Files
maszyna/World.cpp

2258 lines
100 KiB
C++

/*
This Source Code Form is subject to the
terms of the Mozilla Public License, v.
2.0. If a copy of the MPL was not
distributed with this file, You can
obtain one at
http://mozilla.org/MPL/2.0/.
*/
/*
MaSzyna EU07 locomotive simulator
Copyright (C) 2001-2004 Marcin Wozniak, Maciej Czapkiewicz and others
*/
#include "stdafx.h"
#include "World.h"
#include "Globals.h"
#include "simulation.h"
#include "Logs.h"
#include "MdlMngr.h"
#include "renderer.h"
#include "Timer.h"
#include "mtable.h"
#include "Sound.h"
#include "ResourceManager.h"
#include "Event.h"
#include "Train.h"
#include "Driver.h"
#include "Console.h"
#include "color.h"
#include "uilayer.h"
#include "translation.h"
//---------------------------------------------------------------------------
TDynamicObject *Controlled = NULL; // pojazd, który prowadzimy
std::shared_ptr<ui_panel> UIHeader = std::make_shared<ui_panel>( 20, 20 ); // header ui panel
std::shared_ptr<ui_panel> UITable = std::make_shared<ui_panel>( 20, 100 ); // schedule or scan table
std::shared_ptr<ui_panel> UITranscripts = std::make_shared<ui_panel>( 85, 600 ); // voice transcripts
namespace simulation {
simulation_time Time;
}
extern "C"
{
GLFWAPI HWND glfwGetWin32Window( GLFWwindow* window ); //m7todo: potrzebne do directsound
}
void
simulation_time::init() {
char monthdaycounts[ 2 ][ 13 ] = {
{ 0, 31, 28, 31, 30, 31, 30, 31, 31, 30, 31, 30, 31 },
{ 0, 31, 29, 31, 30, 31, 30, 31, 31, 30, 31, 30, 31 } };
::memcpy( m_monthdaycounts, monthdaycounts, sizeof( monthdaycounts ) );
// cache requested elements, if any
WORD const requestedhour = m_time.wHour;
WORD const requestedminute = m_time.wMinute;
::GetLocalTime( &m_time );
if( Global::fMoveLight > 0.0 ) {
// day and month of the year can be overriden by scenario setup
daymonth( m_time.wDay, m_time.wMonth, m_time.wYear, static_cast<WORD>( Global::fMoveLight ) );
}
if( requestedhour != (WORD)-1 ) { m_time.wHour = clamp( requestedhour, static_cast<WORD>( 0 ), static_cast<WORD>( 23 ) ); }
if( requestedminute != (WORD)-1 ) { m_time.wMinute = clamp( requestedminute, static_cast<WORD>( 0 ), static_cast<WORD>( 59 ) ); }
// if the time is taken from the local clock leave the seconds intact, otherwise set them to zero
if( ( requestedhour != (WORD)-1 ) || ( requestedminute != (WORD)-1 ) ) {
m_time.wSecond = 0;
}
m_yearday = yearday( m_time.wDay, m_time.wMonth, m_time.wYear );
}
void
simulation_time::update( double const Deltatime ) {
m_milliseconds += ( 1000.0 * Deltatime );
while( m_milliseconds >= 1000.0 ) {
++m_time.wSecond;
m_milliseconds -= 1000.0;
}
m_time.wMilliseconds = std::floor( m_milliseconds );
while( m_time.wSecond >= 60 ) {
++m_time.wMinute;
m_time.wSecond -= 60;
}
while( m_time.wMinute >= 60 ) {
++m_time.wHour;
m_time.wMinute -= 60;
}
while( m_time.wHour >= 24 ) {
++m_time.wDay;
++m_time.wDayOfWeek;
if( m_time.wDayOfWeek >= 7 ) {
m_time.wDayOfWeek -= 7;
}
m_time.wHour -= 24;
}
int leap = ( m_time.wYear % 4 == 0 ) && ( m_time.wYear % 100 != 0 ) || ( m_time.wYear % 400 == 0 );
while( m_time.wDay > m_monthdaycounts[ leap ][ m_time.wMonth ] ) {
m_time.wDay -= m_monthdaycounts[ leap ][ m_time.wMonth ];
++m_time.wMonth;
// unlikely but we might've entered a new year
if( m_time.wMonth > 12 ) {
++m_time.wYear;
leap = ( m_time.wYear % 4 == 0 ) && ( m_time.wYear % 100 != 0 ) || ( m_time.wYear % 400 == 0 );
m_time.wMonth -= 12;
}
}
}
int
simulation_time::yearday( int Day, const int Month, const int Year ) {
char daytab[ 2 ][ 13 ] = {
{ 0, 31, 28, 31, 30, 31, 30, 31, 31, 30, 31, 30, 31 },
{ 0, 31, 29, 31, 30, 31, 30, 31, 31, 30, 31, 30, 31 }
};
int i, leap;
leap = ( Year % 4 == 0 ) && ( Year % 100 != 0 ) || ( Year % 400 == 0 );
for( i = 1; i < Month; ++i )
Day += daytab[ leap ][ i ];
return Day;
}
void
simulation_time::daymonth( WORD &Day, WORD &Month, WORD const Year, WORD const Yearday ) {
WORD daytab[ 2 ][ 13 ] = {
{ 0, 31, 59, 90, 120, 151, 181, 212, 243, 273, 304, 334, 365 },
{ 0, 31, 60, 91, 121, 152, 182, 213, 244, 274, 305, 335, 366 }
};
int leap = ( Year % 4 == 0 ) && ( Year % 100 != 0 ) || ( Year % 400 == 0 );
WORD idx = 1;
while( ( idx < 13 ) && ( Yearday >= daytab[ leap ][ idx ] ) ) {
++idx;
}
Month = idx;
Day = Yearday - daytab[ leap ][ idx - 1 ];
}
int
simulation_time::julian_day() const {
int yy = ( m_time.wYear < 0 ? m_time.wYear + 1 : m_time.wYear ) - std::floor( ( 12 - m_time.wMonth ) / 10.f );
int mm = m_time.wMonth + 9;
if( mm >= 12 ) { mm -= 12; }
int K1 = std::floor( 365.25 * ( yy + 4712 ) );
int K2 = std::floor( 30.6 * mm + 0.5 );
// for dates in Julian calendar
int JD = K1 + K2 + m_time.wDay + 59;
// for dates in Gregorian calendar; 2299160 is October 15th, 1582
const int gregorianswitchday = 2299160;
if( JD > gregorianswitchday ) {
int K3 = std::floor( std::floor( ( yy * 0.01 ) + 49 ) * 0.75 ) - 38;
JD -= K3;
}
return JD;
}
TWorld::TWorld()
{
Train = NULL;
for (int i = 0; i < 10; ++i)
KeyEvents[i] = NULL; // eventy wyzwalane klawiszami cyfrowymi
Global::iSlowMotion = 0;
pDynamicNearest = NULL;
fTimeBuffer = 0.0; // bufor czasu aktualizacji dla stałego kroku fizyki
fMaxDt = 0.01; //[s] początkowy krok czasowy fizyki
fTime50Hz = 0.0; // bufor czasu dla komunikacji z PoKeys
}
TWorld::~TWorld()
{
TrainDelete();
// Ground.Free(); //Ra: usunięcie obiektów przed usunięciem dźwięków - sypie się
TSoundsManager::Free();
}
void TWorld::TrainDelete(TDynamicObject *d)
{ // usunięcie pojazdu prowadzonego przez użytkownika
if (d)
if (Train)
if (Train->Dynamic() != d)
return; // nie tego usuwać
#ifdef EU07_SCENERY_EDITOR
if( ( Train->DynamicObject )
&& ( Train->DynamicObject->Mechanik ) ) {
// likwidacja kabiny wymaga przejęcia przez AI
Train->DynamicObject->Mechanik->TakeControl( true );
}
#endif
delete Train; // i nie ma czym sterować
Train = NULL;
Controlled = NULL; // tego też już nie ma
mvControlled = NULL;
Global::pUserDynamic = NULL; // tego też nie ma
};
bool TWorld::Init( GLFWwindow *Window ) {
auto timestart = std::chrono::system_clock::now();
window = Window;
Global::window = Window; // do WM_COPYDATA
Global::pCamera = &Camera; // Ra: wskaźnik potrzebny do likwidacji drgań
WriteLog( "\nStarting MaSzyna rail vehicle simulator (release: " + Global::asVersion + ")" );
WriteLog( "For online documentation and additional files refer to: http://eu07.pl");
WriteLog( "Authors: Marcin_EU, McZapkie, ABu, Winger, Tolaris, nbmx, OLO_EU, Bart, Quark-t, "
"ShaXbee, Oli_EU, youBy, KURS90, Ra, hunter, szociu, Stele, Q, firleju and others\n" );
UILayer.set_background( "logo" );
if( true == TSoundsManager::Init( glfwGetWin32Window( window ) ) ) {
WriteLog( "Sound subsystem setup complete" );
}
else {
ErrorLog( "Sound subsystem setup failed" );
return false;
}
glfwSetWindowTitle( window, ( Global::AppName + " (" + Global::SceneryFile + ")" ).c_str() ); // nazwa scenerii
UILayer.set_progress(0.01);
UILayer.set_progress( "Loading scenery / Wczytywanie scenerii" );
GfxRenderer.Render();
WriteLog( "World setup..." );
if( false == simulation::State.deserialize( Global::SceneryFile ) ) { return false; }
simulation::Time.init();
Environment.init();
Camera.Init(Global::FreeCameraInit[0], Global::FreeCameraInitAngle[0]);
UILayer.set_progress( "Preparing train / Przygotowanie kabiny" );
WriteLog( "Player train init: " + Global::asHumanCtrlVehicle );
TDynamicObject *nPlayerTrain;
if( Global::asHumanCtrlVehicle != "ghostview" )
nPlayerTrain = simulation::Vehicles.find( Global::asHumanCtrlVehicle );
if (nPlayerTrain)
{
Train = new TTrain();
if( Train->Init( nPlayerTrain ) )
{
Controlled = Train->Dynamic();
mvControlled = Controlled->ControlledFind()->MoverParameters;
Global::pUserDynamic = Controlled; // renerowanie pojazdu względem kabiny
WriteLog("Player train init OK");
glfwSetWindowTitle( window, ( Global::AppName + " (" + Controlled->MoverParameters->Name + " @ " + Global::SceneryFile + ")" ).c_str() );
FollowView();
}
else
{
Error("Player train init failed!");
FreeFlyModeFlag = true; // Ra: automatycznie włączone latanie
Controlled = NULL;
mvControlled = NULL;
Camera.Type = tp_Free;
}
}
else
{
if (Global::asHumanCtrlVehicle != "ghostview")
{
Error("Player train doesn't exist!");
}
FreeFlyModeFlag = true; // Ra: automatycznie włączone latanie
glfwSwapBuffers( window );
Controlled = NULL;
mvControlled = NULL;
Camera.Type = tp_Free;
DebugCamera = Camera;
Global::DebugCameraPosition = DebugCamera.Pos;
}
// if (!Global::bMultiplayer) //na razie włączone
{ // eventy aktywowane z klawiatury tylko dla jednego użytkownika
KeyEvents[ 0 ] = simulation::Events.FindEvent( "keyctrl00" );
KeyEvents[ 1 ] = simulation::Events.FindEvent( "keyctrl01" );
