmarker_left = 0x02,
headlight_upper = 0x04,
headlight_right = 0x10,
redmarker_right = 0x20,
rearendsignals = 0x40
};
/*typ hamulca elektrodynamicznego*/
static int const dbrake_none = 0;
@@ -699,15 +714,6 @@ public:
int LightsDefPos = 1;
bool LightsWrap = false;
int Lights[2][17]; // pozycje świateł, przód - tył, 1 .. 16
enum light {
headlight_left = 0x01,
redmarker_left = 0x02,
headlight_upper = 0x04,
headlight_right = 0x10,
redmarker_right = 0x20,
rearendsignals = 0x40
};
int ScndInMain{ 0 }; /*zaleznosc bocznika od nastawnika*/
bool MBrake = false; /*Czy jest hamulec reczny*/
double StopBrakeDecc = 0.0;
@@ -802,10 +808,6 @@ public:
TRotation Rot;
std::string Name; /*nazwa wlasna*/
TCoupling Couplers[2]; //urzadzenia zderzno-sprzegowe, polaczenia miedzy wagonami
enum side {
front = 0,
rear
};
#ifdef EU07_USE_OLD_HVCOUPLERS
double HVCouplers[ 2 ][ 2 ]; //przewod WN
enum hvcoupler {

144
Train.cpp
View File

@@ -2074,26 +2074,26 @@ void TTrain::OnCommand_headlighttoggleleft( TTrain *Train, command_data const &C
return;
}
int const lightsindex =
int const vehicleside =
( Train->mvOccupied->ActiveCab == 1 ?
0 :
1 );
side::front :
side::rear );
if( Command.action == GLFW_PRESS ) {
// only reacting to press, so the switch doesn't flip back and forth if key is held down
if( ( Train->DynamicObject->iLights[ lightsindex ] & TMoverParameters::light::headlight_left ) == 0 ) {
if( ( Train->DynamicObject->iLights[ vehicleside ] & light::headlight_left ) == 0 ) {
// turn on
Train->DynamicObject->iLights[ lightsindex ] ^= TMoverParameters::light::headlight_left;
Train->DynamicObject->iLights[ vehicleside ] ^= light::headlight_left;
// visual feedback
Train->ggLeftLightButton.UpdateValue( 1.0, Train->dsbSwitch );
// if the light is controlled by 3-way switch, disable marker light
if( Train->ggLeftEndLightButton.SubModel == nullptr ) {
Train->DynamicObject->iLights[ lightsindex ] &= ~TMoverParameters::light::redmarker_left;
Train->DynamicObject->iLights[ vehicleside ] &= ~light::redmarker_left;
}
}
else {
//turn off
Train->DynamicObject->iLights[ lightsindex ] ^= TMoverParameters::light::headlight_left;
Train->DynamicObject->iLights[ vehicleside ] ^= light::headlight_left;
// visual feedback
Train->ggLeftLightButton.UpdateValue( 0.0, Train->dsbSwitch );
}
@@ -2107,26 +2107,26 @@ void TTrain::OnCommand_headlighttoggleright( TTrain *Train, command_data const &
return;
}
int const lightsindex =
int const vehicleside =
( Train->mvOccupied->ActiveCab == 1 ?
0 :
1 );
side::front :
side::rear );
if( Command.action == GLFW_PRESS ) {
// only reacting to press, so the switch doesn't flip back and forth if key is held down
if( ( Train->DynamicObject->iLights[ lightsindex ] & TMoverParameters::light::headlight_right ) == 0 ) {
if( ( Train->DynamicObject->iLights[ vehicleside ] & light::headlight_right ) == 0 ) {
// turn on
Train->DynamicObject->iLights[ lightsindex ] ^= TMoverParameters::light::headlight_right;
Train->DynamicObject->iLights[ vehicleside ] ^= light::headlight_right;
// visual feedback
Train->ggRightLightButton.UpdateValue( 1.0, Train->dsbSwitch );
// if the light is controlled by 3-way switch, disable marker light
if( Train->ggRightEndLightButton.SubModel == nullptr ) {
Train->DynamicObject->iLights[ lightsindex ] &= ~TMoverParameters::light::redmarker_right;
Train->DynamicObject->iLights[ vehicleside ] &= ~light::redmarker_right;
}
}
else {
//turn off
Train->DynamicObject->iLights[ lightsindex ] ^= TMoverParameters::light::headlight_right;
Train->DynamicObject->iLights[ vehicleside ] ^= light::headlight_right;
// visual feedback
Train->ggRightLightButton.UpdateValue( 0.0, Train->dsbSwitch );
}
@@ -2140,22 +2140,22 @@ void TTrain::OnCommand_headlighttoggleupper( TTrain *Train, command_data const &
return;
}
int const lightsindex =
int const vehicleside =
( Train->mvOccupied->ActiveCab == 1 ?
