mirror of
https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-03-22 15:05:03 +01:00
3080 lines
143 KiB
C++
3080 lines
143 KiB
C++
/*
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This Source Code Form is subject to the
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terms of the Mozilla Public License, v.
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2.0. If a copy of the MPL was not
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distributed with this file, You can
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obtain one at
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http://mozilla.org/MPL/2.0/.
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*/
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/*
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MaSzyna EU07 locomotive simulator
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Copyright (C) 2001-2004 Marcin Wozniak, Maciej Czapkiewicz and others
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*/
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#include "system.hpp"
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#include "classes.hpp"
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#include "opengl/glew.h"
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#include "opengl/glut.h"
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#pragma hdrstop
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#include "Timer.h"
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#include "mtable.hpp"
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#include "Sound.h"
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#include "World.h"
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#include "Logs.h"
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#include "Globals.h"
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#include "Camera.h"
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#include "ResourceManager.h"
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#include "Event.h"
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#include "Train.h"
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#include "Driver.h"
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#include "Console.h"
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#define TEXTURE_FILTER_CONTROL_EXT 0x8500
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#define TEXTURE_LOD_BIAS_EXT 0x8501
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//---------------------------------------------------------------------------
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#pragma package(smart_init)
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typedef void(APIENTRY *FglutBitmapCharacter)(void *font, int character); // typ funkcji
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FglutBitmapCharacter glutBitmapCharacterDLL = NULL; // deklaracja zmiennej
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HINSTANCE hinstGLUT32 = NULL; // wskaŸnik do GLUT32.DLL
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// GLUTAPI void APIENTRY glutBitmapCharacterDLL(void *font, int character);
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TDynamicObject *Controlled = NULL; // pojazd, który prowadzimy
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using namespace Timer;
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const double fTimeMax = 1.00; //[s] maksymalny czas aktualizacji w jednek klatce
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TWorld::TWorld()
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{
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// randomize();
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// Randomize();
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Train = NULL;
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// Aspect=1;
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for (int i = 0; i < 10; ++i)
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KeyEvents[i] = NULL; // eventy wyzwalane klawiszami cyfrowymi
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Global::iSlowMotion = 0;
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// Global::changeDynObj=NULL;
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OutText1 = ""; // teksty wyœwietlane na ekranie
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OutText2 = "";
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OutText3 = "";
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iCheckFPS = 0; // kiedy znów sprawdziæ FPS, ¿eby wy³¹czaæ optymalizacji od razu do zera
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pDynamicNearest = NULL;
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fTimeBuffer = 0.0; // bufor czasu aktualizacji dla sta³ego kroku fizyki
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fMaxDt = 0.01; //[s] pocz¹tkowy krok czasowy fizyki
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fTime50Hz = 0.0; // bufor czasu dla komunikacji z PoKeys
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}
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TWorld::~TWorld()
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{
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Global::bManageNodes = false; // Ra: wy³¹czenie wyrejestrowania, bo siê sypie
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TrainDelete();
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// Ground.Free(); //Ra: usuniêcie obiektów przed usuniêciem dŸwiêków - sypie siê
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TSoundsManager::Free();
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TModelsManager::Free();
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TTexturesManager::Free();
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glDeleteLists(base, 96);
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if (hinstGLUT32)
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FreeLibrary(hinstGLUT32);
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}
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void TWorld::TrainDelete(TDynamicObject *d)
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{ // usuniêcie pojazdu prowadzonego przez u¿ytkownika
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if (d)
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if (Train)
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if (Train->Dynamic() != d)
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return; // nie tego usuwaæ
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delete Train; // i nie ma czym sterowaæ
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Train = NULL;
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Controlled = NULL; // tego te¿ ju¿ nie ma
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mvControlled = NULL;
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Global::pUserDynamic = NULL; // tego te¿ nie ma
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};
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GLvoid TWorld::glPrint(const char *txt) // custom GL "Print" routine
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{ // wypisywanie tekstu 2D na ekranie
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if (!txt)
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return;
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if (Global::bGlutFont)
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{ // tekst generowany przez GLUT
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int i, len = strlen(txt);
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for (i = 0; i < len; i++)
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glutBitmapCharacterDLL(GLUT_BITMAP_8_BY_13, txt[i]); // funkcja linkowana dynamicznie
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}
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else
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{ // generowanie przez Display Lists
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glPushAttrib(GL_LIST_BIT); // pushes the display list bits
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glListBase(base - 32); // sets the base character to 32
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glCallLists(strlen(txt), GL_UNSIGNED_BYTE, txt); // draws the display list text
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glPopAttrib(); // pops the display list bits
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}
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}
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/* Ra: do opracowania: wybor karty graficznej ~Intel gdy s¹ dwie...
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BOOL GetDisplayMonitorInfo(int nDeviceIndex, LPSTR lpszMonitorInfo)
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{
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FARPROC EnumDisplayDevices;
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HINSTANCE hInstUser32;
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DISPLAY_DEVICE DispDev;
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char szSaveDeviceName[33]; // 32 + 1 for the null-terminator
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BOOL bRet = TRUE;
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HRESULT hr;
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hInstUser32 = LoadLibrary("c:\\windows\User32.DLL");
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if (!hInstUser32) return FALSE;
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// Get the address of the EnumDisplayDevices function
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EnumDisplayDevices = (FARPROC)GetProcAddress(hInstUser32,"EnumDisplayDevicesA");
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if (!EnumDisplayDevices) {
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FreeLibrary(hInstUser32);
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return FALSE;
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}
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ZeroMemory(&DispDev, sizeof(DispDev));
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DispDev.cb = sizeof(DispDev);
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// After the first call to EnumDisplayDevices,
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// DispDev.DeviceString is the adapter name
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if (EnumDisplayDevices(NULL, nDeviceIndex, &DispDev, 0))
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{
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hr = StringCchCopy(szSaveDeviceName, 33, DispDev.DeviceName);
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if (FAILED(hr))
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{
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// TODO: write error handler
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}
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// After second call, DispDev.DeviceString is the
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// monitor name for that device
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EnumDisplayDevices(szSaveDeviceName, 0, &DispDev, 0);
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// In the following, lpszMonitorInfo must be 128 + 1 for
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// the null-terminator.
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hr = StringCchCopy(lpszMonitorInfo, 129, DispDev.DeviceString);
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if (FAILED(hr))
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{
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// TODO: write error handler
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}
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} else {
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bRet = FALSE;
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}
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FreeLibrary(hInstUser32);
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return bRet;
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}
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*/
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bool TWorld::Init(HWND NhWnd, HDC hDC)
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{
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double time = (double)Now();
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Global::hWnd = NhWnd; // do WM_COPYDATA
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Global::pCamera = &Camera; // Ra: wskaŸnik potrzebny do likwidacji drgañ
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Global::detonatoryOK = true;
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WriteLog("Starting MaSzyna rail vehicle simulator.");
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WriteLog(Global::asVersion);
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#if sizeof(TSubModel) != 256
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Error("Wrong sizeof(TSubModel) is " + AnsiString(sizeof(TSubModel)));
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return false;
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#endif
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WriteLog("Online documentation and additional files on http://eu07.pl");
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WriteLog("Authors: Marcin_EU, McZapkie, ABu, Winger, Tolaris, nbmx, OLO_EU, Bart, Quark-t, "
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"ShaXbee, Oli_EU, youBy, KURS90, Ra, hunter, szociu, Stele, Q, firleju and others");
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WriteLog("Renderer:");
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WriteLog((char *)glGetString(GL_RENDERER));
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WriteLog("Vendor:");
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// Winger030405: sprawdzanie sterownikow
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WriteLog((char *)glGetString(GL_VENDOR));
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AnsiString glver = ((char *)glGetString(GL_VERSION));
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WriteLog("OpenGL Version:");
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WriteLog(glver);
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if ((glver == "1.5.1") || (glver == "1.5.2"))
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{
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Error("Niekompatybilna wersja openGL - dwuwymiarowy tekst nie bedzie wyswietlany!");
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WriteLog("WARNING! This OpenGL version is not fully compatible with simulator!");
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WriteLog("UWAGA! Ta wersja OpenGL nie jest w pelni kompatybilna z symulatorem!");
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Global::detonatoryOK = false;
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}
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else
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Global::detonatoryOK = true;
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// Ra: umieszczone w EU07.cpp jakoœ nie chce dzia³aæ
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while (glver.LastDelimiter(".") > glver.Pos("."))
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glver = glver.SubString(1, glver.LastDelimiter(".") - 1); // obciêcie od drugiej kropki
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double ogl;
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try
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{
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ogl = glver.ToDouble();
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}
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catch (...)
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{
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ogl = 0.0;
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}
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if (Global::fOpenGL > 0.0) // jeœli by³a wpisane maksymalna wersja w EU07.INI
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{
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if (ogl > 0.0) // zak³adaj¹c, ¿e siê odczyta³o dobrze
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if (ogl < Global::fOpenGL) // a karta oferuje ni¿sz¹ wersjê ni¿ wpisana
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Global::fOpenGL = ogl; // to przyj¹c to z karty
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}
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else if (ogl < 1.3) // sprzêtowa deompresja DDS zwykle wymaga 1.3
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Error("Missed OpenGL 1.3+ drivers!"); // b³¹d np. gdy wersja 1.1, a nie ma wpisu w EU07.INI
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Global::bOpenGL_1_5 = (Global::fOpenGL >= 1.5); // s¹ fragmentaryczne animacje VBO
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WriteLog("Supported extensions:");
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WriteLog((char *)glGetString(GL_EXTENSIONS));
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if (glewGetExtension("GL_ARB_vertex_buffer_object")) // czy jest VBO w karcie graficznej
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{
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if (AnsiString((char *)glGetString(GL_VENDOR))
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.Pos("Intel")) // wymuszenie tylko dla kart Intel
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{ // karty Intel nie nadaj¹ siê do grafiki 3D, ale robimy wyj¹tek, bo to w koñcu symulator
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Global::iMultisampling =
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0; // to robi problemy na "Intel(R) HD Graphics Family" - czarny ekran
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if (Global::fOpenGL >=
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1.4) // 1.4 mia³o obs³ugê VBO, ale bez opcji modyfikacji fragmentu bufora
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Global::bUseVBO = true; // VBO w³¹czane tylko, jeœli jest obs³uga oraz nie ustawiono
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// ni¿szego numeru
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}
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if (Global::bUseVBO)
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WriteLog("Ra: The VBO is found and will be used.");
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else
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WriteLog("Ra: The VBO is found, but Display Lists are selected.");
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}
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else
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{
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WriteLog("Ra: No VBO found - Display Lists used. Graphics card too old?");
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Global::bUseVBO = false; // mo¿e byæ w³¹czone parametrem w INI
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}
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if (Global::bDecompressDDS) // jeœli sprzêtowa (domyœlnie jest false)
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WriteLog("DDS textures support at OpenGL level is disabled in INI file.");
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else
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{
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Global::bDecompressDDS =
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!glewGetExtension("GL_EXT_texture_compression_s3tc"); // czy obs³ugiwane?
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if (Global::bDecompressDDS) // czy jest obs³uga DDS w karcie graficznej
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WriteLog("DDS textures are not supported.");
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else // brak obs³ugi DDS - trzeba w³¹czyæ programow¹ dekompresjê
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WriteLog("DDS textures are supported.");
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}
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if (Global::iMultisampling)
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WriteLog("Used multisampling of " + AnsiString(Global::iMultisampling) + " samples.");
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{ // ograniczenie maksymalnego rozmiaru tekstur - parametr dla skalowania tekstur
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GLint i;
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glGetIntegerv(GL_MAX_TEXTURE_SIZE, &i);
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if (i < Global::iMaxTextureSize)
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Global::iMaxTextureSize = i;
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WriteLog("Max texture size: " + AnsiString(Global::iMaxTextureSize));
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}
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/*-----------------------Render Initialization----------------------*/
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if (Global::fOpenGL >= 1.2) // poni¿sze nie dzia³a w 1.1
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glTexEnvf(TEXTURE_FILTER_CONTROL_EXT, TEXTURE_LOD_BIAS_EXT, -1);
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GLfloat FogColor[] = {1.0f, 1.0f, 1.0f, 1.0f};
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glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear screen and depth buffer
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glLoadIdentity();
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// WriteLog("glClearColor (FogColor[0], FogColor[1], FogColor[2], 0.0); ");
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// glClearColor (1.0, 0.0, 0.0, 0.0); // Background Color
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// glClearColor (FogColor[0], FogColor[1], FogColor[2], 0.0);
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// Background // Color
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glClearColor(Global::Background[0], Global::Background[1], Global::Background[2], 1.0); // Background Color
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WriteLog("glFogfv(GL_FOG_COLOR, FogColor);");
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glFogfv(GL_FOG_COLOR, FogColor); // Set Fog Color
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WriteLog("glClearDepth(1.0f); ");
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glClearDepth(1.0f); // ZBuffer Value
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// glEnable(GL_NORMALIZE);
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// glEnable(GL_RESCALE_NORMAL);
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// glEnable(GL_CULL_FACE);
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WriteLog("glEnable(GL_TEXTURE_2D);");
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glEnable(GL_TEXTURE_2D); // Enable Texture Mapping
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WriteLog("glShadeModel(GL_SMOOTH);");
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glShadeModel(GL_SMOOTH); // Enable Smooth Shading
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WriteLog("glEnable(GL_DEPTH_TEST);");
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glEnable(GL_DEPTH_TEST);
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// McZapkie:261102-uruchomienie polprzezroczystosci (na razie linie) pod kierunkiem Marcina
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// if (Global::bRenderAlpha) //Ra: wywalam tê flagê
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{
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WriteLog("glEnable(GL_BLEND);");
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glEnable(GL_BLEND);
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WriteLog("glEnable(GL_ALPHA_TEST);");
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glEnable(GL_ALPHA_TEST);
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WriteLog("glAlphaFunc(GL_GREATER,0.04);");
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glAlphaFunc(GL_GREATER, 0.04);
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WriteLog("glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);");
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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WriteLog("glDepthFunc(GL_LEQUAL);");
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glDepthFunc(GL_LEQUAL);
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}
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/*
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else
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{
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WriteLog("glEnable(GL_ALPHA_TEST);");
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glEnable(GL_ALPHA_TEST);
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WriteLog("glAlphaFunc(GL_GREATER,0.5);");
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glAlphaFunc(GL_GREATER,0.5);
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WriteLog("glDepthFunc(GL_LEQUAL);");
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glDepthFunc(GL_LEQUAL);
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WriteLog("glDisable(GL_BLEND);");
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glDisable(GL_BLEND);
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}
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*/
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/* zakomentowanie to co bylo kiedys mieszane
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WriteLog("glEnable(GL_ALPHA_TEST);");
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glEnable(GL_ALPHA_TEST);//glGetIntegerv()
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WriteLog("glAlphaFunc(GL_GREATER,0.5);");
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// glAlphaFunc(GL_LESS,0.5);
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glAlphaFunc(GL_GREATER,0.5);
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// glBlendFunc(GL_SRC_ALPHA,GL_ONE);
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WriteLog("glDepthFunc(GL_LEQUAL);");
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glDepthFunc(GL_LEQUAL);//EQUAL);
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// The Type Of Depth Testing To Do
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// glEnable(GL_BLEND);
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// glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
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*/
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WriteLog("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);");
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glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really Nice Perspective Calculations
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WriteLog("glPolygonMode(GL_FRONT, GL_FILL);");
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glPolygonMode(GL_FRONT, GL_FILL);
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WriteLog("glFrontFace(GL_CCW);");
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glFrontFace(GL_CCW); // Counter clock-wise polygons face out
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WriteLog("glEnable(GL_CULL_FACE); ");
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glEnable(GL_CULL_FACE); // Cull back-facing triangles
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WriteLog("glLineWidth(1.0f);");
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glLineWidth(1.0f);
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// glLineWidth(2.0f);
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WriteLog("glPointSize(2.0f);");
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glPointSize(2.0f);
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// ----------- LIGHTING SETUP -----------
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// Light values and coordinates
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vector3 lp = Normalize(vector3(-500, 500, 200));
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Global::lightPos[0] = lp.x;
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Global::lightPos[1] = lp.y;
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Global::lightPos[2] = lp.z;
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Global::lightPos[3] = 0.0f;
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// Ra: œwiat³a by sensowniej by³o ustawiaæ po wczytaniu scenerii
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// Ra: szcz¹tkowe œwiat³o rozproszone - ¿eby by³o cokolwiek widaæ w ciemnoœci
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WriteLog("glLightModelfv(GL_LIGHT_MODEL_AMBIENT,darkLight);");
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glLightModelfv(GL_LIGHT_MODEL_AMBIENT, Global::darkLight);
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// Ra: œwiat³o 0 - g³ówne œwiat³o zewnêtrzne (S³oñce, Ksiê¿yc)
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WriteLog("glLightfv(GL_LIGHT0,GL_AMBIENT,ambientLight);");
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glLightfv(GL_LIGHT0, GL_AMBIENT, Global::ambientDayLight);
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WriteLog("glLightfv(GL_LIGHT0,GL_DIFFUSE,diffuseLight);");
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glLightfv(GL_LIGHT0, GL_DIFFUSE, Global::diffuseDayLight);
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WriteLog("glLightfv(GL_LIGHT0,GL_SPECULAR,specularLight);");
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glLightfv(GL_LIGHT0, GL_SPECULAR, Global::specularDayLight);
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WriteLog("glLightfv(GL_LIGHT0,GL_POSITION,lightPos);");
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glLightfv(GL_LIGHT0, GL_POSITION, Global::lightPos);
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WriteLog("glEnable(GL_LIGHT0);");
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glEnable(GL_LIGHT0);
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// glColor() ma zmieniaæ kolor wybrany w glColorMaterial()
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WriteLog("glEnable(GL_COLOR_MATERIAL);");
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glEnable(GL_COLOR_MATERIAL);
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WriteLog("glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE);");
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glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE);
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// WriteLog("glMaterialfv( GL_FRONT, GL_AMBIENT, whiteLight );");
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// glMaterialfv( GL_FRONT, GL_AMBIENT, Global::whiteLight );
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WriteLog("glMaterialfv( GL_FRONT, GL_AMBIENT_AND_DIFFUSE, whiteLight );");
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glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, Global::whiteLight);
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/*
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WriteLog("glMaterialfv( GL_FRONT, GL_SPECULAR, noLight );");
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glMaterialfv( GL_FRONT, GL_SPECULAR, Global::noLight );
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*/
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WriteLog("glEnable(GL_LIGHTING);");
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glEnable(GL_LIGHTING);
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WriteLog("glFogi(GL_FOG_MODE, GL_LINEAR);");
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glFogi(GL_FOG_MODE, GL_LINEAR); // Fog Mode
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WriteLog("glFogfv(GL_FOG_COLOR, FogColor);");
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glFogfv(GL_FOG_COLOR, FogColor); // Set Fog Color
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// glFogf(GL_FOG_DENSITY, 0.594f); // How Dense Will The
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//Fog
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// Be
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// glHint(GL_FOG_HINT, GL_NICEST); // Fog Hint Value
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WriteLog("glFogf(GL_FOG_START, 1000.0f);");
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glFogf(GL_FOG_START, 10.0f); // Fog Start Depth
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WriteLog("glFogf(GL_FOG_END, 2000.0f);");
|
|
glFogf(GL_FOG_END, 200.0f); // Fog End Depth
|
|
WriteLog("glEnable(GL_FOG);");
|
|
glEnable(GL_FOG); // Enables GL_FOG
|
|
|
|
// Ra: ustawienia testowe
|
|
glHint(GL_LINE_SMOOTH_HINT, GL_NICEST);
|
|
glHint(GL_POLYGON_SMOOTH_HINT, GL_NICEST);
|
|
|
|
/*--------------------Render Initialization End---------------------*/
|
|
|
|
WriteLog("Font init"); // pocz¹tek inicjacji fontów 2D
|
|
if (Global::bGlutFont) // jeœli wybrano GLUT font, próbujemy zlinkowaæ GLUT32.DLL
|
|
{
|
|
UINT mode = SetErrorMode(SEM_NOOPENFILEERRORBOX); // aby nie wrzeszcza³, ¿e znaleŸæ nie mo¿e
|
|
hinstGLUT32 = LoadLibrary(TEXT("GLUT32.DLL")); // get a handle to the DLL module
|
|
SetErrorMode(mode);
|
|
// If the handle is valid, try to get the function address.