KeyEvents[ 2 ] = simulation::Events.FindEvent( "keyctrl02" );
KeyEvents[ 3 ] = simulation::Events.FindEvent( "keyctrl03" );
KeyEvents[ 4 ] = simulation::Events.FindEvent( "keyctrl04" );
KeyEvents[ 5 ] = simulation::Events.FindEvent( "keyctrl05" );
KeyEvents[ 6 ] = simulation::Events.FindEvent( "keyctrl06" );
KeyEvents[ 7 ] = simulation::Events.FindEvent( "keyctrl07" );
KeyEvents[ 8 ] = simulation::Events.FindEvent( "keyctrl08" );
KeyEvents[ 9 ] = simulation::Events.FindEvent( "keyctrl09" );
}
WriteLog( "Load time: " +
std::to_string( std::chrono::duration_cast<std::chrono::seconds>(( std::chrono::system_clock::now() - timestart )).count() )
+ " seconds");
/*
if (DebugModeFlag) // w Debugmode automatyczne włączenie AI
if (Train)
if (Train->Dynamic()->Mechanik)
Train->Dynamic()->Mechanik->TakeControl(true);
*/
UILayer.set_progress();
UILayer.set_progress( "" );
UILayer.set_background( "" );
UILayer.clear_texts();
Timer::ResetTimers();
// make 4 empty lines for the ui header, to cut down on work down the road
UIHeader->text_lines.emplace_back( "", Global::UITextColor );
UIHeader->text_lines.emplace_back( "", Global::UITextColor );
UIHeader->text_lines.emplace_back( "", Global::UITextColor );
UIHeader->text_lines.emplace_back( "", Global::UITextColor );
// bind the panels with ui object. maybe not the best place for this but, eh
UILayer.push_back( UIHeader );
UILayer.push_back( UITable );
UILayer.push_back( UITranscripts );
return true;
};
void TWorld::OnKeyDown(int cKey)
{
// dump keypress info in the log
if( !Global::iPause ) {
// podczas pauzy klawisze nie działają
std::string keyinfo;
auto keyname = glfwGetKeyName( cKey, 0 );
if( keyname != nullptr ) {
keyinfo += std::string( keyname );
}
else {
switch( cKey ) {
case GLFW_KEY_SPACE: { keyinfo += "Space"; break; }
case GLFW_KEY_ENTER: { keyinfo += "Enter"; break; }
case GLFW_KEY_ESCAPE: { keyinfo += "Esc"; break; }
case GLFW_KEY_TAB: { keyinfo += "Tab"; break; }
case GLFW_KEY_INSERT: { keyinfo += "Insert"; break; }
case GLFW_KEY_DELETE: { keyinfo += "Delete"; break; }
case GLFW_KEY_HOME: { keyinfo += "Home"; break; }
case GLFW_KEY_END: { keyinfo += "End"; break; }
case GLFW_KEY_F1: { keyinfo += "F1"; break; }
case GLFW_KEY_F2: { keyinfo += "F2"; break; }
case GLFW_KEY_F3: { keyinfo += "F3"; break; }
case GLFW_KEY_F4: { keyinfo += "F4"; break; }
case GLFW_KEY_F5: { keyinfo += "F5"; break; }
case GLFW_KEY_F6: { keyinfo += "F6"; break; }
case GLFW_KEY_F7: { keyinfo += "F7"; break; }
case GLFW_KEY_F8: { keyinfo += "F8"; break; }
case GLFW_KEY_F9: { keyinfo += "F9"; break; }
case GLFW_KEY_F10: { keyinfo += "F10"; break; }
case GLFW_KEY_F11: { keyinfo += "F11"; break; }
case GLFW_KEY_F12: { keyinfo += "F12"; break; }
}
}
if( keyinfo.empty() == false ) {
std::string keymodifiers;
if( Global::shiftState )
keymodifiers += "[Shift]+";
if( Global::ctrlState )
keymodifiers += "[Ctrl]+";
WriteLog( "Key pressed: " + keymodifiers + "[" + keyinfo + "]" );
}
}
// actual key processing
// TODO: redo the input system
if( ( cKey >= GLFW_KEY_0 ) && ( cKey <= GLFW_KEY_9 ) ) // klawisze cyfrowe
{
int i = cKey - GLFW_KEY_0; // numer klawisza
if (Global::shiftState) {
// z [Shift] uruchomienie eventu
if( ( false == Global::iPause ) // podczas pauzy klawisze nie działają
&& ( KeyEvents[ i ] != nullptr ) ) {
simulation::Events.AddToQuery( KeyEvents[ i ], NULL );
}
}
else // zapamiętywanie kamery może działać podczas pauzy
if (FreeFlyModeFlag) // w trybie latania można przeskakiwać do ustawionych kamer
if( ( Global::iTextMode != GLFW_KEY_F12 ) &&
( Global::iTextMode != GLFW_KEY_F3 ) ) // ograniczamy użycie kamer
{
if ((!Global::FreeCameraInit[i].x)
&& (!Global::FreeCameraInit[i].y)
&& (!Global::FreeCameraInit[i].z))
{ // jeśli kamera jest w punkcie zerowym, zapamiętanie współrzędnych i kątów
Global::FreeCameraInit[i] = Camera.Pos;
Global::FreeCameraInitAngle[i].x = Camera.Pitch;
Global::FreeCameraInitAngle[i].y = Camera.Yaw;
Global::FreeCameraInitAngle[i].z = Camera.Roll;
// logowanie, żeby można było do scenerii przepisać
WriteLog(
"camera " + std::to_string( Global::FreeCameraInit[i].x ) + " "
+ std::to_string(Global::FreeCameraInit[i].y ) + " "
+ std::to_string(Global::FreeCameraInit[i].z ) + " "
+ std::to_string(RadToDeg(Global::FreeCameraInitAngle[i].x)) + " "
+ std::to_string(RadToDeg(Global::FreeCameraInitAngle[i].y)) + " "
+ std::to_string(RadToDeg(Global::FreeCameraInitAngle[i].z)) + " "
+ std::to_string(i) + " endcamera");
}
else // również przeskakiwanie
{ // Ra: to z tą kamerą (Camera.Pos i Global::pCameraPosition) jest trochę bez sensu
Global::SetCameraPosition( Global::FreeCameraInit[i] ); // nowa pozycja dla generowania obiektów
Camera.Init(Global::FreeCameraInit[i],
Global::FreeCameraInitAngle[i]); // przestawienie
}
}
// będzie jeszcze załączanie sprzęgów z [Ctrl]
}
else if( ( cKey >= GLFW_KEY_F1 ) && ( cKey <= GLFW_KEY_F12 ) )
{
switch (cKey) {
case GLFW_KEY_F1: {
if( DebugModeFlag ) {
// additional time speedup keys in debug mode
if( Global::ctrlState ) {
// ctrl-f3
simulation::Time.update( 20.0 * 60.0 );
}
else if( Global::shiftState ) {
// shift-f3
simulation::Time.update( 5.0 * 60.0 );
}
}
if( ( false == Global::ctrlState )
&& ( false == Global::shiftState ) ) {
// czas i relacja
if( Global::iTextMode == cKey ) { ++Global::iScreenMode[ cKey - GLFW_KEY_F1 ]; }
if( Global::iScreenMode[ cKey - GLFW_KEY_F1 ] > 1 ) {
// wyłączenie napisów
Global::iTextMode = 0;
Global::iScreenMode[ cKey - GLFW_KEY_F1 ] = 0;
}
else {
Global::iTextMode = cKey;
}
}
break;
}
case GLFW_KEY_F2: {
// parametry pojazdu
if( Global::iTextMode == cKey ) { ++Global::iScreenMode[ cKey - GLFW_KEY_F1 ]; }
if( Global::iScreenMode[ cKey - GLFW_KEY_F1 ] > 1 ) {
// wyłączenie napisów
Global::iTextMode = 0;
Global::iScreenMode[ cKey - GLFW_KEY_F1 ] = 0;
}
else {
Global::iTextMode = cKey;
}
break;
}
case GLFW_KEY_F3: {
// timetable
if( Global::iTextMode == cKey ) { ++Global::iScreenMode[ cKey - GLFW_KEY_F1 ]; }
if( Global::iScreenMode[ cKey - GLFW_KEY_F1 ] > 1 ) {
// wyłączenie napisów
Global::iTextMode = 0;
Global::iScreenMode[ cKey - GLFW_KEY_F1 ] = 0;
}
else {
Global::iTextMode = cKey;
}
break;
}
case GLFW_KEY_F4: {
InOutKey( !Global::shiftState ); // distant view with Shift, short distance step out otherwise
break;
}
case GLFW_KEY_F5: {
// przesiadka do innego pojazdu
if( false == FreeFlyModeFlag ) {
// only available in free fly mode
break;
}
TDynamicObject *tmp = std::get<TDynamicObject *>( simulation::Region->find_vehicle( Global::pCameraPosition, 50, true, false ) );
if( ( tmp != nullptr )
&& ( tmp != Controlled ) ) {
if( Controlled ) // jeśli mielismy pojazd
if( Controlled->Mechanik ) // na skutek jakiegoś błędu może czasem zniknąć
Controlled->Mechanik->TakeControl( true ); // oddajemy dotychczasowy AI
if( DebugModeFlag
|| (tmp->MoverParameters->Vel <= 5.0) ) {
// works always in debug mode, or for stopped/slow moving vehicles otherwise
Controlled = tmp; // przejmujemy nowy
mvControlled = Controlled->ControlledFind()->MoverParameters;
if( Train )
Train->Silence(); // wyciszenie dźwięków opuszczanego pojazdu
else
Train = new TTrain(); // jeśli niczym jeszcze nie jeździlismy
if( Train->Init( Controlled ) ) { // przejmujemy sterowanie
if( !DebugModeFlag ) // w DebugMode nadal prowadzi AI
Controlled->Mechanik->TakeControl( false );
}
else
SafeDelete( Train ); // i nie ma czym sterować
// Global::pUserDynamic=Controlled; //renerowanie pojazdu względem kabiny
// Global::iTextMode=VK_F4;
if( Train )
InOutKey(); // do kabiny
}
}
// Global::iTextMode = cKey;
break;
}
case GLFW_KEY_F6: {
// Global::iTextMode = cKey;
// przyspieszenie symulacji do testowania scenerii... uwaga na FPS!
if( DebugModeFlag ) {
if( Global::ctrlState ) { Global::fTimeSpeed = ( Global::shiftState ? 60.0 : 20.0 ); }
else { Global::fTimeSpeed = ( Global::shiftState ? 5.0 : 1.0 ); }
}
break;
}
case GLFW_KEY_F7: {
// debug mode functions
if( DebugModeFlag ) {
if( Global::ctrlState ) {
// ctrl + f7 toggles static daylight
ToggleDaylight();
break;
}
else {
// f7: wireframe toggle
Global::bWireFrame = !Global::bWireFrame;
if( true == Global::bWireFrame ) {
glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
}
else {
glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
}
}
}
break;
}
case GLFW_KEY_F8: {
if( Global::ctrlState
&& Global::shiftState ) {
DebugCameraFlag = !DebugCameraFlag; // taka opcjonalna funkcja, może się czasem przydać
}
else {
Global::iTextMode = cKey;
}
break;
}
case GLFW_KEY_F9: {
Global::iTextMode = cKey;
// wersja
break;
}
case GLFW_KEY_F10: {
if( Global::iTextMode == cKey ) {
Global::iTextMode =
( Global::iPause && ( cKey != GLFW_KEY_F1 ) ?