0 :
1 );
side::front :
side::rear );
if( Command.action == GLFW_PRESS ) {
// only reacting to press, so the switch doesn't flip back and forth if key is held down
if( ( Train->DynamicObject->iLights[ lightsindex ] & TMoverParameters::light::headlight_upper ) == 0 ) {
if( ( Train->DynamicObject->iLights[ vehicleside ] & light::headlight_upper ) == 0 ) {
// turn on
Train->DynamicObject->iLights[ lightsindex ] ^= TMoverParameters::light::headlight_upper;
Train->DynamicObject->iLights[ vehicleside ] ^= light::headlight_upper;
// visual feedback
Train->ggUpperLightButton.UpdateValue( 1.0, Train->dsbSwitch );
}
else {
//turn off
Train->DynamicObject->iLights[ lightsindex ] ^= TMoverParameters::light::headlight_upper;
Train->DynamicObject->iLights[ vehicleside ] ^= light::headlight_upper;
// visual feedback
Train->ggUpperLightButton.UpdateValue( 0.0, Train->dsbSwitch );
}
@@ -2169,16 +2169,16 @@ void TTrain::OnCommand_redmarkertoggleleft( TTrain *Train, command_data const &C
return;
}
int const lightsindex =
int const vehicleside =
( Train->mvOccupied->ActiveCab == 1 ?
0 :
1 );
side::front :
side::rear );
if( Command.action == GLFW_PRESS ) {
// only reacting to press, so the switch doesn't flip back and forth if key is held down
if( ( Train->DynamicObject->iLights[ lightsindex ] & TMoverParameters::light::redmarker_left ) == 0 ) {
if( ( Train->DynamicObject->iLights[ vehicleside ] & light::redmarker_left ) == 0 ) {
// turn on
Train->DynamicObject->iLights[ lightsindex ] ^= TMoverParameters::light::redmarker_left;
Train->DynamicObject->iLights[ vehicleside ] ^= light::redmarker_left;
// visual feedback
if( Train->ggLeftEndLightButton.SubModel != nullptr ) {
Train->ggLeftEndLightButton.UpdateValue( 1.0, Train->dsbSwitch );
@@ -2188,12 +2188,12 @@ void TTrain::OnCommand_redmarkertoggleleft( TTrain *Train, command_data const &C
// this is crude, but for now will do
Train->ggLeftLightButton.UpdateValue( -1.0, Train->dsbSwitch );
// if the light is controlled by 3-way switch, disable the headlight
Train->DynamicObject->iLights[ lightsindex ] &= ~TMoverParameters::light::headlight_left;
Train->DynamicObject->iLights[ vehicleside ] &= ~light::headlight_left;
}
}
else {
//turn off
Train->DynamicObject->iLights[ lightsindex ] ^= TMoverParameters::light::redmarker_left;
Train->DynamicObject->iLights[ vehicleside ] ^= light::redmarker_left;
// visual feedback
if( Train->ggLeftEndLightButton.SubModel != nullptr ) {
Train->ggLeftEndLightButton.UpdateValue( 0.0, Train->dsbSwitch );
@@ -2214,16 +2214,16 @@ void TTrain::OnCommand_redmarkertoggleright( TTrain *Train, command_data const &
return;
}
int const lightsindex =
int const vehicleside =
( Train->mvOccupied->ActiveCab == 1 ?