|
|
if (hinstGLUT32)
|
|
glutBitmapCharacterDLL =
|
|
(FglutBitmapCharacter)GetProcAddress(hinstGLUT32, "glutBitmapCharacter");
|
|
else
|
|
WriteLog("Missed GLUT32.DLL.");
|
|
if (glutBitmapCharacterDLL)
|
|
WriteLog("Used font from GLUT32.DLL.");
|
|
else
|
|
Global::bGlutFont = false; // nie uda³o siê, trzeba spróbowaæ na Display List
|
|
}
|
|
if (!Global::bGlutFont)
|
|
{ // jeœli bezGLUTowy font
|
|
HFONT font; // Windows Font ID
|
|
base = glGenLists(96); // storage for 96 characters
|
|
font = CreateFont(-15, // height of font
|
|
0, // width of font
|
|
0, // angle of escapement
|
|
0, // orientation angle
|
|
FW_BOLD, // font weight
|
|
FALSE, // italic
|
|
FALSE, // underline
|
|
FALSE, // strikeout
|
|
ANSI_CHARSET, // character set identifier
|
|
OUT_TT_PRECIS, // output precision
|
|
CLIP_DEFAULT_PRECIS, // clipping precision
|
|
ANTIALIASED_QUALITY, // output quality
|
|
FF_DONTCARE | DEFAULT_PITCH, // family and pitch
|
|
"Courier New"); // font name
|
|
SelectObject(hDC, font); // selects the font we want
|
|
wglUseFontBitmapsA(hDC, 32, 96, base); // builds 96 characters starting at character 32
|
|
WriteLog("Display Lists font used."); //+AnsiString(glGetError())
|
|
}
|
|
WriteLog("Font init OK"); //+AnsiString(glGetError())
|
|
|
|
Timer::ResetTimers();
|
|
|
|
hWnd = NhWnd;
|
|
glColor4f(1.0f, 3.0f, 3.0f, 0.0f);
|
|
// SwapBuffers(hDC); // Swap Buffers (Double Buffering)
|
|
// glClear(GL_COLOR_BUFFER_BIT);
|
|
// glFlush();
|
|
|
|
SetForegroundWindow(hWnd);
|
|
WriteLog("Sound Init");
|
|
|
|
glLoadIdentity();
|
|
// glColor4f(0.3f,0.0f,0.0f,0.0f);
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
glTranslatef(0.0f, 0.0f, -0.50f);
|
|
// glRasterPos2f(-0.25f, -0.10f);
|
|
glDisable(GL_DEPTH_TEST); // Disables depth testing
|
|
glColor3f(3.0f, 3.0f, 3.0f);
|
|
|
|
GLuint logo;
|
|
logo = TTexturesManager::GetTextureID(szTexturePath, szSceneryPath, "logo", 6);
|
|
glBindTexture(GL_TEXTURE_2D, logo); // Select our texture
|
|
|
|
glBegin(GL_QUADS); // Drawing using triangles
|
|
glTexCoord2f(0.0f, 0.0f);
|
|
glVertex3f(-0.28f, -0.22f, 0.0f); // bottom left of the texture and quad
|
|
glTexCoord2f(1.0f, 0.0f);
|
|
glVertex3f(0.28f, -0.22f, 0.0f); // bottom right of the texture and quad
|
|
glTexCoord2f(1.0f, 1.0f);
|
|
glVertex3f(0.28f, 0.22f, 0.0f); // top right of the texture and quad
|
|
glTexCoord2f(0.0f, 1.0f);
|
|
glVertex3f(-0.28f, 0.22f, 0.0f); // top left of the texture and quad
|
|
glEnd();
|
|
//~logo; Ra: to jest bez sensu zapis
|
|
glColor3f(0.0f, 0.0f, 100.0f);
|
|
if (Global::detonatoryOK)
|
|
{
|
|
glRasterPos2f(-0.25f, -0.09f);
|
|
glPrint("Uruchamianie / Initializing...");
|
|
glRasterPos2f(-0.25f, -0.10f);
|
|
glPrint("Dzwiek / Sound...");
|
|
}
|
|
SwapBuffers(hDC); // Swap Buffers (Double Buffering)
|
|
|
|
glEnable(GL_LIGHTING);
|
|
/*-----------------------Sound Initialization-----------------------*/
|
|
TSoundsManager::Init(hWnd);
|
|
// TSoundsManager::LoadSounds( "" );
|
|
/*---------------------Sound Initialization End---------------------*/
|
|
WriteLog("Sound Init OK");
|
|
if (Global::detonatoryOK)
|
|
{
|
|
glRasterPos2f(-0.25f, -0.11f);
|
|
glPrint("OK.");
|
|
}
|
|
SwapBuffers(hDC); // Swap Buffers (Double Buffering)
|
|
|
|
int i;
|
|
|
|
Paused = true;
|
|
WriteLog("Textures init");
|
|
if (Global::detonatoryOK)
|
|
{
|
|
glRasterPos2f(-0.25f, -0.12f);
|
|
glPrint("Tekstury / Textures...");
|
|
}
|
|
SwapBuffers(hDC); // Swap Buffers (Double Buffering)
|
|
|
|
TTexturesManager::Init();
|
|
WriteLog("Textures init OK");
|
|
if (Global::detonatoryOK)
|
|
{
|
|
glRasterPos2f(-0.25f, -0.13f);
|
|
glPrint("OK.");
|
|
}
|
|
SwapBuffers(hDC); // Swap Buffers (Double Buffering)
|
|
|
|
WriteLog("Models init");
|
|
if (Global::detonatoryOK)
|
|
{
|
|
glRasterPos2f(-0.25f, -0.14f);
|
|
glPrint("Modele / Models...");
|
|
}
|
|
SwapBuffers(hDC); // Swap Buffers (Double Buffering)
|
|
// McZapkie: dodalem sciezke zeby mozna bylo definiowac skad brac modele ale to malo eleganckie
|
|
// TModelsManager::LoadModels(asModelsPatch);
|
|
TModelsManager::Init();
|
|
WriteLog("Models init OK");
|
|
if (Global::detonatoryOK)
|
|
{
|
|
glRasterPos2f(-0.25f, -0.15f);
|
|
glPrint("OK.");
|
|
}
|
|
SwapBuffers(hDC); // Swap Buffers (Double Buffering)
|
|
|
|
WriteLog("Ground init");
|
|
if (Global::detonatoryOK)
|
|
{
|
|
glRasterPos2f(-0.25f, -0.16f);
|
|
glPrint("Sceneria / Scenery (please wait)...");
|
|
}
|
|
SwapBuffers(hDC); // Swap Buffers (Double Buffering)
|
|
|
|
Ground.Init(Global::szSceneryFile, hDC);
|
|
// Global::tSinceStart= 0;
|
|
Clouds.Init();
|
|
WriteLog("Ground init OK");
|
|
if (Global::detonatoryOK)
|
|
{
|
|
glRasterPos2f(-0.25f, -0.17f);
|
|
glPrint("OK.");
|
|
}
|
|
SwapBuffers(hDC); // Swap Buffers (Double Buffering)
|
|
|
|
// TTrack *Track=Ground.FindGroundNode("train_start",TP_TRACK)->pTrack;
|
|
|
|
// Camera.Init(vector3(2700,10,6500),0,M_PI,0);
|
|
// Camera.Init(vector3(00,40,000),0,M_PI,0);
|
|
// Camera.Init(vector3(1500,5,-4000),0,M_PI,0);
|
|
// McZapkie-130302 - coby nie przekompilowywac:
|
|
// Camera.Init(Global::pFreeCameraInit,0,M_PI,0);
|
|
Camera.Init(Global::pFreeCameraInit[0], Global::pFreeCameraInitAngle[0]);
|
|
|
|
char buff[255] = "Player train init: ";
|
|
if (Global::detonatoryOK)
|
|
{
|
|
glRasterPos2f(-0.25f, -0.18f);
|
|
glPrint("Przygotowanie kabiny do sterowania...");
|
|
}
|
|
SwapBuffers(hDC); // Swap Buffers (Double Buffering)
|
|
|
|
strcat(buff, Global::asHumanCtrlVehicle.c_str());
|
|
WriteLog(buff);
|
|
TGroundNode *nPlayerTrain = NULL;
|
|
if (Global::asHumanCtrlVehicle != "ghostview")
|
|
nPlayerTrain = Ground.DynamicFind(Global::asHumanCtrlVehicle); // szukanie w tych z obsad¹
|
|
if (nPlayerTrain)
|
|
{
|
|
Train = new TTrain();
|
|
if (Train->Init(nPlayerTrain->DynamicObject))
|
|
{
|
|
Controlled = Train->Dynamic();
|
|
mvControlled = Controlled->ControlledFind()->MoverParameters;
|
|
Global::pUserDynamic = Controlled; // renerowanie pojazdu wzglêdem kabiny
|
|
WriteLog("Player train init OK");
|
|
if (Global::detonatoryOK)
|
|
{
|
|
glRasterPos2f(-0.25f, -0.19f);
|
|
glPrint("OK.");
|
|
}
|
|
FollowView();
|
|
SwapBuffers(hDC); // Swap Buffers (Double Buffering)
|
|
}
|
|
else
|
|
{
|
|
Error("Player train init failed!");
|
|
FreeFlyModeFlag = true; // Ra: automatycznie w³¹czone latanie
|
|
if (Global::detonatoryOK)
|
|
{
|
|
glRasterPos2f(-0.25f, -0.20f);
|
|
glPrint("Blad inicjalizacji sterowanego pojazdu!");
|
|
}
|
|
SwapBuffers(hDC); // Swap Buffers (Double Buffering)
|
|
Controlled = NULL;
|
|
mvControlled = NULL;
|
|
Camera.Type = tp_Free;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (Global::asHumanCtrlVehicle != "ghostview")
|
|
{
|
|
Error("Player train not exist!");
|
|
if (Global::detonatoryOK)
|
|
{
|
|
glRasterPos2f(-0.25f, -0.20f);
|
|
glPrint("Wybrany pojazd nie istnieje w scenerii!");
|
|
}
|
|
}
|
|
FreeFlyModeFlag = true; // Ra: automatycznie w³¹czone latanie
|
|
SwapBuffers(hDC); // swap buffers (double buffering)
|
|
Controlled = NULL;
|
|
mvControlled = NULL;
|
|
Camera.Type = tp_Free;
|
|
}
|
|
glEnable(GL_DEPTH_TEST);
|
|
// Ground.pTrain=Train;
|
|
// if (!Global::bMultiplayer) //na razie w³¹czone
|
|
{ // eventy aktywowane z klawiatury tylko dla jednego u¿ytkownika
|
|
KeyEvents[0] = Ground.FindEvent("keyctrl00");
|
|
KeyEvents[1] = Ground.FindEvent("keyctrl01");
|
|
KeyEvents[2] = Ground.FindEvent("keyctrl02");
|
|
KeyEvents[3] = Ground.FindEvent("keyctrl03");
|
|
KeyEvents[4] = Ground.FindEvent("keyctrl04");
|
|
KeyEvents[5] = Ground.FindEvent("keyctrl05");
|
|
KeyEvents[6] = Ground.FindEvent("keyctrl06");
|
|
KeyEvents[7] = Ground.FindEvent("keyctrl07");
|
|
KeyEvents[8] = Ground.FindEvent("keyctrl08");
|
|
KeyEvents[9] = Ground.FindEvent("keyctrl09");
|
|
}
|
|
// glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); //{Texture blends with object
|
|
// background}
|
|
if (Global::bOldSmudge == true)
|
|
light = TTexturesManager::GetTextureID(szTexturePath, szSceneryPath, "smuga.tga");
|
|
else
|
|
light = TTexturesManager::GetTextureID(szTexturePath, szSceneryPath, "smuga2.tga");
|
|
// Camera.Reset();
|
|
ResetTimers();
|
|
WriteLog("Load time: " + FloatToStrF((86400.0 * ((double)Now() - time)), ffFixed, 7, 1) +
|
|
" seconds");
|
|
if (DebugModeFlag) // w Debugmode automatyczne w³¹czenie AI
|
|
if (Train)
|
|
if (Train->Dynamic()->Mechanik)
|
|
Train->Dynamic()->Mechanik->TakeControl(true);
|
|
return true;
|
|
};
|
|
|
|
void TWorld::OnKeyDown(int cKey)
|
|
{ //(cKey) to kod klawisza, cyfrowe i literowe siê zgadzaj¹
|
|
// Ra 2014-09: tu by mo¿na dodaæ tabelê konwersji: 256 wirtualnych kodów w kontekœcie dwóch
|
|
// prze³¹czników [Shift] i [Ctrl]
|
|
// na ka¿dy kod wirtualny niech przypadaj¹ 4 bajty: 2 dla naciœniêcia i 2 dla zwolnienia
|
|
// powtórzone 256 razy da 1kB na ka¿dy stan prze³¹czników, ³¹cznie bêdzie 4kB pierwszej tabeli
|
|
// przekodowania
|
|
if (!Global::iPause)
|
|
{ // podczas pauzy klawisze nie dzia³aj¹
|
|
AnsiString info = "Key pressed: [";
|
|
if (Console::Pressed(VK_SHIFT))
|
|
info += "Shift]+[";
|
|
if (Console::Pressed(VK_CONTROL))
|
|
info += "Ctrl]+[";
|
|
if (cKey > 192) // coœ tam jeszcze ciekawego jest?