GLFW_KEY_F1 :
0 ); // wyłączenie napisów, chyba że pauza
}
else {
Global::iTextMode = cKey;
}
break;
}
case GLFW_KEY_F12: {
// coś tam jeszcze
if( Global::ctrlState
&& Global::shiftState )
DebugModeFlag = !DebugModeFlag; // taka opcjonalna funkcja, może się czasem przydać
else
Global::iTextMode = cKey;
break;
}
}
// if (cKey!=VK_F4)
return; // nie są przekazywane do pojazdu wcale
}
if( Global::iTextMode == GLFW_KEY_F10 ) // wyświetlone napisy klawiszem F10
{ // i potwierdzenie
if( cKey == GLFW_KEY_Y ) {
// flaga wyjścia z programu
::PostQuitMessage( 0 );
// Global::iTextMode = -1;
}
return; // nie przekazujemy do pociągu
}
else if ((Global::iTextMode == GLFW_KEY_F12) ? (cKey >= '0') && (cKey <= '9') : false)
{ // tryb konfiguracji debugmode (przestawianie kamery już wyłączone
if (!Global::shiftState) // bez [Shift]
{
if (cKey == GLFW_KEY_1)
Global::iWriteLogEnabled ^= 1; // włącz/wyłącz logowanie do pliku
else if (cKey == GLFW_KEY_2)
{ // włącz/wyłącz okno konsoli
Global::iWriteLogEnabled ^= 2;
if ((Global::iWriteLogEnabled & 2) == 0) // nie było okienka
{ // otwarcie okna
AllocConsole(); // jeśli konsola już jest, to zwróci błąd; uwalniać nie ma po
// co, bo się odłączy
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_GREEN);
}
}
// else if (cKey=='3') Global::iWriteLogEnabled^=4; //wypisywanie nazw torów
}
}
else if( cKey == GLFW_KEY_ESCAPE ) {
// toggle pause
if( Global::iPause & 1 ) // jeśli pauza startowa
Global::iPause &= ~1; // odpauzowanie, gdy po wczytaniu miało nie startować
else if( !( Global::iMultiplayer & 2 ) ) // w multiplayerze pauza nie ma sensu
Global::iPause ^= 2; // zmiana stanu zapauzowania
if( Global::iPause ) {// jak pauza
Global::iTextMode = GLFW_KEY_F1; // to wyświetlić zegar i informację
}
}
else if( ( cKey == GLFW_KEY_PAUSE ) && ( Global::ctrlState ) && ( Global::shiftState ) ) {
//[Ctrl]+[Break] hamowanie wszystkich pojazdów w okolicy // added shift to prevent odd issue with glfw producing pause presses on its own
if( Controlled->MoverParameters->Radio )
simulation::Region->RadioStop( Camera.Pos );
}
else if (!Global::iPause) //||(cKey==VK_F4)) //podczas pauzy sterownaie nie działa, F4 tak
if (Train)
if (Controlled)
if ((Controlled->Controller == Humandriver) ? true : DebugModeFlag || (cKey == GLFW_KEY_Q))
Train->OnKeyDown(cKey); // przekazanie klawisza do kabiny
if (FreeFlyModeFlag) // aby nie odluźniało wagonu za lokomotywą
{ // operacje wykonywane na dowolnym pojeździe, przeniesione tu z kabiny
/*
// NOTE: disabled so it doesn't interfere with new system controls in outside view
// TODO: implement as part of the new system
if (cKey == Global::Keys[k_Releaser]) // odluźniacz
{ // działa globalnie, sprawdzić zasięg
TDynamicObject *temp = Global::DynamicNearest();
if (temp)
{
if (Global::ctrlState) // z ctrl odcinanie
{
temp->MoverParameters->Hamulec->SetBrakeStatus( temp->MoverParameters->Hamulec->GetBrakeStatus() ^ 128 );
}
else if (temp->MoverParameters->BrakeReleaser(1))
{
// temp->sBrakeAcc->
// dsbPneumaticRelay->SetVolume(DSBVOLUME_MAX);
// dsbPneumaticRelay->Play(0,0,0); //temp->Position()-Camera.Pos //???
}
}
}
else
*/
if (cKey == Global::Keys[k_Heating]) // Ra: klawisz nie jest najszczęśliwszy
{ // zmiana próżny/ładowny; Ra: zabrane z kabiny
auto *vehicle { std::get<TDynamicObject *>( simulation::Region->find_vehicle( Global::pCameraPosition, 10, false, false ) ) };
if (vehicle)
{
if (Global::shiftState ? vehicle->MoverParameters->IncBrakeMult() :
vehicle->MoverParameters->DecBrakeMult())
if (Train)
{ // dźwięk oczywiście jest w kabinie
Train->play_sound( Train->dsbSwitch );
}
}
}
else if (cKey == Global::Keys[k_EndSign])
{ // Ra 2014-07: zabrane z kabiny
auto *vehicle { std::get<TDynamicObject *>( simulation::Region->find_vehicle( Global::pCameraPosition, 10, false, true ) ) };
if (vehicle)
{
int CouplNr = (LengthSquared3(vehicle->HeadPosition() - Camera.Pos) >
LengthSquared3(vehicle->RearPosition() - Camera.Pos) ?
1 :
-1) *
vehicle->DirectionGet();
if (CouplNr < 0)
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 = light::rearendsignals; // bez [Ctrl] założyć tabliczki
else if (Global::ctrlState)
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)
{
vehicle->iLights[CouplNr] = (vehicle->iLights[CouplNr] & ~mask) | set;
if (Train)
{ // Ra: ten dźwięk z kabiny to przegięcie, ale na razie zostawiam
Train->play_sound( Train->dsbSwitch );
}
}
}
}
else if (cKey == Global::Keys[k_IncLocalBrakeLevel])
{ // zahamowanie dowolnego pojazdu
auto *vehicle { std::get<TDynamicObject *>( simulation::Region->find_vehicle( Global::pCameraPosition, 10, false, false ) ) };
if (vehicle)
{
if (Global::ctrlState)
if ((vehicle->MoverParameters->LocalBrake == ManualBrake) ||
(vehicle->MoverParameters->MBrake == true))
vehicle->MoverParameters->IncManualBrakeLevel(1);
else
;
else if (vehicle->MoverParameters->LocalBrake != ManualBrake)
if (vehicle->MoverParameters->IncLocalBrakeLevelFAST())
if (Train)
{ // dźwięk oczywiście jest w kabinie
Train->play_sound( Train->dsbPneumaticRelay );
}
}
}
else if (cKey == Global::Keys[k_DecLocalBrakeLevel])
{ // odhamowanie dowolnego pojazdu
auto *vehicle { std::get<TDynamicObject *>( simulation::Region->find_vehicle( Global::pCameraPosition, 10, false, false ) ) };
if (vehicle)
{
if (Global::ctrlState)
if ((vehicle->MoverParameters->LocalBrake == ManualBrake) ||
(vehicle->MoverParameters->MBrake == true))
vehicle->MoverParameters->DecManualBrakeLevel(1);
else
;
else if (vehicle->MoverParameters->LocalBrake != ManualBrake)
if (vehicle->MoverParameters->DecLocalBrakeLevelFAST())
if (Train)
{ // dźwięk oczywiście jest w kabinie
Train->play_sound( Train->dsbPneumaticRelay );
}
}
}
}
}
void TWorld::OnMouseMove(double x, double y)
{ // McZapkie:060503-definicja obracania myszy
Camera.OnCursorMove(x * Global::fMouseXScale / Global::ZoomFactor, -y * Global::fMouseYScale / Global::ZoomFactor);
}
void TWorld::InOutKey( bool const Near )
{ // przełączenie widoku z kabiny na zewnętrzny i odwrotnie
FreeFlyModeFlag = !FreeFlyModeFlag; // zmiana widoku
if (FreeFlyModeFlag) {
// jeżeli poza kabiną, przestawiamy w jej okolicę - OK
Global::pUserDynamic = NULL; // bez renderowania względem kamery
if (Train) {
// cache current cab position so there's no need to set it all over again after each out-in switch
Train->pMechSittingPosition = Train->pMechOffset;
// wyłączenie dźwięków kabiny
Train->Silence();
Train->Dynamic()->bDisplayCab = false;
DistantView( Near );
}
DebugCamera = Camera;
Global::DebugCameraPosition = DebugCamera.Pos;
}
else
{ // jazda w kabinie
if (Train)
{
Global::pUserDynamic = Controlled; // renerowanie względem kamery
Train->Dynamic()->bDisplayCab = true;
Train->Dynamic()->ABuSetModelShake(
vector3(0, 0, 0)); // zerowanie przesunięcia przed powrotem?
// Camera.Stop(); //zatrzymanie ruchu
Train->MechStop();
FollowView(); // na pozycję mecha
}
else
FreeFlyModeFlag = true; // nadal poza kabiną
}
// update window title to reflect the situation
glfwSetWindowTitle(
window,
( Global::AppName
+ " ("
+ ( Controlled != nullptr ?
Controlled->MoverParameters->Name :
"" )
+ " @ "
+ Global::SceneryFile
+ ")" ).c_str() );
};
// places camera outside the controlled vehicle, or nearest if nothing is under control
// depending on provided switch the view is placed right outside, or at medium distance
void TWorld::DistantView( bool const Near )
{ // ustawienie widoku pojazdu z zewnątrz
TDynamicObject const *vehicle{ nullptr };
if( nullptr != Controlled ) { vehicle = Controlled; }
else if( nullptr != pDynamicNearest ) { vehicle = pDynamicNearest; }
else { return; }
auto const cab =
( vehicle->MoverParameters->ActiveCab == 0 ?
1 :
vehicle->MoverParameters->ActiveCab );
auto const left = vehicle->VectorLeft() * cab;
if( true == Near ) {
Camera.Pos =
vector3( Camera.Pos.x, vehicle->GetPosition().y, Camera.Pos.z )
+ left * vehicle->GetWidth()
+ vector3( 1.25 * left.x, 1.6, 1.25 * left.z );
}
else {
Camera.Pos =
vehicle->GetPosition()
+ vehicle->VectorFront() * vehicle->MoverParameters->ActiveCab * 50.0
+ vector3( -10.0 * left.x, 1.6, -10.0 * left.z );
}
Camera.LookAt = vehicle->GetPosition();
Camera.RaLook(); // jednorazowe przestawienie kamery
};
// ustawienie śledzenia pojazdu
void TWorld::FollowView(bool wycisz) {
Camera.Reset(); // likwidacja obrotów - patrzy horyzontalnie na południe
if (Controlled) // jest pojazd do prowadzenia?
{
if (FreeFlyModeFlag)
{ // jeżeli poza kabiną, przestawiamy w jej okolicę - OK
if( Train ) {
// wyłączenie trzęsienia na siłę?
Train->Dynamic()->ABuSetModelShake( vector3() );
}
DistantView(); // przestawienie kamery
//żeby nie bylo numerów z 'fruwajacym' lokiem - konsekwencja bujania pudła
// tu ustawić nową, bo od niej liczą się odległości
Global::SetCameraPosition( Camera.Pos );
}
else if (Train)
{ // korekcja ustawienia w kabinie - OK
if( wycisz ) {
// wyciszenie dźwięków z poprzedniej pozycji
// trzymanie prawego w kabinie daje marny efekt
// TODO: re-implement, old one kinda didn't really work
}
Camera.Pos = Train->pMechPosition;
Camera.Roll = std::atan(Train->pMechShake.x * Train->fMechRoll); // hustanie kamery na boki
Camera.Pitch -= 0.5 * std::atan(Train->vMechVelocity.z * Train->fMechPitch); // hustanie kamery przod tyl
if( Train->Dynamic()->MoverParameters->ActiveCab == 0 ) {
Camera.LookAt =
Train->pMechPosition
+ Train->GetDirection() * 5.0;
}
else {
// patrz w strone wlasciwej kabiny
Camera.LookAt =
Train->pMechPosition
+ Train->GetDirection() * 5.0 * Train->Dynamic()->MoverParameters->ActiveCab;
}
Train->pMechOffset = Train->pMechSittingPosition;
}
}
else
DistantView();
};
bool TWorld::Update() {
Timer::UpdateTimers(Global::iPause != 0);
Timer::subsystem.sim_total.start();
if( (Global::iPause == false)
|| (m_init == false) ) {
// jak pauza, to nie ma po co tego przeliczać
simulation::Time.update( Timer::GetDeltaTime() );
// Ra 2014-07: przeliczenie kąta czasu (do animacji zależnych od czasu)
auto const &time = simulation::Time.data();
Global::fTimeAngleDeg = time.wHour * 15.0 + time.wMinute * 0.25 + ( ( time.wSecond + 0.001 * time.wMilliseconds ) / 240.0 );
Global::fClockAngleDeg[ 0 ] = 36.0 * ( time.wSecond % 10 ); // jednostki sekund
Global::fClockAngleDeg[ 1 ] = 36.0 * ( time.wSecond / 10 ); // dziesiątki sekund
Global::fClockAngleDeg[ 2 ] = 36.0 * ( time.wMinute % 10 ); // jednostki minut
Global::fClockAngleDeg[ 3 ] = 36.0 * ( time.wMinute / 10 ); // dziesiątki minut
Global::fClockAngleDeg[ 4 ] = 36.0 * ( time.wHour % 10 ); // jednostki godzin
Global::fClockAngleDeg[ 5 ] = 36.0 * ( time.wHour / 10 ); // dziesiątki godzin
Update_Environment();
} // koniec działań niewykonywanych podczas pauzy
// fixed step, simulation time based updates
double dt = Timer::GetDeltaTime(); // 0.0 gdy pauza
/*
fTimeBuffer += dt; //[s] dodanie czasu od poprzedniej ramki
*/
// m_primaryupdateaccumulator += dt; // unused for the time being
m_secondaryupdateaccumulator += dt;
/*
if (fTimeBuffer >= fMaxDt) // jest co najmniej jeden krok; normalnie 0.01s
{ // Ra: czas dla fizyki jest skwantowany - fizykę lepiej przeliczać stałym krokiem
// tak można np. moc silników itp., ale ruch musi być przeliczany w każdej klatce, bo
// inaczej skacze
Global::tranTexts.Update(); // obiekt obsługujący stenogramy dźwięków na ekranie
Console::Update(); // obsługa cykli PoKeys (np. aktualizacja wyjść analogowych)
double iter =
ceil(fTimeBuffer / fMaxDt); // ile kroków się zmieściło od ostatniego sprawdzania?
int n = int(iter); // ile kroków jako int
fTimeBuffer -= iter * fMaxDt; // reszta czasu na potem (do bufora)
if (n > 20)
n = 20; // Ra: jeżeli FPS jest zatrważająco niski, to fizyka nie może zająć całkowicie procesora
}
*/
/*
// NOTE: until we have no physics state interpolation during render, we need to rely on the old code,
// as doing fixed step calculations but flexible step render results in ugly mini jitter
// core routines (physics)
int updatecount = 0;
while( ( m_primaryupdateaccumulator >= m_primaryupdaterate )
&&( updatecount < 20 ) ) {
// no more than 20 updates per single pass, to keep physics from hogging up all run time
Ground.Update( m_primaryupdaterate, 1 );
++updatecount;
m_primaryupdateaccumulator -= m_primaryupdaterate;
}
*/
int updatecount = 1;
if( dt > m_primaryupdaterate ) // normalnie 0.01s
{
/*
// NOTE: experimentally disabled physics update cap
auto const iterations = std::ceil(dt / m_primaryupdaterate);
updatecount = std::min( 20, static_cast<int>( iterations ) );
*/
updatecount = std::ceil( dt / m_primaryupdaterate );
/*
// NOTE: changing dt wrecks things further down the code. re-acquire proper value later or cleanup here
dt = dt / iterations; // Ra: fizykę lepiej by było przeliczać ze stałym krokiem
*/
}
auto const stepdeltatime { dt / updatecount };
// NOTE: updates are limited to 20, but dt is distributed over potentially many more iterations
// this means at count > 20 simulation and render are going to desync. is that right?