0 :
1 );
side::front :
side::rear );
if( Command.action == GLFW_PRESS ) {
// only reacting to press, so the switch doesn't flip back and forth if key is held down
if( ( Train->DynamicObject->iLights[ lightsindex ] & TMoverParameters::light::redmarker_right ) == 0 ) {
if( ( Train->DynamicObject->iLights[ vehicleside ] & light::redmarker_right ) == 0 ) {
// turn on
Train->DynamicObject->iLights[ lightsindex ] ^= TMoverParameters::light::redmarker_right;
Train->DynamicObject->iLights[ vehicleside ] ^= light::redmarker_right;
// visual feedback
if( Train->ggRightEndLightButton.SubModel != nullptr ) {
Train->ggRightEndLightButton.UpdateValue( 1.0, Train->dsbSwitch );
@@ -2233,12 +2233,12 @@ void TTrain::OnCommand_redmarkertoggleright( TTrain *Train, command_data const &
// this is crude, but for now will do
Train->ggRightLightButton.UpdateValue( -1.0, Train->dsbSwitch );
// if the light is controlled by 3-way switch, disable the headlight
Train->DynamicObject->iLights[ lightsindex ] &= ~TMoverParameters::light::headlight_right;
Train->DynamicObject->iLights[ vehicleside ] &= ~light::headlight_right;
}
}
else {
//turn off
Train->DynamicObject->iLights[ lightsindex ] ^= TMoverParameters::light::redmarker_right;
Train->DynamicObject->iLights[ vehicleside ] ^= light::redmarker_right;
// visual feedback
if( Train->ggRightEndLightButton.SubModel != nullptr ) {
Train->ggRightEndLightButton.UpdateValue( 0.0, Train->dsbSwitch );
@@ -2259,23 +2259,23 @@ void TTrain::OnCommand_headlighttogglerearleft( TTrain *Train, command_data cons
return;
}
int const lightsindex =
int const vehicleside =
( Train->mvOccupied->ActiveCab == 1 ?
1 :
0 );
side::rear :
side::front );
if( Command.action == GLFW_PRESS ) {
// NOTE: we toggle the light on opposite side, as 'rear right' is 'front left' on the rear end etc
// only reacting to press, so the switch doesn't flip back and forth if key is held down
if( ( Train->DynamicObject->iLights[ lightsindex ] & TMoverParameters::light::headlight_right ) == 0 ) {
if( ( Train->DynamicObject->iLights[ vehicleside ] & light::headlight_right ) == 0 ) {
// turn on
Train->DynamicObject->iLights[ lightsindex ] ^= TMoverParameters::light::headlight_right;
Train->DynamicObject->iLights[ vehicleside ] ^= light::headlight_right;
// visual feedback
Train->ggRearLeftLightButton.UpdateValue( 1.0, Train->dsbSwitch );
}
else {
//turn off
Train->DynamicObject->iLights[ lightsindex ] ^= TMoverParameters::light::headlight_right;
Train->DynamicObject->iLights[ vehicleside ] ^= light::headlight_right;
// visual feedback
Train->ggRearLeftLightButton.UpdateValue( 0.0, Train->dsbSwitch );
}
@@ -2289,23 +2289,23 @@ void TTrain::OnCommand_headlighttogglerearright( TTrain *Train, command_data con
return;
}
int const lightsindex =
int const vehicleside =
( Train->mvOccupied->ActiveCab == 1 ?
1 :
0 );
side::rear :
side::front );
if( Command.action == GLFW_PRESS ) {
// NOTE: we toggle the light on opposite side, as 'rear right' is 'front left' on the rear end etc
// only reacting to press, so the switch doesn't flip back and forth if key is held down
if( ( Train->DynamicObject->iLights[ lightsindex ] & TMoverParameters::light::headlight_left ) == 0 ) {
if( ( Train->DynamicObject->iLights[ vehicleside ] & light::headlight_left ) == 0 ) {
// turn on
Train->DynamicObject->iLights[ lightsindex ] ^= TMoverParameters::light::headlight_left;
Train->DynamicObject->iLights[ vehicleside ] ^= light::headlight_left;
// visual feedback
Train->ggRearRightLightButton.UpdateValue( 1.0, Train->dsbSwitch );
}
else {
//turn off
Train->DynamicObject->iLights[ lightsindex ] ^= TMoverParameters::light::headlight_left;
Train->DynamicObject->iLights[ vehicleside ] ^= light::headlight_left;
// visual feedback
Train->ggRearRightLightButton.UpdateValue( 0.0, Train->dsbSwitch );
}
@@ -2319,22 +2319,22 @@ void TTrain::OnCommand_headlighttogglerearupper( TTrain *Train, command_data con
return;
}
int const lightsindex =
int const vehicleside =
( Train->mvOccupied->ActiveCab == 1 ?