|
|
{
|
|
if (cKey < 255) // 255 to [Fn] w laptopach
|
|
WriteLog(info + AnsiString(char(cKey - 128)) + "]");
|
|
}
|
|
else if (cKey >= 186)
|
|
WriteLog(info + AnsiString(";=,-./~").SubString(cKey - 185, 1) + "]");
|
|
else if (cKey > 123) // coœ tam jeszcze ciekawego jest?
|
|
WriteLog(info + AnsiString(cKey) + "]"); // numer klawisza
|
|
else if (cKey >= 112) // funkcyjne
|
|
WriteLog(info + "F" + AnsiString(cKey - 111) + "]");
|
|
else if (cKey >= 96)
|
|
WriteLog(info + "Num" + AnsiString("0123456789*+?-./").SubString(cKey - 95, 1) + "]");
|
|
else if (((cKey >= '0') && (cKey <= '9')) || ((cKey >= 'A') && (cKey <= 'Z')) ||
|
|
(cKey == ' '))
|
|
WriteLog(info + AnsiString(char(cKey)) + "]");
|
|
else if (cKey == '-')
|
|
WriteLog(info + "Insert]");
|
|
else if (cKey == '.')
|
|
WriteLog(info + "Delete]");
|
|
else if (cKey == '$')
|
|
WriteLog(info + "Home]");
|
|
else if (cKey == '#')
|
|
WriteLog(info + "End]");
|
|
else if (cKey > 'Z') //¿eby nie logowaæ kursorów
|
|
WriteLog(info + AnsiString(cKey) + "]"); // numer klawisza
|
|
}
|
|
if ((cKey <= '9') ? (cKey >= '0') : false) // klawisze cyfrowe
|
|
{
|
|
int i = cKey - '0'; // numer klawisza
|
|
if (Console::Pressed(VK_SHIFT))
|
|
{ // z [Shift] uruchomienie eventu
|
|
if (!Global::iPause) // podczas pauzy klawisze nie dzia³aj¹
|
|
if (KeyEvents[i])
|
|
Ground.AddToQuery(KeyEvents[i], NULL);
|
|
}
|
|
else // zapamiêtywanie kamery mo¿e dzia³aæ podczas pauzy
|
|
if (FreeFlyModeFlag) // w trybie latania mo¿na przeskakiwaæ do ustawionych kamer
|
|
if ((Global::iTextMode != VK_F12) &&
|
|
(Global::iTextMode != VK_F3)) // ograniczamy u¿ycie kamer
|
|
{
|
|
if ((!Global::pFreeCameraInit[i].x && !Global::pFreeCameraInit[i].y &&
|
|
!Global::pFreeCameraInit[i].z))
|
|
{ // jeœli kamera jest w punkcie zerowym, zapamiêtanie wspó³rzêdnych i k¹tów
|
|
Global::pFreeCameraInit[i] = Camera.Pos;
|
|
Global::pFreeCameraInitAngle[i].x = Camera.Pitch;
|
|
Global::pFreeCameraInitAngle[i].y = Camera.Yaw;
|
|
Global::pFreeCameraInitAngle[i].z = Camera.Roll;
|
|
// logowanie, ¿eby mo¿na by³o do scenerii przepisaæ
|
|
WriteLog(
|
|
"camera " + FloatToStrF(Global::pFreeCameraInit[i].x, ffFixed, 7, 3) + " " +
|
|
FloatToStrF(Global::pFreeCameraInit[i].y, ffFixed, 7, 3) + " " +
|
|
FloatToStrF(Global::pFreeCameraInit[i].z, ffFixed, 7, 3) + " " +
|
|
FloatToStrF(RadToDeg(Global::pFreeCameraInitAngle[i].x), ffFixed, 7, 3) +
|
|
" " +
|
|
FloatToStrF(RadToDeg(Global::pFreeCameraInitAngle[i].y), ffFixed, 7, 3) +
|
|
" " +
|
|
FloatToStrF(RadToDeg(Global::pFreeCameraInitAngle[i].z), ffFixed, 7, 3) +
|
|
" " + AnsiString(i) + " endcamera");
|
|
}
|
|
else // równie¿ przeskakiwanie
|
|
{ // Ra: to z t¹ kamer¹ (Camera.Pos i Global::pCameraPosition) jest trochê bez sensu
|
|
Global::SetCameraPosition(
|
|
Global::pFreeCameraInit[i]); // nowa pozycja dla generowania obiektów
|
|
Ground.Silence(Camera.Pos); // wyciszenie wszystkiego z poprzedniej pozycji
|
|
Camera.Init(Global::pFreeCameraInit[i],
|
|
Global::pFreeCameraInitAngle[i]); // przestawienie
|
|
}
|
|
}
|
|
// bêdzie jeszcze za³¹czanie sprzêgów z [Ctrl]
|
|
}
|
|
else if ((cKey >= VK_F1) ? (cKey <= VK_F12) : false)
|
|
{
|
|
switch (cKey)
|
|
{
|
|
case VK_F1: // czas i relacja
|
|
case VK_F3:
|
|
case VK_F5: // przesiadka do innego pojazdu
|
|
case VK_F8: // FPS
|
|
case VK_F9: // wersja, typ wyœwietlania, b³êdy OpenGL
|
|
case VK_F10:
|
|
if (Global::iTextMode == cKey)
|
|
Global::iTextMode =
|
|
(Global::iPause && (cKey != VK_F1) ? VK_F1 :
|
|
0); // wy³¹czenie napisów, chyba ¿e pauza
|
|
else
|
|
Global::iTextMode = cKey;
|
|
break;
|
|
case VK_F2: // parametry pojazdu
|
|
if (Global::iTextMode == cKey) // jeœli kolejne naciœniêcie
|
|
++Global::iScreenMode[cKey - VK_F1]; // kolejny ekran
|
|
else
|
|
{ // pierwsze naciœniêcie daje pierwszy (tzn. zerowy) ekran
|
|
Global::iTextMode = cKey;
|
|
Global::iScreenMode[cKey - VK_F1] = 0;
|
|
}
|
|
break;
|
|
case VK_F12: // coœ tam jeszcze
|
|
if (Console::Pressed(VK_CONTROL) && Console::Pressed(VK_SHIFT))
|
|
DebugModeFlag = !DebugModeFlag; // taka opcjonalna funkcja, mo¿e siê czasem przydaæ
|
|
/* //Ra 2F1P: teraz w³¹czanie i wy³¹czanie klawiszami cyfrowymi po u¿yciu [F12]
|
|
else if (Console::Pressed(VK_SHIFT))
|
|
{//odpalenie logu w razie "W"
|
|
if ((Global::iWriteLogEnabled&2)==0) //nie by³o okienka
|
|
{//otwarcie okna
|
|
AllocConsole();
|
|
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_GREEN);
|
|
}
|
|
Global::iWriteLogEnabled|=3;
|
|
} */
|
|
else
|
|
Global::iTextMode = cKey;
|
|
break;
|
|
case VK_F4:
|
|
InOutKey();
|
|
break;
|
|
case VK_F6:
|
|
if (DebugModeFlag)
|
|
{ // przyspieszenie symulacji do testowania scenerii... uwaga na FPS!
|
|
// Global::iViewMode=VK_F6;
|
|
if (Console::Pressed(VK_CONTROL))
|
|
Global::fTimeSpeed = (Console::Pressed(VK_SHIFT) ? 10.0 : 5.0);
|
|
else
|
|
Global::fTimeSpeed = (Console::Pressed(VK_SHIFT) ? 2.0 : 1.0);
|
|
}
|
|
break;
|
|
}
|
|
// if (cKey!=VK_F4)
|
|
return; // nie s¹ przekazywane do pojazdu wcale
|
|
}
|
|
if (Global::iTextMode == VK_F10) // wyœwietlone napisy klawiszem F10
|
|
{ // i potwierdzenie
|
|
Global::iTextMode = (cKey == 'Y') ? -1 : 0; // flaga wyjœcia z programu
|
|
return; // nie przekazujemy do poci¹gu
|
|
}
|
|
else if ((Global::iTextMode == VK_F12) ? (cKey >= '0') && (cKey <= '9') : false)
|
|
{ // tryb konfiguracji debugmode (przestawianie kamery ju¿ wy³¹czone
|
|
if (!Console::Pressed(VK_SHIFT)) // bez [Shift]
|
|
{
|
|
if (cKey == '1')
|
|
Global::iWriteLogEnabled ^= 1; // w³¹cz/wy³¹cz logowanie do pliku
|
|
else if (cKey == '2')
|
|
{ // w³¹cz/wy³¹cz okno konsoli
|
|
Global::iWriteLogEnabled ^= 2;
|
|
if ((Global::iWriteLogEnabled & 2) == 0) // nie by³o okienka
|
|
{ // otwarcie okna
|
|
AllocConsole(); // jeœli konsola ju¿ jest, to zwróci b³¹d; uwalniaæ nie ma po
|
|
// co, bo siê od³¹czy
|
|
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_GREEN);
|
|
}
|
|
}
|
|
// else if (cKey=='3') Global::iWriteLogEnabled^=4; //wypisywanie nazw torów
|
|
}
|
|
}
|
|
else if (cKey == 3) //[Ctrl]+[Break]
|
|
{ // hamowanie wszystkich pojazdów w okolicy
|
|
if (Controlled->MoverParameters->Radio)
|
|
Ground.RadioStop(Camera.Pos);
|
|
}
|
|
else if (!Global::iPause) //||(cKey==VK_F4)) //podczas pauzy sterownaie nie dzia³a, F4 tak
|
|
if (Train)
|
|
if (Controlled)
|
|
if ((Controlled->Controller == Humandriver) ? true : DebugModeFlag || (cKey == 'Q'))
|
|
Train->OnKeyDown(cKey); // przekazanie klawisza do kabiny
|
|
if (FreeFlyModeFlag) // aby nie odluŸnia³o wagonu za lokomotyw¹
|
|
{ // operacje wykonywane na dowolnym pojeŸdzie, przeniesione tu z kabiny
|
|
if (cKey == Global::Keys[k_Releaser]) // odluŸniacz
|
|
{ // dzia³a globalnie, sprawdziæ zasiêg
|
|
TDynamicObject *temp = Global::DynamicNearest();
|
|
if (temp)
|
|
{
|
|
if (GetAsyncKeyState(VK_CONTROL) < 0) // z ctrl odcinanie
|
|
{
|
|
temp->MoverParameters->BrakeStatus ^= 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 najszczêœliwszy
|
|
{ // zmiana pró¿ny/³adowny; Ra: zabrane z kabiny
|
|
TDynamicObject *temp = Global::DynamicNearest();
|
|
if (temp)
|
|
{
|
|
if (Console::Pressed(VK_SHIFT) ? temp->MoverParameters->IncBrakeMult() :
|
|
temp->MoverParameters->DecBrakeMult())
|
|
if (Train)
|
|
{ // dŸwiêk oczywiœcie jest w kabinie
|
|
Train->dsbSwitch->SetVolume(DSBVOLUME_MAX);
|
|
Train->dsbSwitch->Play(0, 0, 0);
|
|
}
|
|
}
|
|
}
|
|
else if (cKey == Global::Keys[k_EndSign])
|
|
{ // Ra 2014-07: zabrane z kabiny
|
|
TDynamicObject *tmp = Global::CouplerNearest(); // domyœlnie wyszukuje do 20m
|
|
if (tmp)
|
|
{
|
|
int CouplNr = (LengthSquared3(tmp->HeadPosition() - Camera.Pos) >
|
|
LengthSquared3(tmp->RearPosition() - Camera.Pos) ?
|
|
1 :
|
|
-1) *
|
|
tmp->DirectionGet();
|
|
if (CouplNr < 0)
|
|
CouplNr = 0; // z [-1,1] zrobiæ [0,1]
|
|
int mask, set = 0; // Ra: [Shift]+[Ctrl]+[T] odpala mi jak¹œ idiotyczn¹ zmianê
|
|
// tapety pulpitu :/
|
|
if (GetAsyncKeyState(VK_SHIFT) < 0) // z [Shift] zapalanie
|
|
set = mask = 64; // bez [Ctrl] za³o¿yæ tabliczki
|
|
else if (GetAsyncKeyState(VK_CONTROL) < 0)
|
|
set = mask = 2 + 32; // z [Ctrl] zapaliæ œwiat³a czerwone
|
|
else
|
|
mask = 2 + 32 + 64; // wy³¹czanie œci¹ga wszystko
|
|
if (((tmp->iLights[CouplNr]) & mask) != set)
|
|
{
|
|
tmp->iLights[CouplNr] = (tmp->iLights[CouplNr] & ~mask) | set;
|
|
if (Train)
|
|
{ // Ra: ten dŸwiêk z kabiny to przegiêcie, ale na razie zostawiam
|
|
Train->dsbSwitch->SetVolume(DSBVOLUME_MAX);
|
|
Train->dsbSwitch->Play(0, 0, 0);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else if (cKey == Global::Keys[k_IncLocalBrakeLevel])
|
|
{ // zahamowanie dowolnego pojazdu
|
|
TDynamicObject *temp = Global::DynamicNearest();
|
|
if (temp)
|
|
{
|
|
if (GetAsyncKeyState(VK_CONTROL) < 0)
|
|
if ((temp->MoverParameters->LocalBrake == ManualBrake) ||
|
|
(temp->MoverParameters->MBrake == true))
|
|
temp->MoverParameters->IncManualBrakeLevel(1);
|
|
else
|
|
;
|
|
else if (temp->MoverParameters->LocalBrake != ManualBrake)
|
|
if (temp->MoverParameters->IncLocalBrakeLevelFAST())
|
|
if (Train)
|
|
{ // dŸwiêk oczywiœcie jest w kabinie
|
|
Train->dsbPneumaticRelay->SetVolume(-80);
|
|
Train->dsbPneumaticRelay->Play(0, 0, 0);
|
|
}
|
|
}
|
|
}
|
|
else if (cKey == Global::Keys[k_DecLocalBrakeLevel])
|
|
{ // odhamowanie dowolnego pojazdu
|
|
TDynamicObject *temp = Global::DynamicNearest();
|
|
if (temp)
|
|
{
|
|
if (GetAsyncKeyState(VK_CONTROL) < 0)
|
|
if ((temp->MoverParameters->LocalBrake == ManualBrake) ||
|
|
(temp->MoverParameters->MBrake == true))
|
|
temp->MoverParameters->DecManualBrakeLevel(1);
|
|
else
|
|
;
|
|
else if (temp->MoverParameters->LocalBrake != ManualBrake)
|
|
if (temp->MoverParameters->DecLocalBrakeLevelFAST())
|
|
if (Train)
|
|
{ // dŸwiêk oczywiœcie jest w kabinie
|
|
Train->dsbPneumaticRelay->SetVolume(-80);
|
|
Train->dsbPneumaticRelay->Play(0, 0, 0);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
// switch (cKey)
|
|
//{case 'a': //ignorowanie repetycji
|
|
// case 'A': Global::iKeyLast=cKey; break;
|
|
// default: Global::iKeyLast=0;
|
|
//}
|
|
}
|
|
|
|
void TWorld::OnKeyUp(int cKey)
|
|
{ // zwolnienie klawisza; (cKey) to kod klawisza, cyfrowe i literowe siê zgadzaj¹
|
|
if (!Global::iPause) // podczas pauzy sterownaie nie dzia³a
|
|
if (Train)
|
|
if (Controlled)
|
|
if ((Controlled->Controller == Humandriver) ? true : DebugModeFlag || (cKey == 'Q'))
|
|
Train->OnKeyUp(cKey); // przekazanie zwolnienia klawisza do kabiny
|
|
};
|
|
|
|
void TWorld::OnMouseMove(double x, double y)
|
|
{ // McZapkie:060503-definicja obracania myszy
|
|
Camera.OnCursorMove(x * Global::fMouseXScale, -y * Global::fMouseYScale);
|
|
}
|
|
|
|
void TWorld::InOutKey()
|
|
{ // prze³¹czenie widoku z kabiny na zewnêtrzny i odwrotnie
|
|
FreeFlyModeFlag = !FreeFlyModeFlag; // zmiana widoku
|
|
if (FreeFlyModeFlag)
|
|
{ // je¿eli poza kabin¹, przestawiamy w jej okolicê - OK
|
|
Global::pUserDynamic = NULL; // bez renderowania wzglêdem kamery
|
|
if (Train)
|
|
{ // Train->Dynamic()->ABuSetModelShake(vector3(0,0,0));
|
|
Train->Silence(); // wy³¹czenie dŸwiêków kabiny
|
|
Train->Dynamic()->bDisplayCab = false;
|
|
DistantView();
|
|
}
|
|
}
|
|
else
|
|
{ // jazda w kabinie
|
|
if (Train)
|
|
{
|
|
Global::pUserDynamic = Controlled; // renerowanie wzglêdem kamery
|
|
Train->Dynamic()->bDisplayCab = true;
|
|
Train->Dynamic()->ABuSetModelShake(
|
|
vector3(0, 0, 0)); // zerowanie przesuniêcia przed powrotem?