// NOTE: experimentally changing this to prevent the desync.
// TODO: test what happens if we hit more than 20 * 0.01 sec slices, i.e. less than 5 fps
Timer::subsystem.sim_dynamics.start();
if( true == Global::FullPhysics ) {
// mixed calculation mode, steps calculated in ~0.05s chunks
while( updatecount >= 5 ) {
simulation::State.update( stepdeltatime, 5 );
updatecount -= 5;
}
if( updatecount ) {
simulation::State.update( stepdeltatime, updatecount );
}
}
else {
// simplified calculation mode; faster but can lead to errors
simulation::State.update( stepdeltatime, updatecount );
}
Timer::subsystem.sim_dynamics.stop();
// secondary fixed step simulation time routines
while( m_secondaryupdateaccumulator >= m_secondaryupdaterate ) {
Global::tranTexts.Update(); // obiekt obsługujący stenogramy dźwięków na ekranie
// awaria PoKeys mogła włączyć pauzę - przekazać informację
if( Global::iMultiplayer ) // dajemy znać do serwera o wykonaniu
if( iPause != Global::iPause ) { // przesłanie informacji o pauzie do programu nadzorującego
multiplayer::WyslijParam( 5, 3 ); // ramka 5 z czasem i stanem zapauzowania
iPause = Global::iPause;
}
// fixed step part of the camera update
if( ( Train != nullptr )
&& ( Camera.Type == tp_Follow )
&& ( false == DebugCameraFlag ) ) {
// jeśli jazda w kabinie, przeliczyć trzeba parametry kamery
Train->UpdateMechPosition( m_secondaryupdaterate );
}
m_secondaryupdateaccumulator -= m_secondaryupdaterate; // these should be inexpensive enough we have no cap
}
// variable step simulation time routines
if( Global::changeDynObj ) {
// ABu zmiana pojazdu - przejście do innego
ChangeDynamic();
}
if( Train != nullptr ) {
TSubModel::iInstance = reinterpret_cast<size_t>( Train->Dynamic() );
Train->Update( dt );
}
else {
TSubModel::iInstance = 0;
}
simulation::Events.update();
simulation::Region->update_events();
simulation::Lights.update();
// render time routines follow:
dt = Timer::GetDeltaRenderTime(); // nie uwzględnia pauzowania ani mnożenia czasu
// fixed step render time routines
fTime50Hz += dt; // w pauzie też trzeba zliczać czas, bo przy dużym FPS będzie problem z odczytem ramek
while( fTime50Hz >= 1.0 / 50.0 ) {
Console::Update(); // to i tak trzeba wywoływać
Update_UI();
// decelerate camera
Camera.Velocity *= 0.65;
if( std::abs( Camera.Velocity.x ) < 0.01 ) { Camera.Velocity.x = 0.0; }
if( std::abs( Camera.Velocity.y ) < 0.01 ) { Camera.Velocity.y = 0.0; }
if( std::abs( Camera.Velocity.z ) < 0.01 ) { Camera.Velocity.z = 0.0; }
// decelerate debug camera too
DebugCamera.Velocity *= 0.65;
if( std::abs( DebugCamera.Velocity.x ) < 0.01 ) { DebugCamera.Velocity.x = 0.0; }
if( std::abs( DebugCamera.Velocity.y ) < 0.01 ) { DebugCamera.Velocity.y = 0.0; }
if( std::abs( DebugCamera.Velocity.z ) < 0.01 ) { DebugCamera.Velocity.z = 0.0; }
fTime50Hz -= 1.0 / 50.0;
}
// variable step render time routines
Update_Camera( dt );
Timer::subsystem.sim_total.stop();
simulation::Region->update_sounds();
GfxRenderer.Update( dt );
ResourceSweep();
m_init = true;
return true;
};
void
TWorld::Update_Camera( double const Deltatime ) {
if( false == Global::ControlPicking ) {
if( glfwGetMouseButton( window, GLFW_MOUSE_BUTTON_LEFT ) == GLFW_PRESS ) {
Camera.Reset(); // likwidacja obrotów - patrzy horyzontalnie na południe
if( Controlled && LengthSquared3( Controlled->GetPosition() - Camera.Pos ) < ( 1500 * 1500 ) ) {
// gdy bliżej niż 1.5km
Camera.LookAt = Controlled->GetPosition();
}
else {
TDynamicObject *d = std::get<TDynamicObject *>( simulation::Region->find_vehicle( Global::pCameraPosition, 300, false, false ) );
if( !d )
d = std::get<TDynamicObject *>( simulation::Region->find_vehicle( Global::pCameraPosition, 1000, false, false ) ); // dalej szukanie, jesli bliżej nie ma
if( d && pDynamicNearest ) {
// jeśli jakiś jest znaleziony wcześniej
if( 100.0 * LengthSquared3( d->GetPosition() - Camera.Pos ) > LengthSquared3( pDynamicNearest->GetPosition() - Camera.Pos ) ) {
d = pDynamicNearest; // jeśli najbliższy nie jest 10 razy bliżej niż
}
}
// poprzedni najbliższy, zostaje poprzedni
if( d )
pDynamicNearest = d; // zmiana na nowy, jeśli coś znaleziony niepusty
if( pDynamicNearest )
Camera.LookAt = pDynamicNearest->GetPosition();
}
if( FreeFlyModeFlag )
Camera.RaLook(); // jednorazowe przestawienie kamery
}
else if( glfwGetMouseButton( window, GLFW_MOUSE_BUTTON_RIGHT ) == GLFW_PRESS ) {
FollowView( false ); // bez wyciszania dźwięków
}
else if( glfwGetMouseButton( window, GLFW_MOUSE_BUTTON_MIDDLE ) == GLFW_PRESS ) {
// middle mouse button controls zoom.
Global::ZoomFactor = std::min( 4.5f, Global::ZoomFactor + 15.0f * static_cast<float>( Deltatime ) );
}
else if( glfwGetMouseButton( window, GLFW_MOUSE_BUTTON_MIDDLE ) != GLFW_PRESS ) {
// reset zoom level if the button is no longer held down.
// NOTE: yes, this is terrible way to go about it. it'll do for now.
Global::ZoomFactor = std::max( 1.0f, Global::ZoomFactor - 15.0f * static_cast<float>( Deltatime ) );
}
}
if( DebugCameraFlag ) { DebugCamera.Update(); }
else { Camera.Update(); } // uwzględnienie ruchu wywołanego klawiszami
if( ( Train != nullptr )
&& ( Camera.Type == tp_Follow )
&& ( false == DebugCameraFlag ) ) {
// jeśli jazda w kabinie, przeliczyć trzeba parametry kamery
vector3 tempangle = Controlled->VectorFront() * ( Controlled->MoverParameters->ActiveCab == -1 ? -1 : 1 );
double modelrotate = atan2( -tempangle.x, tempangle.z );
if( (Global::ctrlState)
&& ( (Console::Pressed( Global::Keys[ k_MechLeft ])
|| (Console::Pressed( Global::Keys[ k_MechRight ]))))) {
// jeśli lusterko lewe albo prawe (bez rzucania na razie)
bool lr = Console::Pressed( Global::Keys[ k_MechLeft ] );
// Camera.Yaw powinno być wyzerowane, aby po powrocie patrzeć do przodu
Camera.Pos = Controlled->GetPosition() + Train->MirrorPosition( lr ); // pozycja lusterka
Camera.Yaw = 0; // odchylenie na bok od Camera.LookAt
if( Train->Dynamic()->MoverParameters->ActiveCab == 0 )
Camera.LookAt = Camera.Pos - Train->GetDirection(); // gdy w korytarzu
else if( Global::shiftState ) {
// patrzenie w bok przez szybę
Camera.LookAt = Camera.Pos - ( lr ? -1 : 1 ) * Train->Dynamic()->VectorLeft() * Train->Dynamic()->MoverParameters->ActiveCab;
Global::SetCameraRotation( -modelrotate );
}
else { // patrzenie w kierunku osi pojazdu, z uwzględnieniem kabiny - jakby z lusterka,
// ale bez odbicia
Camera.LookAt = Camera.Pos - Train->GetDirection() * Train->Dynamic()->MoverParameters->ActiveCab; //-1 albo 1
Global::SetCameraRotation( M_PI - modelrotate ); // tu już trzeba uwzględnić lusterka
}
Camera.Roll = std::atan( Train->pMechShake.x * Train->fMechRoll ); // hustanie kamery na boki
Camera.Pitch = 0.5 * std::atan( Train->vMechVelocity.z * Train->fMechPitch ); // hustanie kamery przod tyl
Camera.vUp = Controlled->VectorUp();
}
else {
// patrzenie standardowe
Camera.Pos = Train->GetWorldMechPosition(); // Train.GetPosition1();
if( !Global::iPause ) { // podczas pauzy nie przeliczać kątów przypadkowymi wartościami
Camera.Roll = atan( Train->pMechShake.x * Train->fMechRoll ); // hustanie kamery na boki
Camera.Pitch -= 0.5 * atan( Train->vMechVelocity.z * Train->fMechPitch ); // hustanie kamery przod tyl //Ra: tu
// jest uciekanie kamery w górę!!!