1 :
0 );
side::rear :
side::front );
if( Command.action == GLFW_PRESS ) {
// only reacting to press, so the switch doesn't flip back and forth if key is held down
if( ( Train->DynamicObject->iLights[ lightsindex ] & TMoverParameters::light::headlight_upper ) == 0 ) {
if( ( Train->DynamicObject->iLights[ vehicleside ] & light::headlight_upper ) == 0 ) {
// turn on
Train->DynamicObject->iLights[ lightsindex ] ^= TMoverParameters::light::headlight_upper;
Train->DynamicObject->iLights[ vehicleside ] ^= light::headlight_upper;
// visual feedback
Train->ggRearUpperLightButton.UpdateValue( 1.0, Train->dsbSwitch );
}
else {
//turn off
Train->DynamicObject->iLights[ lightsindex ] ^= TMoverParameters::light::headlight_upper;
Train->DynamicObject->iLights[ vehicleside ] ^= light::headlight_upper;
// visual feedback
Train->ggRearUpperLightButton.UpdateValue( 0.0, Train->dsbSwitch );
}
@@ -2348,23 +2348,23 @@ void TTrain::OnCommand_redmarkertogglerearleft( TTrain *Train, command_data cons
return;
}
int const lightsindex =
int const vehicleside =
( Train->mvOccupied->ActiveCab == 1 ?
1 :
0 );
side::rear :
side::front );
if( Command.action == GLFW_PRESS ) {
// NOTE: we toggle the light on opposite side, as 'rear right' is 'front left' on the rear end etc
// only reacting to press, so the switch doesn't flip back and forth if key is held down
if( ( Train->DynamicObject->iLights[ lightsindex ] & TMoverParameters::light::redmarker_right ) == 0 ) {
if( ( Train->DynamicObject->iLights[ vehicleside ] & light::redmarker_right ) == 0 ) {
// turn on
Train->DynamicObject->iLights[ lightsindex ] ^= TMoverParameters::light::redmarker_right;
Train->DynamicObject->iLights[ vehicleside ] ^= light::redmarker_right;
// visual feedback
Train->ggRearLeftEndLightButton.UpdateValue( 1.0, Train->dsbSwitch );
}
else {
//turn off
Train->DynamicObject->iLights[ lightsindex ] ^= TMoverParameters::light::redmarker_right;
Train->DynamicObject->iLights[ vehicleside ] ^= light::redmarker_right;
// visual feedback
Train->ggRearLeftEndLightButton.UpdateValue( 0.0, Train->dsbSwitch );
}
@@ -2378,23 +2378,23 @@ void TTrain::OnCommand_redmarkertogglerearright( TTrain *Train, command_data con
return;
}
int const lightsindex =
int const vehicleside =
( Train->mvOccupied->ActiveCab == 1 ?
1 :
0 );
side::rear :
side::front );
if( Command.action == GLFW_PRESS ) {
// NOTE: we toggle the light on opposite side, as 'rear right' is 'front left' on the rear end etc
// only reacting to press, so the switch doesn't flip back and forth if key is held down
if( ( Train->DynamicObject->iLights[ lightsindex ] & TMoverParameters::light::redmarker_left ) == 0 ) {
if( ( Train->DynamicObject->iLights[ vehicleside ] & light::redmarker_left ) == 0 ) {
// turn on
Train->DynamicObject->iLights[ lightsindex ] ^= TMoverParameters::light::redmarker_left;
Train->DynamicObject->iLights[ vehicleside ] ^= light::redmarker_left;
// visual feedback
Train->ggRearRightEndLightButton.UpdateValue( 1.0, Train->dsbSwitch );
}
else {
//turn off
Train->DynamicObject->iLights[ lightsindex ] ^= TMoverParameters::light::redmarker_left;
Train->DynamicObject->iLights[ vehicleside ] ^= light::redmarker_left;
// visual feedback
Train->ggRearRightEndLightButton.UpdateValue( 0.0, Train->dsbSwitch );
}
@@ -6706,21 +6706,21 @@ void TTrain::set_cab_controls() {
ggMaxCurrentCtrl.PutValue( 1.0 );
}
// lights
int const lightsindex =
int const vehicleside =
( mvOccupied->ActiveCab == 1 ?