|
|
// Camera.Stop(); //zatrzymanie ruchu
|
|
Train->MechStop();
|
|
FollowView(); // na pozycjê mecha
|
|
}
|
|
else
|
|
FreeFlyModeFlag = true; // nadal poza kabin¹
|
|
}
|
|
};
|
|
|
|
void TWorld::DistantView()
|
|
{ // ustawienie widoku pojazdu z zewn¹trz
|
|
if (Controlled) // jest pojazd do prowadzenia?
|
|
{ // na prowadzony
|
|
Camera.Pos =
|
|
Controlled->GetPosition() +
|
|
(Controlled->MoverParameters->ActiveCab >= 0 ? 30 : -30) * Controlled->VectorFront() +
|
|
vector3(0, 5, 0);
|
|
Camera.LookAt = Controlled->GetPosition();
|
|
Camera.RaLook(); // jednorazowe przestawienie kamery
|
|
}
|
|
else if (pDynamicNearest) // jeœli jest pojazd wykryty blisko
|
|
{ // patrzenie na najbli¿szy pojazd
|
|
Camera.Pos = pDynamicNearest->GetPosition() +
|
|
(pDynamicNearest->MoverParameters->ActiveCab >= 0 ? 30 : -30) *
|
|
pDynamicNearest->VectorFront() +
|
|
vector3(0, 5, 0);
|
|
Camera.LookAt = pDynamicNearest->GetPosition();
|
|
Camera.RaLook(); // jednorazowe przestawienie kamery
|
|
}
|
|
};
|
|
|
|
void TWorld::FollowView(bool wycisz)
|
|
{ // ustawienie œledzenia pojazdu
|
|
// ABu 180404 powrot mechanika na siedzenie albo w okolicê pojazdu
|
|
// if (Console::Pressed(VK_F4)) Global::iViewMode=VK_F4;
|
|
// Ra: na zewn¹trz wychodzimy w Train.cpp
|
|
Camera.Reset(); // likwidacja obrotów - patrzy horyzontalnie na po³udnie
|
|
if (Controlled) // jest pojazd do prowadzenia?
|
|
{
|
|
vector3 camStara =
|
|
Camera.Pos; // przestawianie kamery jest bez sensu: do przerobienia na potem
|
|
// Controlled->ABuSetModelShake(vector3(0,0,0));
|
|
if (FreeFlyModeFlag)
|
|
{ // je¿eli poza kabin¹, przestawiamy w jej okolicê - OK
|
|
if (Train)
|
|
Train->Dynamic()->ABuSetModelShake(
|
|
vector3(0, 0, 0)); // wy³¹czenie trzêsienia na si³ê?
|
|
// Camera.Pos=Train->pMechPosition+Normalize(Train->GetDirection())*20;
|
|
DistantView(); // przestawienie kamery
|
|
//¿eby nie bylo numerów z 'fruwajacym' lokiem - konsekwencja bujania pud³a
|
|
Global::SetCameraPosition(
|
|
Camera.Pos); // tu ustawiæ now¹, bo od niej licz¹ siê odleg³oœci
|
|
Ground.Silence(camStara); // wyciszenie dŸwiêków z poprzedniej pozycji
|
|
}
|
|
else if (Train)
|
|
{ // korekcja ustawienia w kabinie - OK
|
|
vector3 camStara =
|
|
Camera.Pos; // przestawianie kamery jest bez sensu: do przerobienia na potem
|
|
// Ra: czy to tu jest potrzebne, bo przelicza siê kawa³ek dalej?
|
|
Camera.Pos = Train->pMechPosition; // Train.GetPosition1();
|
|
Camera.Roll = atan(Train->pMechShake.x * Train->fMechRoll); // hustanie kamery na boki
|
|
Camera.Pitch -=
|
|
atan(Train->vMechVelocity.z * Train->fMechPitch); // hustanie kamery przod tyl
|
|
if (Train->Dynamic()->MoverParameters->ActiveCab == 0)
|
|
Camera.LookAt = Train->pMechPosition + Train->GetDirection();
|
|
else // patrz w strone wlasciwej kabiny
|
|
Camera.LookAt =
|
|
Train->pMechPosition +
|
|
Train->GetDirection() * Train->Dynamic()->MoverParameters->ActiveCab;
|
|
Train->pMechOffset.x = Train->pMechSittingPosition.x;
|
|
Train->pMechOffset.y = Train->pMechSittingPosition.y;
|
|
Train->pMechOffset.z = Train->pMechSittingPosition.z;
|
|
Global::SetCameraPosition(
|
|
Train->Dynamic()
|
|
->GetPosition()); // tu ustawiæ now¹, bo od niej licz¹ siê odleg³oœci
|
|
if (wycisz) // trzymanie prawego w kabinie daje marny efekt
|
|
Ground.Silence(camStara); // wyciszenie dŸwiêków z poprzedniej pozycji
|
|
}
|
|
}
|
|
else
|
|
DistantView();
|
|
};
|
|
|
|
bool TWorld::Update()
|
|
{
|
|
#ifdef USE_SCENERY_MOVING
|
|
vector3 tmpvector = Global::GetCameraPosition();
|
|
tmpvector = vector3(-int(tmpvector.x) + int(tmpvector.x) % 10000,
|
|
-int(tmpvector.y) + int(tmpvector.y) % 10000,
|
|
-int(tmpvector.z) + int(tmpvector.z) % 10000);
|
|
if (tmpvector.x || tmpvector.y || tmpvector.z)
|
|
{
|
|
WriteLog("Moving scenery");
|
|
Ground.MoveGroundNode(tmpvector);
|
|
WriteLog("Scenery moved");
|
|
};
|
|
#endif
|
|
if (iCheckFPS)
|
|
--iCheckFPS;
|
|
else
|
|
{ // jak dosz³o do zera, to sprawdzamy wydajnoœæ
|
|
if (GetFPS() < Global::fFpsMin)
|
|
{
|
|
Global::iSegmentsRendered -=
|
|
random(10); // floor(0.5+Global::iSegmentsRendered/Global::fRadiusFactor);
|
|
if (Global::iSegmentsRendered < 10) // jeœli jest co zmniejszaæ
|
|
Global::iSegmentsRendered = 10; // 10=minimalny promieñ to 600m
|
|
}
|
|
else if (GetFPS() > Global::fFpsMax) // jeœli jest du¿o FPS
|
|
if (Global::iSegmentsRendered < Global::iFpsRadiusMax) // jeœli jest co zwiêkszaæ
|
|
{
|
|
Global::iSegmentsRendered +=
|
|
random(5); // floor(0.5+Global::iSegmentsRendered*Global::fRadiusFactor);
|
|
if (Global::iSegmentsRendered > Global::iFpsRadiusMax) // 5.6km (22*22*M_PI)
|
|
Global::iSegmentsRendered = Global::iFpsRadiusMax;
|
|
}
|
|
if ((GetFPS() < 12) && (Global::iSlowMotion < 7))
|
|
{
|
|
Global::iSlowMotion = (Global::iSlowMotion << 1) + 1; // zapalenie kolejnego bitu
|
|
if (Global::iSlowMotionMask & 1)
|
|
if (Global::iMultisampling) // a multisampling jest w³¹czony
|
|
glDisable(GL_MULTISAMPLE); // wy³¹czenie multisamplingu powinno poprawiæ FPS
|
|
}
|
|
else if ((GetFPS() > 20) && Global::iSlowMotion)
|
|
{ // FPS siê zwiêkszy³, mo¿na w³¹czyæ bajery
|
|
Global::iSlowMotion = (Global::iSlowMotion >> 1); // zgaszenie bitu
|
|
if (Global::iSlowMotion == 0) // jeœli jest pe³na prêdkoœæ
|
|
if (Global::iMultisampling) // a multisampling jest w³¹czony
|
|
glEnable(GL_MULTISAMPLE);
|
|
}
|
|
/*
|
|
if (!Global::bPause)
|
|
if (GetFPS()<=5)
|
|
{//zwiêkszenie kroku fizyki przy s³abym FPS
|
|
if (fMaxDt<0.05)
|
|
{fMaxDt=0.05; //Ra: tak nie mo¿e byæ, bo s¹ problemy na sprzêgach
|
|
WriteLog("Phisics step switched to 0.05s!");
|
|
}
|
|
}
|
|
else if (GetFPS()>12)
|
|
if (fMaxDt>0.01)
|
|
{//powrót do podstawowego kroku fizyki
|
|
fMaxDt=0.01;
|
|
WriteLog("Phisics step switched to 0.01s!");
|
|
}
|
|
*/
|
|
iCheckFPS = 0.25 * GetFPS(); // tak za 0.25 sekundy sprawdziæ ponownie (jeszcze przycina?)
|
|
}
|
|
UpdateTimers(Global::iPause);
|
|
if (!Global::iPause)
|
|
{ // jak pauza, to nie ma po co tego przeliczaæ
|
|
GlobalTime->UpdateMTableTime(GetDeltaTime()); // McZapkie-300302: czas rozkladowy
|
|
// Ra 2014-07: przeliczenie k¹ta czasu (do animacji zale¿nych od czasu)
|
|
Global::fTimeAngleDeg =
|
|
GlobalTime->hh * 15.0 + GlobalTime->mm * 0.25 + GlobalTime->mr / 240.0;
|
|
Global::fClockAngleDeg[0] = 36.0 * (int(GlobalTime->mr) % 10); // jednostki sekund
|
|
Global::fClockAngleDeg[1] = 36.0 * (int(GlobalTime->mr) / 10); // dziesi¹tki sekund
|
|
Global::fClockAngleDeg[2] = 36.0 * (GlobalTime->mm % 10); // jednostki minut
|
|
Global::fClockAngleDeg[3] = 36.0 * (GlobalTime->mm / 10); // dziesi¹tki minut
|
|
Global::fClockAngleDeg[4] = 36.0 * (GlobalTime->hh % 10); // jednostki godzin
|
|
Global::fClockAngleDeg[5] = 36.0 * (GlobalTime->hh / 10); // dziesi¹tki godzin
|
|
if (Global::fMoveLight >= 0.0)
|
|
{ // testowo ruch œwiat³a
|
|
// double a=Global::fTimeAngleDeg/180.0*M_PI-M_PI; //k¹t godzinny w radianach
|
|
double a = fmod(Global::fTimeAngleDeg, 360.0) / 180.0 * M_PI -
|
|
M_PI; // k¹t godzinny w radianach
|
|
//(a) jest traktowane jako czas miejscowy, nie uwzglêdniaj¹cy stref czasowych ani czasu
|
|
// letniego
|
|
// aby wyznaczyæ strefê czasow¹, trzeba uwzglêdniæ po³udnik miejscowy
|
|
// aby uwzglêdniæ czas letni, trzeba sprawdziæ dzieñ roku
|
|
double L = Global::fLatitudeDeg / 180.0 * M_PI; // szerokoϾ geograficzna
|
|
double H = asin(cos(L) * cos(Global::fSunDeclination) * cos(a) +
|
|
sin(L) * sin(Global::fSunDeclination)); // k¹t ponad horyzontem
|
|
// double A=asin(cos(d)*sin(M_PI-a)/cos(H));
|
|
// Declination=((0.322003-22.971*cos(t)-0.357898*cos(2*t)-0.14398*cos(3*t)+3.94638*sin(t)+0.019334*sin(2*t)+0.05928*sin(3*t)))*Pi/180
|
|
// Altitude=asin(sin(Declination)*sin(latitude)+cos(Declination)*cos(latitude)*cos((15*(time-12))*(Pi/180)));
|
|
// Azimuth=(acos((cos(latitude)*sin(Declination)-cos(Declination)*sin(latitude)*cos((15*(time-12))*(Pi/180)))/cos(Altitude)));
|
|
// double A=acos(cos(L)*sin(d)-cos(d)*sin(L)*cos(M_PI-a)/cos(H));
|
|
// dAzimuth = atan2(-sin( dHourAngle ),tan( dDeclination )*dCos_Latitude -
|
|
// dSin_Latitude*dCos_HourAngle );
|
|
double A = atan2(sin(a), tan(Global::fSunDeclination) * cos(L) - sin(L) * cos(a));
|
|
vector3 lp = vector3(sin(A), tan(H), cos(A));
|
|
lp = Normalize(lp); // przeliczenie na wektor d³ugoœci 1.0
|
|
Global::lightPos[0] = (float)lp.x;
|
|
Global::lightPos[1] = (float)lp.y;
|
|
Global::lightPos[2] = (float)lp.z;
|
|
glLightfv(GL_LIGHT0, GL_POSITION, Global::lightPos); // daylight position
|
|
if (H > 0)
|
|
{ // s³oñce ponad horyzontem
|
|
Global::ambientDayLight[0] = Global::ambientLight[0];
|
|
Global::ambientDayLight[1] = Global::ambientLight[1];
|
|
Global::ambientDayLight[2] = Global::ambientLight[2];
|
|
if (H > 0.02) // ponad 1.146° zaczynaj¹ siê cienie
|
|
{
|
|
Global::diffuseDayLight[0] =
|
|
Global::diffuseLight[0]; // od wschodu do zachodu maksimum ???