}
// ABu011104: rzucanie pudlem
/*
vector3 temp;
if( abs( Train->pMechShake.y ) < 0.25 )
temp = vector3( 0, 0, 6 * Train->pMechShake.y );
else if( ( Train->pMechShake.y ) > 0 )
temp = vector3( 0, 0, 6 * 0.25 );
else
temp = vector3( 0, 0, -6 * 0.25 );
if( Controlled )
Controlled->ABuSetModelShake( temp );
// ABu: koniec rzucania
*/
if( Train->Dynamic()->MoverParameters->ActiveCab == 0 )
Camera.LookAt = Train->GetWorldMechPosition() + Train->GetDirection() * 5.0; // gdy w korytarzu
else // patrzenie w kierunku osi pojazdu, z uwzględnieniem kabiny
Camera.LookAt = Train->GetWorldMechPosition() + Train->GetDirection() * 5.0 * Train->Dynamic()->MoverParameters->ActiveCab; //-1 albo 1
Camera.vUp = Train->GetUp();
Global::SetCameraRotation( Camera.Yaw - modelrotate ); // tu już trzeba uwzględnić lusterka
}
}
else { // kamera nieruchoma
Global::SetCameraRotation( Camera.Yaw - M_PI );
}
// all done, update camera position to the new value
Global::pCameraPosition = Camera.Pos;
Global::DebugCameraPosition = DebugCamera.Pos;
}
void TWorld::Update_Environment() {
Environment.update();
}
void TWorld::ResourceSweep()
{
/*
ResourceManager::Sweep( Timer::GetSimulationTime() );
*/
};
void
TWorld::Update_UI() {
UITable->text_lines.clear();
std::string uitextline1, uitextline2, uitextline3, uitextline4;
UILayer.set_tooltip( "" );
if( ( Train != nullptr ) && ( false == FreeFlyModeFlag ) ) {
if( false == DebugModeFlag ) {
// in regular mode show control functions, for defined controls
UILayer.set_tooltip( locale::label_cab_control( Train->GetLabel( GfxRenderer.Pick_Control() ) ) );
}
else {
// in debug mode show names of submodels, to help with cab setup and/or debugging
auto const cabcontrol = GfxRenderer.Pick_Control();
UILayer.set_tooltip( ( cabcontrol ? cabcontrol->pName : "" ) );
}
}
if( ( true == Global::ControlPicking ) && ( true == FreeFlyModeFlag ) && ( true == DebugModeFlag ) ) {
auto const scenerynode = GfxRenderer.Pick_Node();
UILayer.set_tooltip(
( scenerynode ?
scenerynode->name() :
"" ) );
}
switch( Global::iTextMode ) {
case( GLFW_KEY_F1 ) : {
// f1, default mode: current time and timetable excerpt
auto const &time = simulation::Time.data();
uitextline1 =
"Time: "
+ to_string( time.wHour ) + ":"
+ ( time.wMinute < 10 ? "0" : "" ) + to_string( time.wMinute ) + ":"
+ ( time.wSecond < 10 ? "0" : "" ) + to_string( time.wSecond );
if( Global::iPause ) {
uitextline1 += " (paused)";
}
if( ( Controlled != nullptr )
&& ( Controlled->Mechanik != nullptr ) ) {
auto const &mover = Controlled->MoverParameters;
auto const &driver = Controlled->Mechanik;
uitextline2 = "Throttle: " + to_string( driver->Controlling()->MainCtrlPos, 0, 2 ) + "+" + std::to_string( driver->Controlling()->ScndCtrlPos );
if( mover->ActiveDir > 0 ) { uitextline2 += " D"; }
else if( mover->ActiveDir < 0 ) { uitextline2 += " R"; }
else { uitextline2 += " N"; }
uitextline3 = "Brakes:" + to_string( mover->fBrakeCtrlPos, 1, 5 ) + "+" + std::to_string( mover->LocalBrakePos ) + ( mover->SlippingWheels ? " !" : " " );
if( Global::iScreenMode[ Global::iTextMode - GLFW_KEY_F1 ] == 1 ) {
// detail mode on second key press
uitextline2 +=
" Speed: " + std::to_string( static_cast<int>( std::floor( mover->Vel ) ) ) + " km/h"
+ " (limit: " + std::to_string( static_cast<int>( std::floor( driver->VelDesired ) ) ) + " km/h"
+ ", next limit: " + std::to_string( static_cast<int>( std::floor( Controlled->Mechanik->VelNext ) ) ) + " km/h"
+ " in " + to_string( Controlled->Mechanik->ActualProximityDist * 0.001, 1 ) + " km)";
uitextline3 +=
" Pressure: " + to_string( mover->BrakePress * 100.0, 2 ) + " kPa"
+ " (train pipe: " + to_string( mover->PipePress * 100.0, 2 ) + " kPa)";
auto const trackblockdistance{ std::abs( Controlled->Mechanik->TrackBlock() ) };
if( trackblockdistance <= 75.0 ) {
uitextline4 = " Another vehicle ahead (distance: " + to_string( trackblockdistance, 1 ) + " m)";
}
}
}
break;
}
case( GLFW_KEY_F2 ) : {
// timetable
auto *vehicle {
( FreeFlyModeFlag ?
std::get<TDynamicObject *>( simulation::Region->find_vehicle( Camera.Pos, 20, false, false ) ) :
Controlled ) }; // w trybie latania lokalizujemy wg mapy
if( vehicle == nullptr ) { break; }
// if the nearest located vehicle doesn't have a direct driver, try to query its owner
auto const owner = (
( ( vehicle->Mechanik != nullptr ) && ( vehicle->Mechanik->Primary() ) ) ?
vehicle->Mechanik :
vehicle->ctOwner );
if( owner == nullptr ){ break; }
auto const table = owner->Timetable();
if( table == nullptr ) { break; }
auto const &time = simulation::Time.data();
uitextline1 =
"Time: "
+ to_string( time.wHour ) + ":"
+ ( time.wMinute < 10 ? "0" : "" ) + to_string( time.wMinute ) + ":"
+ ( time.wSecond < 10 ? "0" : "" ) + to_string( time.wSecond );
if( Global::iPause ) {
uitextline1 += " (paused)";
}
uitextline2 = Global::Bezogonkow( owner->Relation(), true ) + " (" + Global::Bezogonkow( owner->Timetable()->TrainName, true ) + ")";
auto const nextstation = Global::Bezogonkow( owner->NextStop(), true );
if( !nextstation.empty() ) {
// jeśli jest podana relacja, to dodajemy punkt następnego zatrzymania
uitextline3 = " -> " + nextstation;
}
if( Global::iScreenMode[ Global::iTextMode - GLFW_KEY_F1 ] == 1 ) {
if( 0 == table->StationCount ) {
// only bother if there's stations to list
UITable->text_lines.emplace_back( "(no timetable)", Global::UITextColor );
}
else {
// header
UITable->text_lines.emplace_back( "+----------------------------+-------+-------+-----+", Global::UITextColor );
TMTableLine *tableline;
for( int i = owner->iStationStart; i <= std::min( owner->iStationStart + 15, table->StationCount ); ++i ) {
// wyświetlenie pozycji z rozkładu
tableline = table->TimeTable + i; // linijka rozkładu
std::string station =
( tableline->StationName + " " ).substr( 0, 26 );
std::string arrival =
( tableline->Ah >= 0 ?
to_string( int( 100 + tableline->Ah ) ).substr( 1, 2 ) + ":" + to_string( int( 100 + tableline->Am ) ).substr( 1, 2 ) :
" " );
std::string departure =
( tableline->Dh >= 0 ?
to_string( int( 100 + tableline->Dh ) ).substr( 1, 2 ) + ":" + to_string( int( 100 + tableline->Dm ) ).substr( 1, 2 ) :
" " );
std::string vmax =
" "
+ to_string( tableline->vmax, 0 );
vmax = vmax.substr( vmax.length() - 3, 3 ); // z wyrównaniem do prawej
UITable->text_lines.emplace_back(
Global::Bezogonkow( "| " + station + " | " + arrival + " | " + departure + " | " + vmax + " | " + tableline->StationWare, true ),
( ( owner->iStationStart < table->StationIndex )
&& ( i < table->StationIndex )
&& ( ( time.wHour * 60 + time.wMinute ) >= ( tableline->Dh * 60 + tableline->Dm ) ) ?
float4( 0.0f, 1.0f, 0.0f, 1.0f ) :// czas minął i odjazd był, to nazwa stacji będzie na zielono
Global::UITextColor ) );
// divider/footer
UITable->text_lines.emplace_back( "+----------------------------+-------+-------+-----+", Global::UITextColor );
}
}
}
break;
}
case( GLFW_KEY_F3 ) : {
auto *vehicle{
( FreeFlyModeFlag ?
std::get<TDynamicObject *>( simulation::Region->find_vehicle( Camera.Pos, 20, false, false ) ) :
Controlled ) }; // w trybie latania lokalizujemy wg mapy
if( vehicle != nullptr ) {
// jeśli domyślny ekran po pierwszym naciśnięciu
uitextline1 = "Vehicle name: " + vehicle->MoverParameters->Name;
if( ( vehicle->Mechanik == nullptr ) && ( vehicle->ctOwner ) ) {
// for cars other than leading unit indicate the leader
uitextline1 += ", owned by " + vehicle->ctOwner->OwnerName();
}
uitextline1 += "; Status: " + vehicle->MoverParameters->EngineDescription( 0 );
// informacja o sprzęgach
uitextline1 +=
"; C0:" +
( vehicle->PrevConnected ?
vehicle->PrevConnected->name() + ":" + to_string( vehicle->MoverParameters->Couplers[ 0 ].CouplingFlag ) + (
vehicle->MoverParameters->Couplers[ 0 ].CouplingFlag == 0 ?
" (" + to_string( vehicle->MoverParameters->Couplers[ 0 ].CoupleDist, 1 ) + " m)" :
"" ) :
"none" );
uitextline1 +=
" C1:" +
( vehicle->NextConnected ?
vehicle->NextConnected->name() + ":" + to_string( vehicle->MoverParameters->Couplers[ 1 ].CouplingFlag ) + (
vehicle->MoverParameters->Couplers[ 1 ].CouplingFlag == 0 ?
" (" + to_string( vehicle->MoverParameters->Couplers[ 1 ].CoupleDist, 1 ) + " m)" :
"" ) :
"none" );
// equipment flags
uitextline2 = ( vehicle->MoverParameters->Battery ? "B" : "." );
uitextline2 += ( vehicle->MoverParameters->Mains ? "M" : "." );
uitextline2 += ( vehicle->MoverParameters->PantRearUp ? ( vehicle->MoverParameters->PantRearVolt > 0.0 ? "O" : "o" ) : "." );;
uitextline2 += ( vehicle->MoverParameters->PantFrontUp ? ( vehicle->MoverParameters->PantFrontVolt > 0.0 ? "P" : "p" ) : "." );;
uitextline2 += ( vehicle->MoverParameters->PantPressLockActive ? "!" : ( vehicle->MoverParameters->PantPressSwitchActive ? "*" : "." ) );
uitextline2 += ( false == vehicle->MoverParameters->ConverterAllowLocal ? "-" : ( vehicle->MoverParameters->ConverterAllow ? ( vehicle->MoverParameters->ConverterFlag ? "X" : "x" ) : "." ) );
uitextline2 += ( vehicle->MoverParameters->ConvOvldFlag ? "!" : "." );
uitextline2 += ( false == vehicle->MoverParameters->CompressorAllowLocal ? "-" : ( vehicle->MoverParameters->CompressorAllow ? ( vehicle->MoverParameters->CompressorFlag ? "C" : "c" ) : "." ) );
uitextline2 += ( vehicle->MoverParameters->CompressorGovernorLock ? "!" : "." );
/*
uitextline2 +=
" AnlgB: " + to_string( tmp->MoverParameters->AnPos, 1 )
+ "+"
+ to_string( tmp->MoverParameters->LocalBrakePosA, 1 )
*/
uitextline2 += " Bdelay: ";
if( ( vehicle->MoverParameters->BrakeDelayFlag & bdelay_G ) == bdelay_G )
uitextline2 += "G";
if( ( vehicle->MoverParameters->BrakeDelayFlag & bdelay_P ) == bdelay_P )
uitextline2 += "P";
if( ( vehicle->MoverParameters->BrakeDelayFlag & bdelay_R ) == bdelay_R )
uitextline2 += "R";
if( ( vehicle->MoverParameters->BrakeDelayFlag & bdelay_M ) == bdelay_M )
uitextline2 += "+Mg";
uitextline2 += ", Load: " + to_string( vehicle->MoverParameters->LoadFlag, 0 );