0 :
1 );
side::front :
side::rear );
if( ( DynamicObject->iLights[ lightsindex ] & TMoverParameters::light::headlight_left ) != 0 ) {
if( ( DynamicObject->iLights[ vehicleside ] & light::headlight_left ) != 0 ) {
ggLeftLightButton.PutValue( 1.0 );
}
if( ( DynamicObject->iLights[ lightsindex ] & TMoverParameters::light::headlight_right ) != 0 ) {
if( ( DynamicObject->iLights[ vehicleside ] & light::headlight_right ) != 0 ) {
ggRightLightButton.PutValue( 1.0 );
}
if( ( DynamicObject->iLights[ lightsindex ] & TMoverParameters::light::headlight_upper ) != 0 ) {
if( ( DynamicObject->iLights[ vehicleside ] & light::headlight_upper ) != 0 ) {
ggUpperLightButton.PutValue( 1.0 );
}
if( ( DynamicObject->iLights[ lightsindex ] & TMoverParameters::light::redmarker_left ) != 0 ) {
if( ( DynamicObject->iLights[ vehicleside ] & light::redmarker_left ) != 0 ) {
if( ggLeftEndLightButton.SubModel != nullptr ) {
ggLeftEndLightButton.PutValue( 1.0 );
}
@@ -6728,7 +6728,7 @@ void TTrain::set_cab_controls() {
ggLeftLightButton.PutValue( -1.0 );
}
}
if( ( DynamicObject->iLights[ lightsindex ] & TMoverParameters::light::redmarker_right ) != 0 ) {
if( ( DynamicObject->iLights[ vehicleside ] & light::redmarker_right ) != 0 ) {
if( ggRightEndLightButton.SubModel != nullptr ) {
ggRightEndLightButton.PutValue( 1.0 );
}

View File

@@ -707,9 +707,9 @@ void TWorld::OnKeyDown(int cKey)
CouplNr = 0; // z [-1,1] zrobić [0,1]
int mask, set = 0; // Ra: [Shift]+[Ctrl]+[T] odpala mi jakąś idiotyczną zmianę tapety pulpitu :/
if (Global::shiftState) // z [Shift] zapalanie
set = mask = TMoverParameters::light::rearendsignals; // bez [Ctrl] założyć tabliczki
set = mask = light::rearendsignals; // bez [Ctrl] założyć tabliczki
else if (Global::ctrlState)
set = mask = ( TMoverParameters::light::redmarker_left | TMoverParameters::light::redmarker_right ); // z [Ctrl] zapalić światła czerwone
set = mask = ( light::redmarker_left | light::redmarker_right ); // z [Ctrl] zapalić światła czerwone
else
mask = 2 + 32 + 64; // wyłączanie ściąga wszystko
if (((vehicle->iLights[CouplNr]) & mask) != set)
@@ -1435,15 +1435,15 @@ TWorld::Update_UI() {
"; TC:"
+ to_string( vehicle->MoverParameters->TotalCurrent, 0 );
auto const frontcouplerhighvoltage =
to_string( vehicle->MoverParameters->Couplers[ TMoverParameters::side::front ].power_high.voltage, 0 )
to_string( vehicle->MoverParameters->Couplers[ side::front ].power_high.voltage, 0 )
+ "@"
+ to_string( vehicle->MoverParameters->Couplers[ TMoverParameters::side::front ].power_high.current, 0 );
+ to_string( vehicle->MoverParameters->Couplers[ side::front ].power_high.current, 0 );
auto const rearcouplerhighvoltage =
to_string( vehicle->MoverParameters->Couplers[ TMoverParameters::side::rear ].power_high.voltage, 0 )
to_string( vehicle->MoverParameters->Couplers[ side::rear ].power_high.voltage, 0 )
+ "@"
+ to_string( vehicle->MoverParameters->Couplers[ TMoverParameters::side::rear ].power_high.current, 0 );
+ to_string( vehicle->MoverParameters->Couplers[ side::rear ].power_high.current, 0 );
uitextline2 += ", HV: ";
if( vehicle->MoverParameters->Couplers[ TMoverParameters::side::front ].power_high.local == false ) {
if( vehicle->MoverParameters->Couplers[ side::front ].power_high.local == false ) {
uitextline2 +=
"(" + frontcouplerhighvoltage + ")-"
+ ":F" + ( vehicle->DirectionGet() ? "<<" : ">>" ) + "R:"

View File

@@ -23,8 +23,8 @@ light_array::insert( TDynamicObject const *Owner ) {
// we're only storing lights for locos, which have two sets of lights, front and rear
// for a more generic role this function would have to be tweaked to add vehicle type-specific light combinations
data.emplace_back( Owner, 0 );
data.emplace_back( Owner, 1 );
data.emplace_back( Owner, side::front );
data.emplace_back( Owner, side::rear );
}
void
@@ -44,7 +44,7 @@ light_array::update() {
for( auto &light : data ) {
// update light parameters to match current data of the owner
if( light.index == 0 ) {
if( light.index == side::front ) {
// front light set
light.position = light.owner->GetPosition() + ( light.owner->VectorFront() * light.owner->GetLength() * 0.4 );
light.direction = glm::make_vec3( light.owner->VectorFront().getArray() );
@@ -57,34 +57,25 @@ light_array::update() {
light.direction.z = -light.direction.z;
}
// determine intensity of this light set
if( ( true == light.owner->MoverParameters->Battery ) || ( true == light.owner->MoverParameters->ConverterFlag ) ) {
if( ( true == light.owner->MoverParameters->Battery )
|| ( true == light.owner->MoverParameters->ConverterFlag ) ) {
// with power on, the intensity depends on the state of activated switches
auto const &lightbits = light.owner->iLights[ light.index ];
// first we cross-check the list of enabled lights with the lights installed in the vehicle...