|
|
Global::diffuseDayLight[1] = Global::diffuseLight[1];
|
|
Global::diffuseDayLight[2] = Global::diffuseLight[2];
|
|
Global::specularDayLight[0] = Global::specularLight[0]; // podobnie specular
|
|
Global::specularDayLight[1] = Global::specularLight[1];
|
|
Global::specularDayLight[2] = Global::specularLight[2];
|
|
}
|
|
else
|
|
{
|
|
Global::diffuseDayLight[0] =
|
|
50 * H * Global::diffuseLight[0]; // wschód albo zachód
|
|
Global::diffuseDayLight[1] = 50 * H * Global::diffuseLight[1];
|
|
Global::diffuseDayLight[2] = 50 * H * Global::diffuseLight[2];
|
|
Global::specularDayLight[0] =
|
|
50 * H * Global::specularLight[0]; // podobnie specular
|
|
Global::specularDayLight[1] = 50 * H * Global::specularLight[1];
|
|
Global::specularDayLight[2] = 50 * H * Global::specularLight[2];
|
|
}
|
|
}
|
|
else
|
|
{ // s³oñce pod horyzontem
|
|
GLfloat lum = 3.1831 * (H > -0.314159 ? 0.314159 + H :
|
|
0.0); // po zachodzie ambient siê œciemnia
|
|
Global::ambientDayLight[0] = lum * Global::ambientLight[0];
|
|
Global::ambientDayLight[1] = lum * Global::ambientLight[1];
|
|
Global::ambientDayLight[2] = lum * Global::ambientLight[2];
|
|
Global::diffuseDayLight[0] =
|
|
Global::noLight[0]; // od zachodu do wschodu nie ma diffuse
|
|
Global::diffuseDayLight[1] = Global::noLight[1];
|
|
Global::diffuseDayLight[2] = Global::noLight[2];
|
|
Global::specularDayLight[0] = Global::noLight[0]; // ani specular
|
|
Global::specularDayLight[1] = Global::noLight[1];
|
|
Global::specularDayLight[2] = Global::noLight[2];
|
|
}
|
|
// Calculate sky colour according to time of day.
|
|
// GLfloat sin_t = sin(PI * time_of_day / 12.0);
|
|
// back_red = 0.3 * (1.0 - sin_t);
|
|
// back_green = 0.9 * sin_t;
|
|
// back_blue = sin_t + 0.4, 1.0;
|
|
// aktualizacja œwiate³
|
|
glLightfv(GL_LIGHT0, GL_AMBIENT, Global::ambientDayLight);
|
|
glLightfv(GL_LIGHT0, GL_DIFFUSE, Global::diffuseDayLight);
|
|
glLightfv(GL_LIGHT0, GL_SPECULAR, Global::specularDayLight);
|
|
}
|
|
Global::fLuminance = // to pos³u¿y równie¿ do zapalania latarñ
|
|
+0.150 * (Global::diffuseDayLight[0] + Global::ambientDayLight[0]) // R
|
|
+ 0.295 * (Global::diffuseDayLight[1] + Global::ambientDayLight[1]) // G
|
|
+ 0.055 * (Global::diffuseDayLight[2] + Global::ambientDayLight[2]); // B
|
|
if (Global::fMoveLight >= 0.0)
|
|
{ // przeliczenie koloru nieba
|
|
vector3 sky = vector3(Global::AtmoColor[0], Global::AtmoColor[1], Global::AtmoColor[2]);
|
|
if (Global::fLuminance < 0.25)
|
|
{ // przyspieszenie zachodu/wschodu
|
|
sky *= 4.0 * Global::fLuminance; // nocny kolor nieba
|
|
GLfloat fog[3];
|
|
fog[0] = Global::FogColor[0] * 4.0 * Global::fLuminance;
|
|
fog[1] = Global::FogColor[1] * 4.0 * Global::fLuminance;
|
|
fog[2] = Global::FogColor[2] * 4.0 * Global::fLuminance;
|
|
glFogfv(GL_FOG_COLOR, fog); // nocny kolor mg³y
|
|
}
|
|
else
|
|
glFogfv(GL_FOG_COLOR, Global::FogColor); // kolor mg³y
|
|
glClearColor(sky.x, sky.y, sky.z, 0.0); // kolor nieba
|
|
}
|
|
} // koniec dzia³añ niewykonywanych podczas pauzy
|
|
// Console::Update(); //tu jest zale¿ne od FPS, co nie jest korzystne
|
|
if (Global::bActive)
|
|
{ // obs³uga ruchu kamery tylko gdy okno jest aktywne
|
|
if (Console::Pressed(VK_LBUTTON))
|
|
{
|
|
Camera.Reset(); // likwidacja obrotów - patrzy horyzontalnie na po³udnie
|
|
// if (!FreeFlyModeFlag) //jeœli wewn¹trz - patrzymy do ty³u
|
|
// Camera.LookAt=Train->pMechPosition-Normalize(Train->GetDirection())*10;
|
|
if (Controlled ? LengthSquared3(Controlled->GetPosition() - Camera.Pos) < 2250000 :
|
|
false) // gdy bli¿ej ni¿ 1.5km
|
|
Camera.LookAt = Controlled->GetPosition();
|
|
else
|
|
{
|
|
TDynamicObject *d =
|
|
Ground.DynamicNearest(Camera.Pos, 300); // szukaj w promieniu 300m
|
|
if (!d)
|
|
d = Ground.DynamicNearest(Camera.Pos,
|
|
1000); // dalej szukanie, jesli bli¿ej nie ma
|
|
if (d && pDynamicNearest) // jeœli jakiœ jest znaleziony wczeœniej
|
|
if (100.0 * LengthSquared3(d->GetPosition() - Camera.Pos) >
|
|
LengthSquared3(pDynamicNearest->GetPosition() - Camera.Pos))
|
|
d = pDynamicNearest; // jeœli najbli¿szy nie jest 10 razy bli¿ej ni¿
|
|
// poprzedni najbli¿szy, zostaje poprzedni
|
|
if (d)
|
|
pDynamicNearest = d; // zmiana na nowy, jeœli coœ znaleziony niepusty
|
|
if (pDynamicNearest)
|
|
Camera.LookAt = pDynamicNearest->GetPosition();
|
|
}
|
|
if (FreeFlyModeFlag)
|
|
Camera.RaLook(); // jednorazowe przestawienie kamery
|
|
}
|
|
else if (Console::Pressed(VK_RBUTTON)) //||Console::Pressed(VK_F4))
|
|
FollowView(false); // bez wyciszania dŸwiêków
|
|
else if (Global::iTextMode == -1)
|
|
{ // tu mozna dodac dopisywanie do logu przebiegu lokomotywy
|
|
WriteLog("Number of textures used: " + AnsiString(Global::iTextures));
|
|
return false;
|
|
}
|
|
Camera.Update(); // uwzglêdnienie ruchu wywo³anego klawiszami
|
|
} // koniec bloku pomijanego przy nieaktywnym oknie
|
|
// poprzednie jakoœ tam dzia³a³o
|
|
double dt = GetDeltaRenderTime(); // nie uwzglêdnia pauzowania ani mno¿enia czasu
|
|
fTime50Hz +=
|
|
dt; // w pauzie te¿ trzeba zliczaæ czas, bo przy du¿ym FPS bêdzie problem z odczytem ramek
|
|
if (fTime50Hz >= 0.2)
|
|
Console::Update(); // to i tak trzeba wywo³ywaæ
|
|
dt = GetDeltaTime(); // 0.0 gdy pauza
|
|
fTimeBuffer += dt; //[s] dodanie czasu od poprzedniej ramki
|
|
if (fTimeBuffer >= fMaxDt) // jest co najmniej jeden krok; normalnie 0.01s
|
|
{ // Ra: czas dla fizyki jest skwantowany - fizykê lepiej przeliczaæ sta³ym krokiem
|
|
// tak mo¿na np. moc silników itp., ale ruch musi byæ przeliczany w ka¿dej klatce, bo
|
|
// inaczej skacze
|
|
Global::tranTexts.Update(); // obiekt obs³uguj¹cy stenogramy dŸwiêków na ekranie
|
|
Console::Update(); // obs³uga cykli PoKeys (np. aktualizacja wyjœæ analogowych)
|
|
double iter =
|
|
ceil(fTimeBuffer / fMaxDt); // ile kroków siê zmieœci³o 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: je¿eli FPS jest zatrwa¿aj¹co niski, to fizyka nie mo¿e zaj¹æ ca³kowicie
|
|
// procesora
|
|
#if 0
|
|
Ground.UpdatePhys(fMaxDt,n); //Ra: teraz czas kroku jest (wzglêdnie) sta³y
|
|
if (DebugModeFlag)
|
|
if (Global::bActive) //nie przyspieszaæ, gdy jedzie w tle :)
|
|
if (GetAsyncKeyState(VK_ESCAPE)<0)
|
|
{//yB doda³ przyspieszacz fizyki
|
|
Ground.UpdatePhys(fMaxDt,n);
|
|
Ground.UpdatePhys(fMaxDt,n);
|
|
Ground.UpdatePhys(fMaxDt,n);
|
|
Ground.UpdatePhys(fMaxDt,n); //w sumie 5 razy
|
|
}
|
|
#endif
|
|
}
|
|
// awaria PoKeys mog³a w³¹czyæ pauzê - przekazaæ informacjê
|
|
if (Global::iMultiplayer) // dajemy znaæ do serwera o wykonaniu
|
|
if (iPause != Global::iPause)
|
|
{ // przes³anie informacji o pauzie do programu nadzoruj¹cego
|
|
Ground.WyslijParam(5, 3); // ramka 5 z czasem i stanem zapauzowania
|
|
iPause = Global::iPause;
|
|
}
|
|
double iter;
|
|
int n = 1;
|
|
if (dt > fMaxDt) // normalnie 0.01s
|
|
{
|
|
iter = ceil(dt / fMaxDt);
|
|
n = iter;
|
|
dt = dt / iter; // Ra: fizykê lepiej by by³o przeliczaæ ze sta³ym krokiem
|
|
if (n > 20)
|
|
n = 20; // McZapkie-081103: przesuniecie granicy FPS z 10 na 5
|
|
}
|
|
// else n=1;
|
|
// blablabla
|
|
// Ground.UpdatePhys(dt,n); //na razie tu //2014-12: yB przeniós³ do Ground.Update() :(
|
|
Ground.Update(dt, n); // tu zrobiæ tylko coklatkow¹ aktualizacjê przesuniêæ
|
|
if (DebugModeFlag)
|
|
if (Global::bActive) // nie przyspieszaæ, gdy jedzie w tle :)
|
|
if (GetAsyncKeyState(VK_ESCAPE) < 0)
|
|
{ // yB doda³ przyspieszacz fizyki
|
|
Ground.Update(dt, n);
|
|
Ground.Update(dt, n);
|
|
Ground.Update(dt, n);
|
|
Ground.Update(dt, n); // 5 razy
|
|
}
|
|
dt = GetDeltaTime(); // czas niekwantowany
|
|
if (Camera.Type == tp_Follow)
|
|
{
|
|
if (Train)
|
|
{ // jeœli jazda w kabinie, przeliczyæ trzeba parametry kamery
|
|
Train->UpdateMechPosition(dt /
|
|
Global::fTimeSpeed); // ograniczyæ telepanie po przyspieszeniu
|
|
vector3 tempangle;
|
|
double modelrotate;
|
|
tempangle =
|
|
Controlled->VectorFront() * (Controlled->MoverParameters->ActiveCab == -1 ? -1 : 1);
|
|
modelrotate = atan2(-tempangle.x, tempangle.z);
|
|
if (Console::Pressed(VK_CONTROL) ? (Console::Pressed(Global::Keys[k_MechLeft]) ||
|
|
Console::Pressed(Global::Keys[k_MechRight])) :
|
|
false)
|
|
{ // jeœli lusterko lewe albo prawe (bez rzucania na razie)
|
|
bool lr = Console::Pressed(Global::Keys[k_MechLeft]);
|
|
#if 0
|
|
Camera.Pos=Train->MirrorPosition(lr); //robocza wartoϾ
|
|
if (Controlled->MoverParameters->ActiveCab<0) lr=!lr; //w drugiej kabinie odwrotnie jest œrodek
|
|
Camera.LookAt=Controlled->GetPosition()+vector3(lr?2.0:-2.0,Camera.Pos.y,0); //trochê na zewn¹trz, u¿yæ szerokoœci pojazdu
|
|
//Camera.LookAt=Train->pMechPosition+Train->GetDirection()*Train->Dynamic()->MoverParameters->ActiveCab;
|
|
Camera.Pos+=Controlled->GetPosition();
|
|
//Camera.RaLook(); //jednorazowe przestawienie kamery
|
|
Camera.Yaw=0; //odchylenie na bok od Camera.LookAt
|
|
#else
|
|
// Camera.Yaw powinno byæ wyzerowane, aby po powrocie patrzeæ 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 (Console::Pressed(VK_SHIFT))
|
|
{ // patrzenie w bok przez szybê
|
|
Camera.LookAt = Camera.Pos -
|
|
(lr ? -1 : 1) * Train->Dynamic()->VectorLeft() *
|
|
Train->Dynamic()->MoverParameters->ActiveCab;
|
|
Global::SetCameraRotation(-modelrotate);
|
|
}
|
|
else
|
|
{ // patrzenie w kierunku osi pojazdu, z uwzglêdnieniem 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 ju¿ trzeba uwzglêdniæ lusterka
|
|
}
|
|
#endif
|
|
Camera.Roll =
|
|
atan(Train->pMechShake.x * Train->fMechRoll); // hustanie kamery na boki
|
|
Camera.Pitch =
|
|
atan(Train->vMechVelocity.z * Train->fMechPitch); // hustanie kamery przod tyl
|
|
Camera.vUp = Controlled->VectorUp();
|
|
}
|
|
else
|
|
{ // patrzenie standardowe
|
|
Camera.Pos = Train->pMechPosition; // Train.GetPosition1();
|
|
if (!Global::iPause)
|
|
{ // podczas pauzy nie przeliczaæ k¹tów przypadkowymi wartoœciami
|
|
Camera.Roll =
|
|
atan(Train->pMechShake.x * Train->fMechRoll); // hustanie kamery na boki
|
|
Camera.Pitch -= atan(Train->vMechVelocity.z *
|
|
Train->fMechPitch); // hustanie kamery przod tyl //Ra: tu
|
|
// jest uciekanie kamery w górê!!!
|
|
}
|
|
// 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->pMechPosition + Train->GetDirection(); // gdy w korytarzu
|
|
else // patrzenie w kierunku osi pojazdu, z uwzglêdnieniem kabiny
|
|
Camera.LookAt = Train->pMechPosition +
|
|
Train->GetDirection() *
|
|
Train->Dynamic()->MoverParameters->ActiveCab; //-1 albo 1
|
|
Camera.vUp = Train->GetUp();
|
|
Global::SetCameraRotation(Camera.Yaw -
|
|
modelrotate); // tu ju¿ trzeba uwzglêdniæ lusterka
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{ // kamera nieruchoma
|
|
Global::SetCameraRotation(Camera.Yaw - M_PI);
|
|
}
|
|
Ground.CheckQuery();
|
|
// przy 0.25 smuga gaœnie o 6:37 w Quarku, a mog³aby ju¿ 5:40
|
|
// Ra 2014-12: przy 0.15 siê skar¿yli, ¿e nie widaæ smug => zmieni³em na 0.25
|
|
if (Train) // jeœli nie usuniêty
|
|
Global::bSmudge =
|
|
FreeFlyModeFlag ? false : ((Train->Dynamic()->fShade <= 0.0) ?