uitextline2 +=
"; Pant: "
+ to_string( vehicle->MoverParameters->PantPress, 2 )
+ ( vehicle->MoverParameters->bPantKurek3 ? "-ZG" : "|ZG" );
uitextline2 +=
"; Ft: " + to_string(
vehicle->MoverParameters->Ft * 0.001f * (
vehicle->MoverParameters->ActiveCab ? vehicle->MoverParameters->ActiveCab :
vehicle->ctOwner ? vehicle->ctOwner->Controlling()->ActiveCab :
1 ), 1 )
+ ", Fb: " + to_string( vehicle->MoverParameters->Fb * 0.001f, 1 )
+ ", Fr: " + to_string( vehicle->MoverParameters->Adhesive( vehicle->MoverParameters->RunningTrack.friction ), 2 )
+ ( vehicle->MoverParameters->SlippingWheels ? " (!)" : "" );
if( vehicle->Mechanik ) {
uitextline2 += "; Ag: " + to_string( vehicle->Mechanik->fAccGravity, 2 );
}
uitextline2 +=
"; TC:"
+ to_string( vehicle->MoverParameters->TotalCurrent, 0 );
auto const frontcouplerhighvoltage =
to_string( vehicle->MoverParameters->Couplers[ side::front ].power_high.voltage, 0 )
+ "@"
+ to_string( vehicle->MoverParameters->Couplers[ side::front ].power_high.current, 0 );
auto const rearcouplerhighvoltage =
to_string( vehicle->MoverParameters->Couplers[ side::rear ].power_high.voltage, 0 )
+ "@"
+ to_string( vehicle->MoverParameters->Couplers[ side::rear ].power_high.current, 0 );
uitextline2 += ", HV: ";
if( vehicle->MoverParameters->Couplers[ side::front ].power_high.local == false ) {
uitextline2 +=
"(" + frontcouplerhighvoltage + ")-"
+ ":F" + ( vehicle->DirectionGet() ? "<<" : ">>" ) + "R:"
+ "-(" + rearcouplerhighvoltage + ")";
}
else {
uitextline2 +=
frontcouplerhighvoltage
+ ":F" + ( vehicle->DirectionGet() ? "<<" : ">>" ) + "R:"
+ rearcouplerhighvoltage;
}
uitextline3 +=
"TrB: " + to_string( vehicle->MoverParameters->BrakePress, 2 )
+ ", " + to_hex_str( vehicle->MoverParameters->Hamulec->GetBrakeStatus(), 2 );
uitextline3 +=
"; LcB: " + to_string( vehicle->MoverParameters->LocBrakePress, 2 )
+ "; pipes: " + to_string( vehicle->MoverParameters->PipePress, 2 )
+ "/" + to_string( vehicle->MoverParameters->ScndPipePress, 2 )
+ "/" + to_string( vehicle->MoverParameters->EqvtPipePress, 2 )
+ ", MT: " + to_string( vehicle->MoverParameters->CompressedVolume, 3 )
+ ", BT: " + to_string( vehicle->MoverParameters->Volume, 3 )
+ ", CtlP: " + to_string( vehicle->MoverParameters->CntrlPipePress, 3 )
+ ", CtlT: " + to_string( vehicle->MoverParameters->Hamulec->GetCRP(), 3 );
if( vehicle->MoverParameters->ManualBrakePos > 0 ) {
uitextline3 += "; manual brake on";
}
/*
if( tmp->MoverParameters->LocalBrakePos > 0 ) {
uitextline3 += ", local brake on";
}
else {
uitextline3 += ", local brake off";
}
*/
if( vehicle->Mechanik ) {
// o ile jest ktoś w środku
std::string flags = "cpapcplhhndoiefgvdpseil "; // flagi AI (definicja w Driver.h)
for( int i = 0, j = 1; i < 23; ++i, j <<= 1 )
if( false == ( vehicle->Mechanik->DrivigFlags() & j ) ) // jak bit ustawiony
flags[ i ] = '.';// std::toupper( flags[ i ] ); // ^= 0x20; // to zmiana na wielką literę
uitextline4 = flags;
uitextline4 +=
"Driver: Vd=" + to_string( vehicle->Mechanik->VelDesired, 0 )
+ " Ad=" + to_string( vehicle->Mechanik->AccDesired, 2 )
+ " Ah=" + to_string( vehicle->Mechanik->fAccThreshold, 2 )
+ "@" + to_string( vehicle->Mechanik->fBrake_a0[0], 2 )
+ "+" + to_string( vehicle->Mechanik->fBrake_a1[0], 2 )
+ " Bd=" + to_string( vehicle->Mechanik->fBrakeDist, 0 )
+ " Pd=" + to_string( vehicle->Mechanik->ActualProximityDist, 0 )
+ " Vn=" + to_string( vehicle->Mechanik->VelNext, 0 )
+ " VSl=" + to_string( vehicle->Mechanik->VelSignalLast, 0 )
+ " VLl=" + to_string( vehicle->Mechanik->VelLimitLast, 0 )
+ " VRd=" + to_string( vehicle->Mechanik->VelRoad, 0 );
if( ( vehicle->Mechanik->VelNext == 0.0 )
&& ( vehicle->Mechanik->eSignNext ) ) {
// jeśli ma zapamiętany event semafora, nazwa eventu semafora
uitextline4 +=
" ("
+ Global::Bezogonkow( vehicle->Mechanik->eSignNext->asName )
+ ")";
}
// biezaca komenda dla AI
uitextline4 += ", command: " + vehicle->Mechanik->OrderCurrent();
}
if( Global::iScreenMode[ Global::iTextMode - GLFW_KEY_F1 ] == 1 ) {
// f2 screen, track scan mode
if( vehicle->Mechanik == nullptr ) {
//żeby była tabelka, musi być AI
break;
}
std::size_t i = 0; std::size_t const speedtablesize = clamp( static_cast<int>( vehicle->Mechanik->TableSize() ) - 1, 0, 30 );
do {
std::string scanline = vehicle->Mechanik->TableText( i );
if( scanline.empty() ) { break; }
UITable->text_lines.emplace_back( Global::Bezogonkow( scanline ), Global::UITextColor );
++i;
} while( i < speedtablesize ); // TController:iSpeedTableSize TODO: change when the table gets recoded
}
}
else {
// wyświetlenie współrzędnych w scenerii oraz kąta kamery, gdy nie mamy wskaźnika
uitextline1 =
"Camera position: "
+ to_string( Camera.Pos.x, 2 ) + " "
+ to_string( Camera.Pos.y, 2 ) + " "
+ to_string( Camera.Pos.z, 2 )
+ ", azimuth: "
+ to_string( 180.0 - RadToDeg( Camera.Yaw ), 0 ) // ma być azymut, czyli 0 na północy i rośnie na wschód
+ " "
+ std::string( "S SEE NEN NWW SW" )
.substr( 0 + 2 * floor( fmod( 8 + ( Camera.Yaw + 0.5 * M_PI_4 ) / M_PI_4, 8 ) ), 2 );
// current luminance level
uitextline2 = "Light level: " + to_string( Global::fLuminance, 3 );
if( Global::FakeLight ) { uitextline2 += "(*)"; }
}
break;
}
case( GLFW_KEY_F8 ) : {
// gfx renderer data
uitextline1 =
"FoV: " + to_string( Global::FieldOfView / Global::ZoomFactor, 1 )
+ ", Draw range x " + to_string( Global::fDistanceFactor, 1 )
// + "; sectors: " + std::to_string( GfxRenderer.m_drawcount )
// + ", FPS: " + to_string( Timer::GetFPS(), 2 );
+ ", FPS: " + std::to_string( static_cast<int>(std::round(GfxRenderer.Framerate())) );
if( Global::iSlowMotion ) {
uitextline1 += " (slowmotion " + to_string( Global::iSlowMotion ) + ")";
}
uitextline2 =
std::string( "Rendering mode: " )
+ ( Global::bUseVBO ?
"VBO" :
"Display Lists" )
+ " ";
if( false == Global::LastGLError.empty() ) {
uitextline2 +=
"Last openGL error: "
+ Global::LastGLError;
}
// renderer stats
uitextline3 = GfxRenderer.info_times();
uitextline4 = GfxRenderer.info_stats();
break;
}
case( GLFW_KEY_F9 ) : {
// informacja o wersji
uitextline1 = "MaSzyna " + Global::asVersion; // informacja o wersji
if( Global::iMultiplayer ) {
uitextline1 += " (multiplayer mode is active)";
}
uitextline3 =
"vehicles: " + to_string( Timer::subsystem.sim_dynamics.average(), 2 ) + " msec"
+ " update total: " + to_string( Timer::subsystem.sim_total.average(), 2 ) + " msec";
break;
}
case( GLFW_KEY_F10 ) : {
uitextline1 = ( "Press [Y] key to quit / Aby zakonczyc program, przycisnij klawisz [Y]." );
break;
}
case( GLFW_KEY_F12 ) : {
// opcje włączenia i wyłączenia logowania
uitextline1 = "[0] Debugmode " + std::string( DebugModeFlag ? "(on)" : "(off)" );
uitextline2 = "[1] log.txt " + std::string( ( Global::iWriteLogEnabled & 1 ) ? "(on)" : "(off)" );
uitextline3 = "[2] Console " + std::string( ( Global::iWriteLogEnabled & 2 ) ? "(on)" : "(off)" );
break;
}
default: {
// uncovered cases, nothing to do here...
// ... unless we're in debug mode
if( DebugModeFlag ) {
auto *vehicle {
( FreeFlyModeFlag ?
std::get<TDynamicObject *>( simulation::Region->find_vehicle( Camera.Pos, 20, false, false ) ) :
Controlled ) }; // w trybie latania lokalizujemy wg mapy
if( vehicle == nullptr ) {
break;
}
uitextline1 =
"vel: " + to_string(vehicle->GetVelocity(), 2) + "/" + to_string(vehicle->MoverParameters->nrot* M_PI * vehicle->MoverParameters->WheelDiameter * 3.6, 2)
+ " km/h" + (vehicle->MoverParameters->SlippingWheels ? " (!)" : " ")
+ "; dist: " + to_string(vehicle->MoverParameters->DistCounter, 2) + " km"
+ "; pos: ("
+ to_string(vehicle->GetPosition().x, 2) + ", "
+ to_string(vehicle->GetPosition().y, 2) + ", "
+ to_string(vehicle->GetPosition().z, 2) + "), PM="
+ to_string(vehicle->MoverParameters->WheelFlat, 1) + " mm";
uitextline2 =
"HamZ=" + to_string( vehicle->MoverParameters->fBrakeCtrlPos, 2 )
+ "; HamP=" + std::to_string( vehicle->MoverParameters->LocalBrakePos ) + "/" + to_string( vehicle->MoverParameters->LocalBrakePosA, 2 )
+ "; NasJ=" + std::to_string( vehicle->MoverParameters->MainCtrlPos ) + "(" + std::to_string( vehicle->MoverParameters->MainCtrlActualPos ) + ")"
+ ( vehicle->MoverParameters->ShuntMode ?
"; NasB=" + to_string( vehicle->MoverParameters->AnPos, 2 ) :
"; NasB=" + std::to_string( vehicle->MoverParameters->ScndCtrlPos ) + "(" + std::to_string( vehicle->MoverParameters->ScndCtrlActualPos ) + ")" )
+ "; I=" +
( vehicle->MoverParameters->TrainType == dt_EZT ?
std::to_string( int( vehicle->MoverParameters->ShowCurrent( 0 ) ) ) :
std::to_string( int( vehicle->MoverParameters->Im ) ) )
+ "; U=" + to_string( int( vehicle->MoverParameters->RunningTraction.TractionVoltage + 0.5 ) )
+ "; R=" +
( std::abs( vehicle->MoverParameters->RunningShape.R ) > 10000.0 ?
"~0.0" :
to_string( vehicle->MoverParameters->RunningShape.R, 1 ) )
+ " An=" + to_string( vehicle->MoverParameters->AccN, 2 ); // przyspieszenie poprzeczne
if( tprev != simulation::Time.data().wSecond ) {
tprev = simulation::Time.data().wSecond;
Acc = ( vehicle->MoverParameters->Vel - VelPrev ) / 3.6;
VelPrev = vehicle->MoverParameters->Vel;
}
uitextline2 += ( "; As=" ) + to_string( Acc, 2 ); // przyspieszenie wzdłużne
uitextline3 =
"cyl.ham. " + to_string( vehicle->MoverParameters->BrakePress, 2 )
+ "; prz.gl. " + to_string( vehicle->MoverParameters->PipePress, 2 )
+ "; zb.gl. " + to_string( vehicle->MoverParameters->CompressedVolume, 2 )
// youBy - drugi wezyk
+ "; p.zas. " + to_string( vehicle->MoverParameters->ScndPipePress, 2 );
// McZapkie: warto wiedziec w jakim stanie sa przelaczniki
if( vehicle->MoverParameters->ConvOvldFlag )
uitextline3 += " C! ";
else if( vehicle->MoverParameters->FuseFlag )
uitextline3 += " F! ";
else if( !vehicle->MoverParameters->Mains )
uitextline3 += " () ";
else {
switch(
vehicle->MoverParameters->ActiveDir *
( vehicle->MoverParameters->Imin == vehicle->MoverParameters->IminLo ?