auto const lights { light.owner->iLights[ light.index ] & light.owner->LightList( static_cast<side>( light.index ) ) };
// ...then check their individual state
light.count = 0
+ ( ( lightbits & TMoverParameters::light::headlight_left ) ? 1 : 0 )
+ ( ( lightbits & TMoverParameters::light::headlight_right ) ? 1 : 0 )
+ ( ( lightbits & TMoverParameters::light::headlight_upper ) ? 1 : 0 );
+ ( ( lights & light::headlight_left ) ? 1 : 0 )
+ ( ( lights & light::headlight_right ) ? 1 : 0 )
+ ( ( lights & light::headlight_upper ) ? 1 : 0 );
if( light.count > 0 ) {
// TODO: intensity can be affected further by dim switch or other factors
light.intensity = std::max( 0.0f, std::log( (float)light.count + 1.0f ) );
light.intensity *= ( light.owner->DimHeadlights ? 0.6f : 1.0f );
// TBD, TODO: intensity can be affected further by other factors
}
else {
light.intensity = 0.0f;
}
/*
// crude catch for unmanned modules which share the light state with the controlled unit.
// why don't they get their own light bits btw ._.
// TODO, TBD: have separate light bits for each vehicle, so this override isn't necessary
// NOTE: should be no longer needed, test and delete if there's no ill effects
if( ( light.owner->Controller == AIdriver )
&& ( light.owner->Mechanik == nullptr ) ) {
light.intensity = 0.0f;
light.count = 0;
}
*/
}
else {
// with battery off the lights are off

View File

@@ -307,11 +307,8 @@ state_manager::deserialize_node( cParser &Input, scene::scratch_data &Scratchpad
}
if( ( vehicle->MoverParameters->CategoryFlag == 1 ) // trains only
&& ( ( vehicle->MoverParameters->SecuritySystem.SystemType != 0 )
|| ( vehicle->MoverParameters->SandCapacity > 0.0 ) ) ) {
// we check for presence of security system or sand load, as a way to determine whether the vehicle is a controllable engine
// NOTE: this isn't 100% precise, e.g. middle EZT module comes with security system, while it has no lights, and some engines
// don't have security systems fitted
&& ( ( vehicle->LightList( side::front ) & ( light::headlight_left | light::headlight_right | light::headlight_upper ) != 0 )
|| ( vehicle->LightList( side::rear ) & ( light::headlight_left | light::headlight_right | light::headlight_upper ) != 0 ) ) ) {
simulation::Lights.insert( vehicle );
}
}
@@ -603,7 +600,7 @@ state_manager::deserialize_endtrainset( cParser &Input, scene::scratch_data &Scr
}
if( Scratchpad.trainset.couplings.back() == coupling::faux ) {
// jeśli ostatni pojazd ma sprzęg 0 to założymy mu końcówki blaszane (jak AI się odpali, to sobie poprawi)
Scratchpad.trainset.vehicles.back()->RaLightsSet( -1, TMoverParameters::light::rearendsignals );
Scratchpad.trainset.vehicles.back()->RaLightsSet( -1, light::rearendsignals );
}
// all done
Scratchpad.trainset.is_open = false;