|
|
(Global::fLuminance <= 0.25) :
|
|
(Train->Dynamic()->fShade * Global::fLuminance <= 0.25));
|
|
|
|
if (!Render())
|
|
return false;
|
|
|
|
//**********************************************************************************************************
|
|
|
|
if (Train)
|
|
{ // rendering kabiny gdy jest oddzielnym modelem i ma byc wyswietlana
|
|
glPushMatrix();
|
|
// ABu: Rendering kabiny jako ostatniej, zeby bylo widac przez szyby, tylko w widoku ze
|
|
// srodka
|
|
if ((Train->Dynamic()->mdKabina != Train->Dynamic()->mdModel) &&
|
|
Train->Dynamic()->bDisplayCab && !FreeFlyModeFlag)
|
|
{
|
|
vector3 pos = Train->Dynamic()->GetPosition(); // wszpó³rzêdne pojazdu z kabin¹
|
|
// glTranslatef(pos.x,pos.y,pos.z); //przesuniêcie o wektor (tak by³o i trzês³o)
|
|
// aby pozbyæ siê choæ trochê trzêsienia, trzeba by nie przeliczaæ kabiny do punktu
|
|
// zerowego scenerii
|
|
glLoadIdentity(); // zacz¹æ od macierzy jedynkowej
|
|
Camera.SetCabMatrix(pos); // widok z kamery po przesuniêciu
|
|
glMultMatrixd(Train->Dynamic()->mMatrix.getArray()); // ta macierz nie ma przesuniêcia
|
|
|
|
//*yB: moje smuuugi 1
|
|
if (Global::bSmudge)
|
|
{ // Ra: uwzglêdni³em zacienienie pojazdu przy zapalaniu smug
|
|
// 1. warunek na smugê wyznaczyc wczeœniej
|
|
// 2. jeœli smuga w³¹czona, nie renderowaæ pojazdu u¿ytkownika w DynObj
|
|
// 3. jeœli smuga w³aczona, wyrenderowaæ pojazd u¿ytkownia po dodaniu smugi do sceny
|
|
if (Train->Controlled()->Battery)
|
|
{ // trochê na skróty z t¹ bateri¹
|
|
if (Global::bOldSmudge == true)
|
|
{
|
|
glBlendFunc(GL_ONE_MINUS_SRC_ALPHA, GL_ONE);
|
|
// glBlendFunc(GL_ONE_MINUS_DST_COLOR, GL_DST_COLOR);
|
|
// glBlendFunc(GL_SRC_ALPHA_SATURATE,GL_ONE);
|
|
glDisable(GL_DEPTH_TEST);
|
|
glDisable(GL_LIGHTING);
|
|
glDisable(GL_FOG);
|
|
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
|
|
glBindTexture(GL_TEXTURE_2D, light); // Select our texture
|
|
glBegin(GL_QUADS);
|
|
float fSmudge =
|
|
Train->Dynamic()->MoverParameters->DimHalf.y + 7; // gdzie zaczynaæ smugê
|
|
if (Train->Controlled()->iLights[0] & 21)
|
|
{ // wystarczy jeden zapalony z przodu
|
|
glTexCoord2f(0, 0);
|
|
glVertex3f(15.0, 0.0, +fSmudge); // rysowanie wzglêdem po³o¿enia modelu
|
|
glTexCoord2f(1, 0);
|
|
glVertex3f(-15.0, 0.0, +fSmudge);
|
|
glTexCoord2f(1, 1);
|
|
glVertex3f(-15.0, 2.5, 250.0);
|
|
glTexCoord2f(0, 1);
|
|
glVertex3f(15.0, 2.5, 250.0);
|
|
}
|
|
if (Train->Controlled()->iLights[1] & 21)
|
|
{ // wystarczy jeden zapalony z ty³u
|
|
glTexCoord2f(0, 0);
|
|
glVertex3f(-15.0, 0.0, -fSmudge);
|
|
glTexCoord2f(1, 0);
|
|
glVertex3f(15.0, 0.0, -fSmudge);
|
|
glTexCoord2f(1, 1);
|
|
glVertex3f(15.0, 2.5, -250.0);
|
|
glTexCoord2f(0, 1);
|
|
glVertex3f(-15.0, 2.5, -250.0);
|
|
}
|
|
glEnd();
|
|
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
glEnable(GL_DEPTH_TEST);
|
|
// glEnable(GL_LIGHTING); //i tak siê w³¹czy potem
|
|
glEnable(GL_FOG);
|
|
}
|
|
else
|
|
{
|
|
glBlendFunc(GL_DST_COLOR, GL_ONE);
|
|
// glBlendFunc(GL_SRC_ALPHA_SATURATE, GL_ONE);
|
|
// glBlendFunc(GL_ONE_MINUS_SRC_ALPHA, GL_ONE);
|
|
// glBlendFunc(GL_ONE_MINUS_DST_COLOR, GL_DST_COLOR);
|
|
// glBlendFunc(GL_SRC_ALPHA_SATURATE,GL_ONE);
|
|
glDepthFunc(GL_GEQUAL);
|
|
glAlphaFunc(GL_GREATER, 0.004);
|
|
// glDisable(GL_DEPTH_TEST);
|
|
glDisable(GL_LIGHTING);
|
|
glDisable(GL_FOG);
|
|
glColor4f(0.15f, 0.15f, 0.15f, 0.25f);
|
|
glBindTexture(GL_TEXTURE_2D, light); // Select our texture
|
|
glBegin(GL_QUADS);
|
|
float fSmudge =
|
|
Train->Dynamic()->MoverParameters->DimHalf.y + 7; // gdzie zaczynaæ smugê
|
|
if (Train->Controlled()->iLights[0] & 21)
|
|
{ // wystarczy jeden zapalony z przodu
|
|
for (int i = 15; i <= 35; i++)
|
|
{
|
|
float z = i * i * i * 0.01f;//25/4;
|
|
float C = (36 - i*0.5)*0.05*0.1;
|
|
glColor4f(C, C, C, 0.25f);
|
|
glTexCoord2f(0, 0); glVertex3f(-10 / 2 - 2 * i / 4, 6.0 + 0.3*z, 13 + 1.7*z / 3);
|
|
glTexCoord2f(1, 0); glVertex3f(10 / 2 + 2 * i / 4, 6.0 + 0.3*z, 13 + 1.7*z / 3);
|
|
glTexCoord2f(1, 1); glVertex3f(10 / 2 + 2 * i / 4, -5.0 - 0.5*z, 13 + 1.7*z / 3);
|
|
glTexCoord2f(0, 1); glVertex3f(-10 / 2 - 2 * i / 4, -5.0 - 0.5*z, 13 + 1.7*z / 3);
|
|
}
|
|
}
|
|
if (Train->Controlled()->iLights[1] & 21)
|
|
{ // wystarczy jeden zapalony z ty³u
|
|
for (int i = 15; i <= 35; i++)
|
|
{
|
|
float z = i * i * i * 0.01f;//25/4;
|
|
float C = (36 - i*0.5)*0.05*0.1;
|
|
glColor4f(C, C, C, 0.25f);
|
|
glTexCoord2f(0, 0); glVertex3f(10 / 2 + 2 * i / 4, 6.0 + 0.3*z, -13 - 1.7*z / 3);
|
|
glTexCoord2f(1, 0); glVertex3f(-10 / 2 - 2 * i / 4, 6.0 + 0.3*z, -13 - 1.7*z / 3);
|
|
glTexCoord2f(1, 1); glVertex3f(-10 / 2 - 2 * i / 4, -5.0 - 0.5*z, -13 - 1.7*z / 3);
|
|
glTexCoord2f(0, 1); glVertex3f(10 / 2 + 2 * i / 4, -5.0 - 0.5*z, -13 - 1.7*z / 3);
|
|
}
|
|
}
|
|
glEnd();
|
|
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
// glEnable(GL_DEPTH_TEST);
|
|
glAlphaFunc(GL_GREATER, 0.04);
|
|
glDepthFunc(GL_LEQUAL);
|
|
glEnable(GL_LIGHTING); //i tak siê w³¹czy potem
|
|
glEnable(GL_FOG);
|
|
}
|
|
}
|
|
glEnable(GL_LIGHTING); // po renderowaniu smugi jest to wy³¹czone
|
|
// Ra: pojazd u¿ytkownika nale¿a³o by renderowaæ po smudze, aby go nie rozœwietla³a
|
|
Global::bSmudge = false; // aby model u¿ytkownika siê teraz wyrenderowa³
|
|
Train->Dynamic()->Render();
|
|
Train->Dynamic()->RenderAlpha(); // przezroczyste fragmenty pojazdów na torach
|
|
} // yB: moje smuuugi 1 - koniec*/
|
|
else
|
|
glEnable(GL_LIGHTING); // po renderowaniu drutów mo¿e byæ to wy³¹czone
|
|
|
|
if (Train->Dynamic()->mdKabina) // bo mog³a znikn¹æ przy przechodzeniu do innego pojazdu
|
|
{ // oswietlenie kabiny
|
|
GLfloat ambientCabLight[4] = {0.5f, 0.5f, 0.5f, 1.0f};
|
|
GLfloat diffuseCabLight[4] = {0.5f, 0.5f, 0.5f, 1.0f};
|
|
GLfloat specularCabLight[4] = {0.5f, 0.5f, 0.5f, 1.0f};
|
|
for (int li = 0; li < 3; li++)
|
|
{ // przyciemnienie standardowe
|
|
ambientCabLight[li] = Global::ambientDayLight[li] * 0.9;
|
|
diffuseCabLight[li] = Global::diffuseDayLight[li] * 0.5;
|
|
specularCabLight[li] = Global::specularDayLight[li] * 0.5;
|
|
}
|
|
switch (Train->Dynamic()->MyTrack->eEnvironment)
|
|
{ // wp³yw œwiet³a zewnêtrznego
|
|
case e_canyon:
|
|
{
|
|
for (int li = 0; li < 3; li++)
|
|
{
|
|
diffuseCabLight[li] *= 0.6;
|
|
specularCabLight[li] *= 0.7;
|
|
}
|
|
}
|
|
break;
|
|
case e_tunnel:
|
|
{
|
|
for (int li = 0; li < 3; li++)
|
|
{
|
|
ambientCabLight[li] *= 0.3;
|
|
diffuseCabLight[li] *= 0.1;
|
|
specularCabLight[li] *= 0.2;
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
switch (Train->iCabLightFlag) // Ra: uzele¿nic od napiêcia w obwodzie sterowania
|
|
{ // hunter-091012: uzaleznienie jasnosci od przetwornicy
|
|
case 0: //œwiat³o wewnêtrzne zgaszone
|
|
break;
|
|
case 1: //œwiat³o wewnêtrzne przygaszone (255 216 176)
|
|
if (Train->Dynamic()->MoverParameters->ConverterFlag ==
|
|
true) // jasnosc dla zalaczonej przetwornicy
|
|
{
|
|
ambientCabLight[0] = Max0R(0.700, ambientCabLight[0]) * 0.75; // R
|
|
ambientCabLight[1] = Max0R(0.593, ambientCabLight[1]) * 0.75; // G
|
|
ambientCabLight[2] = Max0R(0.483, ambientCabLight[2]) * 0.75; // B
|
|
|
|
for (int i = 0; i < 3; i++)
|
|
if (ambientCabLight[i] <= (Global::ambientDayLight[i] * 0.9))
|
|
ambientCabLight[i] = Global::ambientDayLight[i] * 0.9;
|
|
}
|
|
else
|
|
{
|
|
ambientCabLight[0] = Max0R(0.700, ambientCabLight[0]) * 0.375; // R
|
|
ambientCabLight[1] = Max0R(0.593, ambientCabLight[1]) * 0.375; // G
|
|
ambientCabLight[2] = Max0R(0.483, ambientCabLight[2]) * 0.375; // B
|
|
|
|
for (int i = 0; i < 3; i++)
|
|
if (ambientCabLight[i] <= (Global::ambientDayLight[i] * 0.9))
|
|
ambientCabLight[i] = Global::ambientDayLight[i] * 0.9;
|
|
}
|
|
break;
|
|
case 2: //œwiat³o wewnêtrzne zapalone (255 216 176)
|
|
if (Train->Dynamic()->MoverParameters->ConverterFlag ==
|
|
true) // jasnosc dla zalaczonej przetwornicy
|
|
{
|
|
ambientCabLight[0] = Max0R(1.000, ambientCabLight[0]); // R
|
|
ambientCabLight[1] = Max0R(0.847, ambientCabLight[1]); // G
|
|
ambientCabLight[2] = Max0R(0.690, ambientCabLight[2]); // B
|
|
|
|
for (int i = 0; i < 3; i++)
|
|
if (ambientCabLight[i] <= (Global::ambientDayLight[i] * 0.9))
|
|
ambientCabLight[i] = Global::ambientDayLight[i] * 0.9;
|
|
}
|
|
else
|
|
{
|
|
ambientCabLight[0] = Max0R(1.000, ambientCabLight[0]) * 0.5; // R
|
|
ambientCabLight[1] = Max0R(0.847, ambientCabLight[1]) * 0.5; // G
|
|
ambientCabLight[2] = Max0R(0.690, ambientCabLight[2]) * 0.5; // B
|
|
|
|
for (int i = 0; i < 3; i++)
|
|
if (ambientCabLight[i] <= (Global::ambientDayLight[i] * 0.9))
|
|
ambientCabLight[i] = Global::ambientDayLight[i] * 0.9;
|
|
}
|
|
break;
|
|
}
|
|
glLightfv(GL_LIGHT0, GL_AMBIENT, ambientCabLight);
|
|
glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuseCabLight);
|
|
glLightfv(GL_LIGHT0, GL_SPECULAR, specularCabLight);
|
|
if (Global::bUseVBO)
|
|
{ // renderowanie z u¿yciem VBO
|
|
Train->Dynamic()->mdKabina->RaRender(0.0, Train->Dynamic()->ReplacableSkinID,
|
|
Train->Dynamic()->iAlpha);
|
|
Train->Dynamic()->mdKabina->RaRenderAlpha(
|
|
0.0, Train->Dynamic()->ReplacableSkinID, Train->Dynamic()->iAlpha);
|
|
}
|
|
else
|
|
{ // renderowanie z Display List
|
|
Train->Dynamic()->mdKabina->Render(0.0, Train->Dynamic()->ReplacableSkinID,
|
|
Train->Dynamic()->iAlpha);
|
|
Train->Dynamic()->mdKabina->RenderAlpha(0.0, Train->Dynamic()->ReplacableSkinID,
|
|
Train->Dynamic()->iAlpha);
|
|
}
|
|
// przywrócenie standardowych, bo zawsze s¹ zmieniane
|
|
glLightfv(GL_LIGHT0, GL_AMBIENT, Global::ambientDayLight);
|
|
glLightfv(GL_LIGHT0, GL_DIFFUSE, Global::diffuseDayLight);
|
|
glLightfv(GL_LIGHT0, GL_SPECULAR, Global::specularDayLight);
|
|
}
|
|
} // koniec: if (Train->Dynamic()->mdKabina)
|
|
glPopMatrix();
|
|
//**********************************************************************************************************
|
|
} // koniec: if (Train)
|
|
if (DebugModeFlag && !Global::iTextMode)
|
|
{
|
|
OutText1 = " FPS: ";
|
|
OutText1 += FloatToStrF(GetFPS(), ffFixed, 6, 2);
|
|
OutText1 += Global::iSlowMotion ? "s" : "n";
|
|
|
|
OutText1 += (GetDeltaTime() >= 0.2) ? "!" : " ";
|
|
// if (GetDeltaTime()>=0.2) //Ra: to za bardzo miota tekstem!