1 :
2 ) ) {
case 2: { uitextline3 += " >> "; break; }
case 1: { uitextline3 += " -> "; break; }
case 0: { uitextline3 += " -- "; break; }
case -1: { uitextline3 += " <- "; break; }
case -2: { uitextline3 += " << "; break; }
}
}
// McZapkie: predkosc szlakowa
if( vehicle->MoverParameters->RunningTrack.Velmax == -1 ) {
uitextline3 += " Vtrack=Vmax";
}
else {
uitextline3 += " Vtrack " + to_string( vehicle->MoverParameters->RunningTrack.Velmax, 2 );
}
if( ( vehicle->MoverParameters->EnginePowerSource.SourceType == CurrentCollector )
|| ( vehicle->MoverParameters->TrainType == dt_EZT ) ) {
uitextline3 +=
"; pant. " + to_string( vehicle->MoverParameters->PantPress, 2 )
+ ( vehicle->MoverParameters->bPantKurek3 ? "=" : "^" ) + "ZG";
}
// McZapkie: komenda i jej parametry
if( vehicle->MoverParameters->CommandIn.Command != ( "" ) ) {
uitextline4 =
"C:" + vehicle->MoverParameters->CommandIn.Command
+ " V1=" + to_string( vehicle->MoverParameters->CommandIn.Value1, 0 )
+ " V2=" + to_string( vehicle->MoverParameters->CommandIn.Value2, 0 );
}
if( ( vehicle->Mechanik )
&& ( vehicle->Mechanik->AIControllFlag == AIdriver ) ) {
uitextline4 +=
"AI: Vd=" + to_string( vehicle->Mechanik->VelDesired, 0 )
+ " ad=" + to_string(vehicle->Mechanik->AccDesired, 2)
+ "/" + to_string(vehicle->Mechanik->AccDesired*vehicle->Mechanik->BrakeAccFactor(), 2)
+ " atrain=" + to_string(vehicle->Mechanik->fBrake_a0[0], 2)
+ "+" + to_string(vehicle->Mechanik->fBrake_a1[0], 2)
+ " aS=" + to_string(vehicle->Mechanik->AbsAccS_pub, 2)
+ " Pd=" + to_string( vehicle->Mechanik->ActualProximityDist, 0 )
+ " Vn=" + to_string( vehicle->Mechanik->VelNext, 0 );
}
// induction motor data
if( vehicle->MoverParameters->EngineType == ElectricInductionMotor ) {
UITable->text_lines.emplace_back( " eimc: eimv: press:", Global::UITextColor );
for( int i = 0; i <= 20; ++i ) {
std::string parameters =
vehicle->MoverParameters->eimc_labels[ i ] + to_string( vehicle->MoverParameters->eimc[ i ], 2, 9 )
+ " | "
+ vehicle->MoverParameters->eimv_labels[ i ] + to_string( vehicle->MoverParameters->eimv[ i ], 2, 9 );
if( i < 10 ) {
parameters += " | " + Train->fPress_labels[i] + to_string( Train->fPress[ i ][ 0 ], 2, 9 );
}
else if( i == 12 ) {
parameters += " med:";
}
else if( i >= 13 ) {
parameters += " | " + vehicle->MED_labels[ i - 13 ] + to_string( vehicle->MED[ 0 ][ i - 13 ], 2, 9 );
}
UITable->text_lines.emplace_back( parameters, Global::UITextColor );
}
}
} // if( DebugModeFlag && Controlled )
break;
}
}
#ifdef EU07_USE_OLD_UI_CODE
if( Controlled && DebugModeFlag && !Global::iTextMode ) {
uitextline1 +=
( "; d_omega " ) + to_string( Controlled->MoverParameters->dizel_engagedeltaomega, 3 );
if( Controlled->MoverParameters->EngineType == ElectricInductionMotor ) {
for( int i = 0; i <= 8; i++ ) {
for( int j = 0; j <= 9; j++ ) {
glRasterPos2f( 0.05f + 0.03f * i, 0.16f - 0.01f * j );
uitextline4 = to_string( Train->fEIMParams[ i ][ j ], 2 );
}
}
}
}
#endif
// update the ui header texts
auto &headerdata = UIHeader->text_lines;
headerdata[ 0 ].data = uitextline1;
headerdata[ 1 ].data = uitextline2;
headerdata[ 2 ].data = uitextline3;
headerdata[ 3 ].data = uitextline4;
// stenogramy dźwięków (ukryć, gdy tabelka skanowania lub rozkład?)
auto &transcripts = UITranscripts->text_lines;
transcripts.clear();
for( auto const &transcript : Global::tranTexts.aLines ) {
if( Global::fTimeAngleDeg >= transcript.fShow ) {
cParser parser( transcript.asText );
while( true == parser.getTokens( 1, false, "|" ) ) {
std::string transcriptline; parser >> transcriptline;
transcripts.emplace_back( transcriptline, float4( 1.0f, 1.0f, 0.0f, 1.0f ) );
}
}
}
}
//---------------------------------------------------------------------------
void TWorld::OnCommandGet(multiplayer::DaneRozkaz *pRozkaz)
{ // odebranie komunikatu z serwera
if (pRozkaz->iSygn == MAKE_ID4('E','U','0','7') )
switch (pRozkaz->iComm)
{
case 0: // odesłanie identyfikatora wersji
CommLog( Now() + " " + std::to_string(pRozkaz->iComm) + " version" + " rcvd");
multiplayer::WyslijString(Global::asVersion, 0); // przedsatwienie się
break;
case 1: // odesłanie identyfikatora wersji
CommLog( Now() + " " + std::to_string(pRozkaz->iComm) + " scenery" + " rcvd");
multiplayer::WyslijString(Global::SceneryFile, 1); // nazwa scenerii
break;
case 2: {
// event
CommLog( Now() + " " + std::to_string( pRozkaz->iComm ) + " " +
std::string( pRozkaz->cString + 1, (unsigned)( pRozkaz->cString[ 0 ] ) ) + " rcvd" );
if( Global::iMultiplayer ) {
auto *event = simulation::Events.FindEvent( std::string( pRozkaz->cString + 1, (unsigned)( pRozkaz->cString[ 0 ] ) ) );
if( event != nullptr ) {
if( ( event->Type == tp_Multiple )
|| ( event->Type == tp_Lights )
|| ( event->evJoined != 0 ) ) {
// tylko jawne albo niejawne Multiple
simulation::Events.AddToQuery( event, nullptr ); // drugi parametr to dynamic wywołujący - tu brak
}
}
}
break;
}
case 3: // rozkaz dla AI
if (Global::iMultiplayer)
{
int i = int(pRozkaz->cString[8]); // długość pierwszego łańcucha (z przodu dwa floaty)
CommLog(
Now() + " " + to_string(pRozkaz->iComm) + " " +
std::string(pRozkaz->cString + 11 + i, (unsigned)(pRozkaz->cString[10 + i])) +
" rcvd");
// nazwa pojazdu jest druga
auto *vehicle = simulation::Vehicles.find( { pRozkaz->cString + 11 + i, (unsigned)pRozkaz->cString[ 10 + i ] } );
if( ( vehicle != nullptr )
&& ( vehicle->Mechanik != nullptr ) ) {
vehicle->Mechanik->PutCommand(
{ pRozkaz->cString + 9, static_cast<std::size_t>(i) },
pRozkaz->fPar[0], pRozkaz->fPar[1],
nullptr,
stopExt ); // floaty są z przodu
WriteLog("AI command: " + std::string(pRozkaz->cString + 9, i));
}
}
break;
case 4: // badanie zajętości toru
{
CommLog(Now() + " " + to_string(pRozkaz->iComm) + " " +
std::string(pRozkaz->cString + 1, (unsigned)(pRozkaz->cString[0])) + " rcvd");
auto *track = simulation::Paths.find( std::string( pRozkaz->cString + 1, (unsigned)( pRozkaz->cString[ 0 ] ) ) );
if( ( track != nullptr )
&& ( track->IsEmpty() ) ) {
multiplayer::WyslijWolny( track->name() );
}
}
break;
case 5: // ustawienie parametrów
{
CommLog(Now() + " " + to_string(pRozkaz->iComm) + " params " + to_string(*pRozkaz->iPar) + " rcvd");
if (*pRozkaz->iPar == 0) // sprawdzenie czasu
if (*pRozkaz->iPar & 1) // ustawienie czasu
{
double t = pRozkaz->fPar[1];
simulation::Time.data().wDay = std::floor(t); // niby nie powinno być dnia, ale...
if (Global::fMoveLight >= 0)
Global::fMoveLight = t; // trzeba by deklinację Słońca przeliczyć
simulation::Time.data().wHour = std::floor(24 * t) - 24.0 * simulation::Time.data().wDay;
simulation::Time.data().wMinute = std::floor(60 * 24 * t) - 60.0 * (24.0 * simulation::Time.data().wDay + simulation::Time.data().wHour);
simulation::Time.data().wSecond = std::floor( 60 * 60 * 24 * t ) - 60.0 * ( 60.0 * ( 24.0 * simulation::Time.data().wDay + simulation::Time.data().wHour ) + simulation::Time.data().wMinute );
}
if (*pRozkaz->iPar & 2)
{ // ustawienie flag zapauzowania
Global::iPause = pRozkaz->fPar[2]; // zakładamy, że wysyłający wie, co robi
}
}
break;
case 6: // pobranie parametrów ruchu pojazdu
if (Global::iMultiplayer) {
// Ra 2014-12: to ma działać również dla pojazdów bez obsady
CommLog(
Now() + " "
+ to_string( pRozkaz->iComm ) + " "
+ std::string{ pRozkaz->cString + 1, (unsigned)( pRozkaz->cString[ 0 ] ) }
+ " rcvd" );
if (pRozkaz->cString[0]) {
// jeśli długość nazwy jest niezerowa szukamy pierwszego pojazdu o takiej nazwie i odsyłamy parametry ramką #7
auto *vehicle = (
pRozkaz->cString[ 1 ] == '*' ?
simulation::Vehicles.find( Global::asHumanCtrlVehicle ) :
simulation::Vehicles.find( std::string{ pRozkaz->cString + 1, (unsigned)pRozkaz->cString[ 0 ] } ) );
if( vehicle != nullptr ) {
multiplayer::WyslijNamiary( vehicle ); // wysłanie informacji o pojeździe
}
}
else {
// dla pustego wysyłamy ramki 6 z nazwami pojazdów AI (jeśli potrzebne wszystkie, to rozpoznać np. "*")
simulation::Vehicles.DynamicList();
}
}
break;
case 8: // ponowne wysłanie informacji o zajętych odcinkach toru
CommLog(Now() + " " + to_string(pRozkaz->iComm) + " all busy track" + " rcvd");
simulation::Paths.TrackBusyList();
break;
case 9: // ponowne wysłanie informacji o zajętych odcinkach izolowanych
CommLog(Now() + " " + to_string(pRozkaz->iComm) + " all busy isolated" + " rcvd");
simulation::Paths.IsolatedBusyList();
break;
case 10: // badanie zajętości jednego odcinka izolowanego
CommLog(Now() + " " + to_string(pRozkaz->iComm) + " " +
std::string(pRozkaz->cString + 1, (unsigned)(pRozkaz->cString[0])) + " rcvd");
simulation::Paths.IsolatedBusy( std::string( pRozkaz->cString + 1, (unsigned)( pRozkaz->cString[ 0 ] ) ) );
break;
case 11: // ustawienie parametrów ruchu pojazdu
// Ground.IsolatedBusy(AnsiString(pRozkaz->cString+1,(unsigned)(pRozkaz->cString[0])));
break;
case 12: // skrocona ramka parametrow pojazdow AI (wszystkich!!)
CommLog(Now() + " " + to_string(pRozkaz->iComm) + " obsadzone" + " rcvd");
multiplayer::WyslijObsadzone();
// Ground.IsolatedBusy(AnsiString(pRozkaz->cString+1,(unsigned)(pRozkaz->cString[0])));
break;
case 13: // ramka uszkodzenia i innych stanow pojazdu, np. wylaczenie CA, wlaczenie recznego itd.
CommLog(Now() + " " + to_string(pRozkaz->iComm) + " " +
std::string(pRozkaz->cString + 1, (unsigned)(pRozkaz->cString[0])) +
" rcvd");
if( pRozkaz->cString[ 1 ] ) // jeśli długość nazwy jest niezerowa
{ // szukamy pierwszego pojazdu o takiej nazwie i odsyłamy parametry ramką #13
auto *lookup = (
pRozkaz->cString[ 2 ] == '*' ?
simulation::Vehicles.find( Global::asHumanCtrlVehicle ) : // nazwa pojazdu użytkownika
simulation::Vehicles.find( std::string( pRozkaz->cString + 2, (unsigned)pRozkaz->cString[ 1 ] ) ) ); // nazwa pojazdu
if( lookup == nullptr ) { break; } // nothing found, nothing to do
auto *d { lookup };
while( d != nullptr ) {
d->Damage( pRozkaz->cString[ 0 ] );
d = d->Next(); // pozostałe też
}
d = lookup->Prev();
while( d != nullptr ) {
d->Damage( pRozkaz->cString[ 0 ] );
d = d->Prev(); // w drugą stronę też
}
multiplayer::WyslijUszkodzenia( lookup->asName, lookup->MoverParameters->EngDmgFlag ); // zwrot informacji o pojeździe
}
break;
default:
break;
}
};
//---------------------------------------------------------------------------
void TWorld::CreateE3D(std::string const &Path, bool Dynamic)
{ // rekurencyjna generowanie plików E3D
std::string last; // zmienne używane w rekurencji
TTrack *trk{ nullptr };
double at{ 0.0 };
double shift{ 0.0 };
#ifdef _WINDOWS
std::string searchpattern( "*.*" );
::WIN32_FIND_DATA filedata;
::HANDLE search = ::FindFirstFile( ( Path + searchpattern ).c_str(), &filedata );
if( search == INVALID_HANDLE_VALUE ) { return; } // if nothing to do, bail out
do {
std::string filename = filedata.cFileName;
if( filedata.dwFileAttributes & FILE_ATTRIBUTE_DIRECTORY ) {
// launch recursive search for sub-directories...
if( filename == "." ) { continue; }
if( filename == ".." ) { continue; }
CreateE3D( Path + filename + "\\", Dynamic );
}
else {
// process the file
if( filename.size() < 4 ) { continue; }
std::string const filetype = ToLower( filename.substr( filename.size() - 4, 4 ) );
if( filetype == ".mmd" ) {
if( false == Dynamic ) { continue; }
// konwersja pojazdów będzie ułomna, bo nie poustawiają się animacje na submodelach określonych w MMD
if( last != Path ) { // utworzenie toru dla danego pojazdu
last = Path;
trk = TTrack::Create400m( 1, shift );
shift += 10.0; // następny tor będzie deczko dalej, aby nie zabić FPS
at = 400.0;
}
auto *dynamic = new TDynamicObject();
at -= dynamic->Init(
"",
Path.substr( 8, Path.size() - 9 ), // skip leading "dynamic/" and trailing slash
"none",
filename.substr( 0, filename.size() - 4 ),
trk,
at,
"nobody", 0.0, "none", 0.0, "", false, "" );
// po wczytaniu CHK zrobić pętlę po ładunkach, aby każdy z nich skonwertować
cParser loadparser( dynamic->MoverParameters->LoadAccepted ); // typy ładunków
std::string loadname;
loadparser.getTokens( 1, true, "," ); loadparser >> loadname;
while( loadname != "" ) {
if( ( true == FileExists( Path + loadname + ".t3d" ) )
&& ( false == FileExists( Path + loadname + ".e3d" ) ) ) {
// a nie ma jeszcze odpowiednika binarnego
at -= dynamic->Init(
"",
Path.substr( 8, Path.size() - 9 ), // skip leading "dynamic/" and trailing slash
"none",
filename.substr( 0, filename.size() - 4 ),
trk,
at,
"nobody", 0.0, "none", 1.0, loadname, false, "" );
}
loadname = "";
loadparser.getTokens( 1, true, "," ); loadparser >> loadname;
}
if( dynamic->iCabs ) { // jeśli ma jakąkolwiek kabinę
delete Train;
Train = new TTrain();
if( dynamic->iCabs & 1 ) {
dynamic->MoverParameters->ActiveCab = 1;
Train->Init( dynamic, true );
}
if( dynamic->iCabs & 4 ) {
dynamic->MoverParameters->ActiveCab = -1;
Train->Init( dynamic, true );
}
if( dynamic->iCabs & 2 ) {
dynamic->MoverParameters->ActiveCab = 0;
Train->Init( dynamic, true );
}
}
// z powrotem defaultowa sciezka do tekstur
Global::asCurrentTexturePath = ( szTexturePath );
}
else if( filetype == ".t3d" ) {
// z modelami jest prościej
Global::asCurrentTexturePath = Path;
TModelsManager::GetModel( Path + filename, false );
}
}
} while( ::FindNextFile( search, &filedata ) );
// all done, clean up
::FindClose( search );
#endif
};
//---------------------------------------------------------------------------
void TWorld::CabChange(TDynamicObject *old, TDynamicObject *now)
{ // ewentualna zmiana kabiny użytkownikowi
if (Train)
if (Train->Dynamic() == old)
Global::changeDynObj = now; // uruchomienie protezy
};
void TWorld::ChangeDynamic() {
// Ra: to nie może być tak robione, to zbytnia proteza jest
Train->Silence(); // wyłączenie dźwięków opuszczanej kabiny
if( Train->Dynamic()->Mechanik ) // AI może sobie samo pójść
if( !Train->Dynamic()->Mechanik->AIControllFlag ) // tylko jeśli ręcznie prowadzony
{ // jeśli prowadzi AI, to mu nie robimy dywersji!
Train->Dynamic()->MoverParameters->CabDeactivisation();
Train->Dynamic()->Controller = AIdriver;
// Train->Dynamic()->MoverParameters->SecuritySystem.Status=0; //rozwala CA w EZT
Train->Dynamic()->MoverParameters->ActiveCab = 0;
Train->Dynamic()->MoverParameters->BrakeLevelSet(
Train->Dynamic()->MoverParameters->Handle->GetPos(
bh_NP ) ); //rozwala sterowanie hamulcem GF 04-2016
Train->Dynamic()->MechInside = false;
}
TDynamicObject *temp = Global::changeDynObj;
Train->Dynamic()->bDisplayCab = false;
Train->Dynamic()->ABuSetModelShake( vector3( 0, 0, 0 ) );
if( Train->Dynamic()->Mechanik ) // AI może sobie samo pójść
if( !Train->Dynamic()->Mechanik->AIControllFlag ) // tylko jeśli ręcznie prowadzony
Train->Dynamic()->Mechanik->MoveTo( temp ); // przsunięcie obiektu zarządzającego
Train->DynamicSet( temp );
Controlled = temp;
mvControlled = Controlled->ControlledFind()->MoverParameters;
Global::asHumanCtrlVehicle = Train->Dynamic()->name();
if( Train->Dynamic()->Mechanik ) // AI może sobie samo pójść
if( !Train->Dynamic()->Mechanik->AIControllFlag ) // tylko jeśli ręcznie prowadzony
{
Train->Dynamic()->MoverParameters->LimPipePress =
Controlled->MoverParameters->PipePress;
Train->Dynamic()
->MoverParameters->CabActivisation(); // załączenie rozrządu (wirtualne kabiny)
Train->Dynamic()->Controller = Humandriver;
Train->Dynamic()->MechInside = true;
}
Train->InitializeCab( Train->Dynamic()->MoverParameters->CabNo,
Train->Dynamic()->asBaseDir +
Train->Dynamic()->MoverParameters->TypeName + ".mmd" );
if( !FreeFlyModeFlag ) {
Global::pUserDynamic = Controlled; // renerowanie względem kamery
Train->Dynamic()->bDisplayCab = true;
Train->Dynamic()->ABuSetModelShake(
vector3( 0, 0, 0 ) ); // zerowanie przesunięcia przed powrotem?
Train->MechStop();
FollowView(); // na pozycję mecha
}
Global::changeDynObj = NULL;
}
void
TWorld::ToggleDaylight() {
Global::FakeLight = !Global::FakeLight;
if( Global::FakeLight ) {
// for fake daylight enter fixed hour
Environment.time( 10, 30, 0 );
}
else {
// local clock based calculation
Environment.time();
}
}
// calculates current season of the year based on set simulation date
void
TWorld::compute_season( int const Yearday ) const {
using dayseasonpair = std::pair<int, std::string>;
std::vector<dayseasonpair> seasonsequence {
{ 65, "winter" },
{ 158, "spring" },
{ 252, "summer" },
{ 341, "autumn" },
{ 366, "winter" } };
auto const lookup =
std::lower_bound(
std::begin( seasonsequence ), std::end( seasonsequence ),
clamp( Yearday, 1, seasonsequence.back().first ),
[]( dayseasonpair const &Left, const int Right ) {
return Left.first < Right; } );
Global::Season = lookup->second + ":";
}
void
world_environment::init() {
m_sun.init();
m_moon.init();
m_stars.init();
m_clouds.Init();
}
void
world_environment::update() {
// move celestial bodies...
m_sun.update();
m_moon.update();
// ...determine source of key light and adjust global state accordingly...
// diffuse (sun) intensity goes down after twilight, and reaches minimum 18 degrees below horizon
float twilightfactor = clamp( -m_sun.getAngle(), 0.0f, 18.0f ) / 18.0f;
// NOTE: sun light receives extra padding to prevent moon from kicking in too soon
auto const sunlightlevel = m_sun.getIntensity() + 0.05f * ( 1.f - twilightfactor );
auto const moonlightlevel = m_moon.getIntensity() * 0.65f; // scaled down by arbitrary factor, it's pretty bright otherwise
float keylightintensity;
glm::vec3 keylightcolor;
if( moonlightlevel > sunlightlevel ) {
// rare situations when the moon is brighter than the sun, typically at night
Global::SunAngle = m_moon.getAngle();
Global::DayLight.set_position( m_moon.getPosition() );
Global::DayLight.direction = -1.0f * m_moon.getDirection();
keylightintensity = moonlightlevel;
// if the moon is up, it overrides the twilight
twilightfactor = 0.0f;
keylightcolor = glm::vec3( 255.0f / 255.0f, 242.0f / 255.0f, 202.0f / 255.0f );
}
else {
// regular situation with sun as the key light
Global::SunAngle = m_sun.getAngle();
Global::DayLight.set_position( m_sun.getPosition() );
Global::DayLight.direction = -1.0f * m_sun.getDirection();
keylightintensity = sunlightlevel;
// include 'golden hour' effect in twilight lighting
float const duskfactor = 1.0f - clamp( Global::SunAngle, 0.0f, 18.0f ) / 18.0f;
keylightcolor = interpolate(
glm::vec3( 255.0f / 255.0f, 242.0f / 255.0f, 231.0f / 255.0f ),
glm::vec3( 235.0f / 255.0f, 140.0f / 255.0f, 36.0f / 255.0f ),
duskfactor );
}
// ...update skydome to match the current sun position as well...
m_skydome.SetOvercastFactor( Global::Overcast );
m_skydome.Update( m_sun.getDirection() );
// ...retrieve current sky colour and brightness...
auto const skydomecolour = m_skydome.GetAverageColor();
auto const skydomehsv = RGBtoHSV( skydomecolour );
// sun strength is reduced by overcast level
keylightintensity *= ( 1.0f - Global::Overcast * 0.65f );
// intensity combines intensity of the sun and the light reflected by the sky dome
// it'd be more technically correct to have just the intensity of the sun here,
// but whether it'd _look_ better is something to be tested
auto const intensity = std::min( 1.15f * ( 0.05f + keylightintensity + skydomehsv.z ), 1.25f );
// the impact of sun component is reduced proportionally to overcast level, as overcast increases role of ambient light
auto const diffuselevel = interpolate( keylightintensity, intensity * ( 1.0f - twilightfactor ), 1.0f - Global::Overcast * 0.75f );
// ...update light colours and intensity.
keylightcolor = keylightcolor * diffuselevel;
Global::DayLight.diffuse = glm::vec4( keylightcolor, Global::DayLight.diffuse.a );
Global::DayLight.specular = glm::vec4( keylightcolor * 0.85f, diffuselevel );
// tonal impact of skydome color is inversely proportional to how high the sun is above the horizon
// (this is pure conjecture, aimed more to 'look right' than be accurate)
float const ambienttone = clamp( 1.0f - ( Global::SunAngle / 90.0f ), 0.0f, 1.0f );
Global::DayLight.ambient[ 0 ] = interpolate( skydomehsv.z, skydomecolour.x, ambienttone );
Global::DayLight.ambient[ 1 ] = interpolate( skydomehsv.z, skydomecolour.y, ambienttone );
Global::DayLight.ambient[ 2 ] = interpolate( skydomehsv.z, skydomecolour.z, ambienttone );
Global::fLuminance = intensity;
// update the fog. setting it to match the average colour of the sky dome is cheap
// but quite effective way to make the distant items blend with background better
Global::FogColor[ 0 ] = skydomecolour.x;
Global::FogColor[ 1 ] = skydomecolour.y;
Global::FogColor[ 2 ] = skydomecolour.z;
}
void
world_environment::time( int const Hour, int const Minute, int const Second ) {
m_sun.setTime( Hour, Minute, Second );
}