|
|
// {
|
|
// OutText1+= " Slowing Down !!! ";
|
|
// }
|
|
}
|
|
/*if (Console::Pressed(VK_F5))
|
|
{Global::slowmotion=true;};
|
|
if (Console::Pressed(VK_F6))
|
|
{Global::slowmotion=false;};*/
|
|
|
|
if (Global::iTextMode == VK_F8)
|
|
{
|
|
Global::iViewMode = VK_F8;
|
|
OutText1 = " FPS: ";
|
|
OutText1 += FloatToStrF(GetFPS(), ffFixed, 6, 2);
|
|
if (Global::iSlowMotion)
|
|
OutText1 += " (slowmotion " + AnsiString(Global::iSlowMotion) + ")";
|
|
OutText1 += ", sectors: ";
|
|
OutText1 += AnsiString(Ground.iRendered);
|
|
}
|
|
|
|
// if (Console::Pressed(VK_F7))
|
|
//{
|
|
// OutText1=FloatToStrF(Controlled->MoverParameters->Couplers[0].CouplingFlag,ffFixed,2,0)+",
|
|
// ";
|
|
// OutText1+=FloatToStrF(Controlled->MoverParameters->Couplers[1].CouplingFlag,ffFixed,2,0);
|
|
//}
|
|
|
|
/*
|
|
if (Console::Pressed(VK_F5))
|
|
{
|
|
int line=2;
|
|
OutText1="Time: "+FloatToStrF(GlobalTime->hh,ffFixed,2,0)+":"
|
|
+FloatToStrF(GlobalTime->mm,ffFixed,2,0)+", ";
|
|
OutText1+="distance: ";
|
|
OutText1+="34.94";
|
|
OutText2="Next station: ";
|
|
OutText2+=FloatToStrF(Controlled->TrainParams->TimeTable[line].km,ffFixed,2,2)+" km, ";
|
|
OutText2+=AnsiString(Controlled->TrainParams->TimeTable[line].StationName)+", ";
|
|
OutText2+=AnsiString(Controlled->TrainParams->TimeTable[line].StationWare);
|
|
OutText3="Arrival: ";
|
|
if(Controlled->TrainParams->TimeTable[line].Ah==-1)
|
|
{
|
|
OutText3+="--:--";
|
|
}
|
|
else
|
|
{
|
|
OutText3+=FloatToStrF(Controlled->TrainParams->TimeTable[line].Ah,ffFixed,2,0)+":";
|
|
OutText3+=FloatToStrF(Controlled->TrainParams->TimeTable[line].Am,ffFixed,2,0)+" ";
|
|
}
|
|
OutText3+=" Departure: ";
|
|
OutText3+=FloatToStrF(Controlled->TrainParams->TimeTable[line].Dh,ffFixed,2,0)+":";
|
|
OutText3+=FloatToStrF(Controlled->TrainParams->TimeTable[line].Dm,ffFixed,2,0)+" ";
|
|
};
|
|
// */
|
|
/*
|
|
if (Console::Pressed(VK_F6))
|
|
{
|
|
//GlobalTime->UpdateMTableTime(100);
|
|
//OutText1=FloatToStrF(SquareMagnitude(Global::pCameraPosition-Controlled->GetPosition()),ffFixed,10,0);
|
|
//OutText1=FloatToStrF(Global::TnijSzczegoly,ffFixed,7,0)+", ";
|
|
//OutText1+=FloatToStrF(dta,ffFixed,2,4)+", ";
|
|
OutText1+= FloatToStrF(GetFPS(),ffFixed,6,2);
|
|
OutText1+= FloatToStrF(Global::ABuDebug,ffFixed,6,15);
|
|
};
|
|
*/
|
|
if (Global::changeDynObj)
|
|
{ // ABu zmiana pojazdu - przejœcie do innego
|
|
// Ra: to nie mo¿e byæ tak robione, to zbytnia proteza jest
|
|
Train->Silence(); // wy³¹czenie dŸwiêków opuszczanej kabiny
|
|
if (Train->Dynamic()->Mechanik) // AI mo¿e sobie samo pójœæ
|
|
if (!Train->Dynamic()->Mechanik->AIControllFlag) // tylko jeœli rêcznie prowadzony
|
|
{ // jeœli 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;
|
|
}
|
|
// int CabNr;
|
|
TDynamicObject *temp = Global::changeDynObj;
|
|
// CabNr=temp->MoverParameters->ActiveCab;
|
|
/*
|
|
if (Train->Dynamic()->MoverParameters->ActiveCab==-1)
|
|
{
|
|
temp=Train->Dynamic()->NextConnected; //pojazd od strony sprzêgu 1
|
|
CabNr=(Train->Dynamic()->NextConnectedNo==0)?1:-1;
|
|
}
|
|
else
|
|
{
|
|
temp=Train->Dynamic()->PrevConnected; //pojazd od strony sprzêgu 0
|
|
CabNr=(Train->Dynamic()->PrevConnectedNo==0)?1:-1;
|
|
}
|
|
*/
|
|
Train->Dynamic()->bDisplayCab = false;
|
|
Train->Dynamic()->ABuSetModelShake(vector3(0, 0, 0));
|
|
/// Train->Dynamic()->MoverParameters->LimPipePress=-1;
|
|
/// Train->Dynamic()->MoverParameters->ActFlowSpeed=0;
|
|
/// Train->Dynamic()->Mechanik->CloseLog();
|
|
/// SafeDelete(Train->Dynamic()->Mechanik);
|
|
|
|
// Train->Dynamic()->mdKabina=NULL;
|
|
if (Train->Dynamic()->Mechanik) // AI mo¿e sobie samo pójœæ
|
|
if (!Train->Dynamic()->Mechanik->AIControllFlag) // tylko jeœli rêcznie prowadzony
|
|
Train->Dynamic()->Mechanik->MoveTo(temp); // przsuniêcie obiektu zarz¹dzaj¹cego
|
|
// Train->DynamicObject=NULL;
|
|
Train->DynamicSet(temp);
|
|
Controlled = temp;
|
|
mvControlled = Controlled->ControlledFind()->MoverParameters;
|
|
Global::asHumanCtrlVehicle = Train->Dynamic()->GetName();
|
|
if (Train->Dynamic()->Mechanik) // AI mo¿e sobie samo pójœæ
|
|
if (!Train->Dynamic()->Mechanik->AIControllFlag) // tylko jeœli rêcznie prowadzony
|
|
{
|
|
Train->Dynamic()->MoverParameters->LimPipePress =
|
|
Controlled->MoverParameters->PipePress;
|
|
// Train->Dynamic()->MoverParameters->ActFlowSpeed=0;
|
|
// Train->Dynamic()->MoverParameters->SecuritySystem.Status=1;
|
|
// Train->Dynamic()->MoverParameters->ActiveCab=CabNr;
|
|
Train->Dynamic()
|
|
->MoverParameters->CabActivisation(); // za³¹czenie rozrz¹du (wirtualne kabiny)
|
|
Train->Dynamic()->Controller = Humandriver;
|
|
Train->Dynamic()->MechInside = true;
|
|
// Train->Dynamic()->Mechanik=new
|
|
// TController(l,r,Controlled->Controller,&Controlled->MoverParameters,&Controlled->TrainParams,Aggressive);
|
|
// Train->InitializeCab(CabNr,Train->Dynamic()->asBaseDir+Train->Dynamic()->MoverParameters->TypeName+".mmd");
|
|
}
|
|
Train->InitializeCab(Train->Dynamic()->MoverParameters->CabNo,
|
|
Train->Dynamic()->asBaseDir +
|
|
Train->Dynamic()->MoverParameters->TypeName + ".mmd");
|
|
if (!FreeFlyModeFlag)
|
|
{
|
|
Global::pUserDynamic = Controlled; // renerowanie wzglêdem kamery
|
|
Train->Dynamic()->bDisplayCab = true;
|
|
Train->Dynamic()->ABuSetModelShake(
|
|
vector3(0, 0, 0)); // zerowanie przesuniêcia przed powrotem?
|
|
Train->MechStop();
|
|
FollowView(); // na pozycjê mecha
|
|
}
|
|
Global::changeDynObj = NULL;
|
|
}
|
|
|
|
glDisable(GL_LIGHTING);
|
|
if (Controlled)
|
|
SetWindowText(hWnd, AnsiString(Controlled->MoverParameters->Name).c_str());
|
|
else
|
|
SetWindowText(hWnd, Global::szSceneryFile); // nazwa scenerii
|
|
glBindTexture(GL_TEXTURE_2D, 0);
|
|
glColor4f(1.0f, 0.0f, 0.0f, 1.0f);
|
|
glLoadIdentity();
|
|
glTranslatef(0.0f, 0.0f, -0.50f);
|
|
|
|
if (Global::iTextMode == VK_F1)
|
|
{ // tekst pokazywany po wciœniêciu [F1]
|
|
// Global::iViewMode=VK_F1;
|
|
glColor3f(1.0f, 1.0f, 1.0f); // a, damy bia³ym
|
|
OutText1 = "Time: " + AnsiString((int)GlobalTime->hh) + ":";
|
|
int i = GlobalTime->mm; // bo inaczej potrafi zrobiæ "hh:010"
|
|
if (i < 10)
|
|
OutText1 += "0";
|
|
OutText1 += AnsiString(i); // minuty
|
|
OutText1 += ":";
|
|
i = floor(GlobalTime->mr); // bo inaczej potrafi zrobiæ "hh:mm:010"
|
|
if (i < 10)
|
|
OutText1 += "0";
|
|
OutText1 += AnsiString(i);
|
|
if (Global::iPause)
|
|
OutText1 += " - paused";
|
|
if (Controlled)
|
|
if (Controlled->Mechanik)
|
|
{
|
|
OutText2 = Controlled->Mechanik->Relation();
|
|
if (!OutText2.IsEmpty()) // jeœli jest podana relacja, to dodajemy punkt nastêpnego
|
|
// zatrzymania
|
|
OutText2 =
|
|
Global::Bezogonkow(OutText2 + ": -> " + Controlled->Mechanik->NextStop(),
|
|
true); // dopisanie punktu zatrzymania
|
|
}
|
|
// double CtrlPos=mvControlled->MainCtrlPos;
|
|
// double CtrlPosNo=mvControlled->MainCtrlPosNo;
|
|
// OutText2="defrot="+FloatToStrF(1+0.4*(CtrlPos/CtrlPosNo),ffFixed,2,5);
|
|
OutText3 = ""; // Pomoc w sterowaniu - [F9]";
|
|
// OutText3=AnsiString(Global::pCameraRotationDeg); //k¹t kamery wzglêdem pó³nocy
|
|
}
|
|
else if (Global::iTextMode == VK_F12)
|
|
{ // opcje w³¹czenia i wy³¹czenia logowania
|
|
OutText1 = "[0] Debugmode " + AnsiString(DebugModeFlag ? "(on)" : "(off)");
|
|
OutText2 = "[1] log.txt " + AnsiString((Global::iWriteLogEnabled & 1) ? "(on)" : "(off)");
|
|
OutText3 = "[2] Console " + AnsiString((Global::iWriteLogEnabled & 2) ? "(on)" : "(off)");
|
|
}
|
|
else if (Global::iTextMode == VK_F2)
|
|
{ // ABu: info dla najblizszego pojazdu!
|
|
TDynamicObject *tmp = FreeFlyModeFlag ? Ground.DynamicNearest(Camera.Pos) :
|
|
Controlled; // w trybie latania lokalizujemy wg mapy
|
|
if (tmp)
|
|
{
|
|
if (Global::iScreenMode[Global::iTextMode - VK_F1] == 0)
|
|
{ // jeœli domyœlny ekran po pierwszym naciœniêciu
|
|
OutText3 = "";
|
|
OutText1 = "Vehicle name: " + AnsiString(tmp->MoverParameters->Name);
|
|
// yB OutText1+="; d: "+FloatToStrF(tmp->ABuGetDirection(),ffFixed,2,0);
|
|
// OutText1=FloatToStrF(tmp->MoverParameters->Couplers[0].CouplingFlag,ffFixed,3,2)+",
|
|
// ";
|
|
// OutText1+=FloatToStrF(tmp->MoverParameters->Couplers[1].CouplingFlag,ffFixed,3,2);
|
|
if (tmp->Mechanik) // jeœli jest prowadz¹cy
|
|
{ // ostatnia komenda dla AI
|
|
OutText1 += ", command: " + tmp->Mechanik->OrderCurrent();
|
|
}
|
|
else if (tmp->ctOwner)
|
|
OutText1 += ", owned by " + AnsiString(tmp->ctOwner->OwnerName());
|
|
if (!tmp->MoverParameters->CommandLast.IsEmpty())
|
|
OutText1 += AnsiString(", put: ") + tmp->MoverParameters->CommandLast;
|
|
// OutText1+="; Cab="+AnsiString(tmp->MoverParameters->CabNo);
|
|
OutText2 = "Damage status: " +
|
|
tmp->MoverParameters->EngineDescription(0); //+" Engine status: ";
|
|
OutText2 += "; Brake delay: ";
|
|
if ((tmp->MoverParameters->BrakeDelayFlag & bdelay_G) == bdelay_G)
|
|
OutText2 += "G";
|
|
if ((tmp->MoverParameters->BrakeDelayFlag & bdelay_P) == bdelay_P)
|
|
OutText2 += "P";
|
|
if ((tmp->MoverParameters->BrakeDelayFlag & bdelay_R) == bdelay_R)
|
|
OutText2 += "R";
|
|
if ((tmp->MoverParameters->BrakeDelayFlag & bdelay_M) == bdelay_M)
|
|
OutText2 += "+Mg";
|
|
OutText2 += AnsiString(", BTP:") +
|
|
FloatToStrF(tmp->MoverParameters->LoadFlag, ffFixed, 5, 0);
|
|
// if ((tmp->MoverParameters->EnginePowerSource.SourceType==CurrentCollector) ||
|
|
// (tmp->MoverParameters->TrainType==dt_EZT))
|
|
{
|
|
OutText2 += AnsiString("; pant. ") +
|
|
FloatToStrF(tmp->MoverParameters->PantPress, ffFixed, 8, 2);
|
|
OutText2 += (tmp->MoverParameters->bPantKurek3 ? "<ZG" : "|ZG");
|
|
}
|
|
|
|
// OutText2+=AnsiString(",
|
|
// u:")+FloatToStrF(tmp->MoverParameters->u,ffFixed,3,3);
|
|
// OutText2+=AnsiString(",
|
|
// N:")+FloatToStrF(tmp->MoverParameters->Ntotal,ffFixed,4,0);
|
|
OutText2 += AnsiString(", MED:") +
|
|
FloatToStrF(tmp->MoverParameters->LocalBrakePosA, ffFixed, 6, 2);
|
|
OutText2 += AnsiString("+") +
|
|
FloatToStrF(tmp->MoverParameters->AnPos, ffFixed, 6, 2);
|
|
OutText2 += AnsiString(", Ft:") +
|
|
FloatToStrF(tmp->MoverParameters->Ft * 0.001f, ffFixed, 4, 0);
|
|
OutText2 += AnsiString(", HV0:") +
|
|
FloatToStrF(tmp->MoverParameters->HVCouplers[0][1], ffFixed, 4, 0);
|
|
OutText2 += AnsiString("@") +
|
|
FloatToStrF(tmp->MoverParameters->HVCouplers[0][0], ffFixed, 4, 0);
|
|
OutText2 += AnsiString("+HV1:") +
|
|
FloatToStrF(tmp->MoverParameters->HVCouplers[1][1], ffFixed, 4, 0);
|
|
OutText2 += AnsiString("@") +
|
|
FloatToStrF(tmp->MoverParameters->HVCouplers[1][0], ffFixed, 4, 0);
|
|
OutText2 += AnsiString(" TC:") +
|
|
FloatToStrF(tmp->MoverParameters->TotalCurrent, ffFixed, 4, 0);
|
|
// OutText3= AnsiString("BP:
|
|
// ")+FloatToStrF(tmp->MoverParameters->BrakePress,ffFixed,5,2)+AnsiString(",
|
|
// ");
|
|
// OutText3+= AnsiString("PP:
|
|
// ")+FloatToStrF(tmp->MoverParameters->PipePress,ffFixed,5,2)+AnsiString(",
|
|
// ");
|
|
// OutText3+= AnsiString("BVP:
|
|
// ")+FloatToStrF(tmp->MoverParameters->Volume,ffFixed,5,3)+AnsiString(",
|
|
// ");
|
|
// OutText3+=
|
|
// FloatToStrF(tmp->MoverParameters->CntrlPipePress,ffFixed,5,3)+AnsiString(",
|
|
// ");
|
|
// OutText3+=
|
|
// FloatToStrF(tmp->MoverParameters->Hamulec->GetCRP(),ffFixed,5,3)+AnsiString(",
|
|
// ");
|
|
// OutText3+=
|
|
// FloatToStrF(tmp->MoverParameters->BrakeStatus,ffFixed,5,0)+AnsiString(",
|
|
// ");
|
|
// OutText3+= AnsiString("HP:
|
|
// ")+FloatToStrF(tmp->MoverParameters->ScndPipePress,ffFixed,5,2)+AnsiString(".
|
|
// ");
|
|
// OutText2+=
|
|
// FloatToStrF(tmp->MoverParameters->CompressorPower,ffFixed,5,0)+AnsiString(",
|
|
// ");
|
|
// yB if(tmp->MoverParameters->BrakeSubsystem==Knorr) OutText2+=" Knorr";
|
|
// yB if(tmp->MoverParameters->BrakeSubsystem==Oerlikon) OutText2+=" Oerlikon";
|
|
// yB if(tmp->MoverParameters->BrakeSubsystem==Hik) OutText2+=" Hik";
|
|
// yB if(tmp->MoverParameters->BrakeSubsystem==WeLu) OutText2+=" £estingha³s";
|
|
// OutText2= " GetFirst:
|
|
// "+AnsiString(tmp->GetFirstDynamic(1)->MoverParameters->Name)+" Damage
|
|
// status="+tmp->MoverParameters->EngineDescription(0)+" Engine status: ";
|
|
// OutText2+= " GetLast:
|
|
// "+AnsiString(tmp->GetLastDynamic(1)->MoverParameters->Name)+" Damage
|
|
// status="+tmp->MoverParameters->EngineDescription(0)+" Engine status: ";
|
|
OutText3 = AnsiString("BP: ") +
|
|
FloatToStrF(tmp->MoverParameters->BrakePress, ffFixed, 5, 2) +
|
|
AnsiString(", ");
|
|
OutText3 += FloatToStrF(tmp->MoverParameters->BrakeStatus, ffFixed, 5, 0) +
|
|
AnsiString(", ");
|
|
OutText3 += AnsiString("PP: ") +
|
|
FloatToStrF(tmp->MoverParameters->PipePress, ffFixed, 5, 2) +
|
|
AnsiString("/");
|
|
OutText3 += FloatToStrF(tmp->MoverParameters->ScndPipePress, ffFixed, 5, 2) +
|
|
AnsiString("/");
|
|
OutText3 += FloatToStrF(tmp->MoverParameters->EqvtPipePress, ffFixed, 5, 2) +
|
|
AnsiString(", ");
|
|
OutText3 += AnsiString("BVP: ") +
|
|
FloatToStrF(tmp->MoverParameters->Volume, ffFixed, 5, 3) +
|
|
AnsiString(", ");
|
|
OutText3 += FloatToStrF(tmp->MoverParameters->CntrlPipePress, ffFixed, 5, 3) +
|
|
AnsiString(", ");
|
|
OutText3 += FloatToStrF(tmp->MoverParameters->Hamulec->GetCRP(), ffFixed, 5, 3) +
|
|
AnsiString(", ");
|
|
OutText3 += FloatToStrF(tmp->MoverParameters->BrakeStatus, ffFixed, 5, 0) +
|
|
AnsiString(", ");
|
|
// OutText3+=AnsiString("BVP:
|
|
// ")+FloatToStrF(tmp->MoverParameters->BrakeVP(),ffFixed,5,2)+AnsiString(",
|
|
// ");
|
|
|
|
// OutText3+=FloatToStrF(tmp->MoverParameters->CntrlPipePress,ffFixed,5,2)+AnsiString(",
|
|
// ");
|
|
// OutText3+=FloatToStrF(tmp->MoverParameters->HighPipePress,ffFixed,5,2)+AnsiString(",
|
|
// ");
|
|
// OutText3+=FloatToStrF(tmp->MoverParameters->LowPipePress,ffFixed,5,2)+AnsiString(",
|
|
// ");
|
|
|
|
if (tmp->MoverParameters->ManualBrakePos > 0)
|
|
OutText3 += AnsiString("manual brake active. ");
|
|
else if (tmp->MoverParameters->LocalBrakePos > 0)
|
|
OutText3 += AnsiString("local brake active. ");
|
|
else
|
|
OutText3 += AnsiString("local brake inactive. ");
|
|
/*
|
|
//OutText3+=AnsiString("LSwTim:
|
|
")+FloatToStrF(tmp->MoverParameters->LastSwitchingTime,ffFixed,5,2);
|
|
//OutText3+=AnsiString(" Physic:
|
|
")+FloatToStrF(tmp->MoverParameters->PhysicActivation,ffFixed,5,2);
|
|
//OutText3+=AnsiString(" ESF:
|
|
")+FloatToStrF(tmp->MoverParameters->EndSignalsFlag,ffFixed,5,0);
|
|
OutText3+=AnsiString(" dPAngF: ")+FloatToStrF(tmp->dPantAngleF,ffFixed,5,0);
|
|
OutText3+=AnsiString(" dPAngFT:
|
|
")+FloatToStrF(-(tmp->PantTraction1*28.9-136.938),ffFixed,5,0);
|
|
if (tmp->lastcabf==1)
|
|
{
|
|
OutText3+=AnsiString(" pcabc1:
|
|
")+FloatToStrF(tmp->MoverParameters->PantFrontUp,ffFixed,5,0);
|
|
OutText3+=AnsiString(" pcabc2:
|
|
")+FloatToStrF(tmp->MoverParameters->PantRearUp,ffFixed,5,0);
|
|
}
|
|
if (tmp->lastcabf==-1)
|
|
{
|
|
OutText3+=AnsiString(" pcabc1:
|
|
")+FloatToStrF(tmp->MoverParameters->PantRearUp,ffFixed,5,0);
|
|
OutText3+=AnsiString(" pcabc2:
|
|
")+FloatToStrF(tmp->MoverParameters->PantFrontUp,ffFixed,5,0);
|
|
}
|
|
*/
|
|
OutText4 = "";
|
|
if (tmp->Mechanik)
|
|
{ // o ile jest ktoœ w œrodku
|
|
// OutText4=tmp->Mechanik->StopReasonText();
|
|
// if (!OutText4.IsEmpty()) OutText4+="; "; //aby ³adniejszy odstêp by³
|
|
// if (Controlled->Mechanik && (Controlled->Mechanik->AIControllFlag==AIdriver))
|
|
AnsiString flags = "bwaccmlshhhoibsgvdp; "; // flagi AI (definicja w Driver.h)
|
|
for (int i = 0, j = 1; i < 19; ++i, j <<= 1)
|
|
if (tmp->Mechanik->DrivigFlags() & j) // jak bit ustawiony
|
|
flags[i + 1] ^= 0x20; // to zmiana na wielk¹ literê
|
|
OutText4 = flags;
|
|
OutText4 +=
|
|
AnsiString("Driver: Vd=") +
|
|
FloatToStrF(tmp->Mechanik->VelDesired, ffFixed, 4, 0) + AnsiString(" ad=") +
|
|
FloatToStrF(tmp->Mechanik->AccDesired, ffFixed, 5, 2) + AnsiString(" Pd=") +
|
|
FloatToStrF(tmp->Mechanik->ActualProximityDist, ffFixed, 4, 0) +
|
|
AnsiString(" Vn=") + FloatToStrF(tmp->Mechanik->VelNext, ffFixed, 4, 0) +
|
|
AnsiString(" VSm=") + FloatToStrF(tmp->Mechanik->VelSignalLast, ffFixed, 4, 0) +
|
|
AnsiString(" VLm=") + FloatToStrF(tmp->Mechanik->VelLimitLast, ffFixed, 4, 0) +
|
|
AnsiString(" VRd=") + FloatToStrF(tmp->Mechanik->VelRoad, ffFixed, 4, 0);
|
|
if (tmp->Mechanik->VelNext == 0.0)
|
|
if (tmp->Mechanik->eSignNext)
|
|
{ // jeœli ma zapamiêtany event semafora
|
|
// if (!OutText4.IsEmpty()) OutText4+=", "; //aby ³adniejszy odstêp by³
|
|
OutText4 += " (" +
|
|
Global::Bezogonkow(tmp->Mechanik->eSignNext->asName) +
|
|
")"; // nazwa eventu semafora
|
|
}
|
|
}
|
|
if (!OutText4.IsEmpty())
|
|
OutText4 += "; "; // aby ³adniejszy odstêp by³
|
|
// informacja o sprzêgach nawet bez mechanika
|
|
OutText4 +=
|
|
"C0=" + (tmp->PrevConnected ?
|
|
tmp->PrevConnected->GetName() + ":" +
|
|
AnsiString(tmp->MoverParameters->Couplers[0].CouplingFlag) :
|
|
AnsiString("NULL"));
|
|
OutText4 +=
|
|
" C1=" + (tmp->NextConnected ?
|
|
tmp->NextConnected->GetName() + ":" +
|
|
AnsiString(tmp->MoverParameters->Couplers[1].CouplingFlag) :
|
|
AnsiString("NULL"));
|
|
if (Console::Pressed(VK_F2))
|
|
{
|
|
WriteLog(OutText1);
|
|
WriteLog(OutText2);
|
|
WriteLog(OutText3);
|
|
WriteLog(OutText4);
|
|
}
|
|
} // koniec treœci podstawowego ekranu FK_V2
|
|
else
|
|
{ // ekran drugi, czyli tabelka skanowania AI
|
|
if (tmp->Mechanik) //¿eby by³a tabelka, musi byæ AI
|
|
{ // tabelka jest na u¿ytek testuj¹cych scenerie, wiêc nie musi byæ "³adna"
|
|
glColor3f(1.0f, 1.0f, 1.0f); // a, damy zielony. GF: jednak bia³y
|
|
// glTranslatef(0.0f,0.0f,-0.50f);
|
|
glRasterPos2f(-0.25f, 0.20f);
|
|
// OutText1="Scan distance: "+AnsiString(tmp->Mechanik->scanmax)+", back:
|
|
// "+AnsiString(tmp->Mechanik->scanback);
|
|
OutText1 = "Time: " + AnsiString((int)GlobalTime->hh) + ":";
|
|
int i = GlobalTime->mm; // bo inaczej potrafi zrobiæ "hh:010"
|
|
if (i < 10)
|
|
OutText1 += "0";
|
|
OutText1 += AnsiString(i); // minuty
|
|
OutText1 += ":";
|
|
i = floor(GlobalTime->mr); // bo inaczej potrafi zrobiæ "hh:mm:010"
|
|
if (i < 10)
|
|
OutText1 += "0";
|
|
OutText1 += AnsiString(i);
|
|
OutText1 +=
|
|
AnsiString(". Vel: ") + FloatToStrF(tmp->GetVelocity(), ffFixed, 6, 1);
|
|
OutText1 += ". Scan table:";
|
|
glPrint(Global::Bezogonkow(OutText1).c_str());
|
|
i = -1;
|
|
while ((OutText1 = tmp->Mechanik->TableText(++i)) != "")
|
|
{ // wyœwietlenie pozycji z tabelki
|
|
glRasterPos2f(-0.25f, 0.19f - 0.01f * i);
|
|
glPrint(Global::Bezogonkow(OutText1).c_str());
|
|
}
|
|
// podsumowanie sensu tabelki
|
|
OutText4 =
|
|
AnsiString("Driver: Vd=") +
|
|
FloatToStrF(tmp->Mechanik->VelDesired, ffFixed, 4, 0) + AnsiString(" ad=") +
|
|
FloatToStrF(tmp->Mechanik->AccDesired, ffFixed, 5, 2) + AnsiString(" Pd=") +
|
|
FloatToStrF(tmp->Mechanik->ActualProximityDist, ffFixed, 4, 0) +
|
|
AnsiString(" Vn=") + FloatToStrF(tmp->Mechanik->VelNext, ffFixed, 4, 0) +
|
|
AnsiString("\n VSm=") + FloatToStrF(tmp->Mechanik->VelSignalLast, ffFixed, 4, 0) +
|
|
AnsiString(" VLm=") + FloatToStrF(tmp->Mechanik->VelLimitLast, ffFixed, 4, 0) +
|
|
AnsiString(" VRd=") + FloatToStrF(tmp->Mechanik->VelRoad, ffFixed, 4, 0) +
|
|
AnsiString(" VSig=") + FloatToStrF(tmp->Mechanik->VelSignal, ffFixed, 4, 0);
|
|
if (tmp->Mechanik->VelNext == 0.0)
|
|
if (tmp->Mechanik->eSignNext)
|
|
{ // jeœli ma zapamiêtany event semafora
|
|
// if (!OutText4.IsEmpty()) OutText4+=", "; //aby ³adniejszy odstêp by³
|
|
OutText4 += " (" +
|
|
Global::Bezogonkow(tmp->Mechanik->eSignNext->asName) +
|
|
")"; // nazwa eventu semafora
|
|
}
|
|
glRasterPos2f(-0.25f, 0.19f - 0.01f * i);
|
|
glPrint(Global::Bezogonkow(OutText4).c_str());
|
|
}
|
|
} // koniec ekanu skanowania
|
|
} // koniec obs³ugi, gdy mamy wskaŸnik do pojazdu
|
|
else
|
|
{ // wyœwietlenie wspó³rzêdnych w scenerii oraz k¹ta kamery, gdy nie mamy wskaŸnika
|
|
OutText1 = "Camera position: " + FloatToStrF(Camera.Pos.x, ffFixed, 6, 2) + " " +
|
|
FloatToStrF(Camera.Pos.y, ffFixed, 6, 2) + " " +
|
|
FloatToStrF(Camera.Pos.z, ffFixed, 6, 2);
|
|
OutText1 += ", azimuth: " +
|
|
FloatToStrF(180.0 - RadToDeg(Camera.Yaw), ffFixed, 3,
|
|
0); // ma byæ azymut, czyli 0 na pó³nocy i roœnie na wschód
|
|
OutText1 +=
|
|
" " +
|
|
AnsiString("S SEE NEN NWW SW")
|
|
.SubString(1 + 2 * floor(fmod(8 + (Camera.Yaw + 0.5 * M_PI_4) / M_PI_4, 8)), 2);
|
|
}
|
|
// OutText3= AnsiString(" Online documentation (PL, ENG, DE, soon CZ):
|
|
// http://www.eu07.pl");
|
|
// OutText3="enrot="+FloatToStrF(Controlled->MoverParameters->enrot,ffFixed,6,2);
|
|
// OutText3="; n="+FloatToStrF(Controlled->MoverParameters->n,ffFixed,6,2);
|
|
} // koniec treœci podstawowego ekranu FK_V2
|
|
else if (Global::iTextMode == VK_F5)
|
|
{ // przesiadka do innego pojazdu
|
|
if (FreeFlyModeFlag) // jeœli tryb latania
|
|
{
|
|
TDynamicObject *tmp = Ground.DynamicNearest(Camera.Pos, 50, true); //³apiemy z obsad¹
|
|
if (tmp)
|
|
if (tmp != Controlled)
|
|
{
|
|
if (Controlled) // jeœli mielismy pojazd
|
|
if (Controlled->Mechanik) // na skutek jakiegoœ b³êdu mo¿e czasem znikn¹æ
|
|
Controlled->Mechanik->TakeControl(true); // oddajemy dotychczasowy AI
|
|
if (DebugModeFlag ? true : tmp->MoverParameters->Vel <= 5.0)
|
|
{
|
|
Controlled = tmp; // przejmujemy nowy
|
|
mvControlled = Controlled->ControlledFind()->MoverParameters;
|
|
if (Train)
|
|
Train->Silence(); // wyciszenie dŸwiêków opuszczanego pojazdu
|
|
else
|
|
Train = new TTrain(); // jeœli niczym jeszcze nie jeŸdzilismy
|
|
if (Train->Init(Controlled))
|
|
{ // przejmujemy sterowanie
|
|
if (!DebugModeFlag) // w DebugMode nadal prowadzi AI
|
|
Controlled->Mechanik->TakeControl(false);
|
|
}
|
|
else
|
|
SafeDelete(Train); // i nie ma czym sterowaæ
|
|
// Global::pUserDynamic=Controlled; //renerowanie pojazdu wzglêdem kabiny
|
|
// Global::iTextMode=VK_F4;
|
|
if (Train)
|
|
InOutKey(); // do kabiny
|
|
}
|
|
}
|
|
Global::iTextMode = 0; // tryb neutralny
|
|
}
|
|
/*
|
|
|
|
OutText1=OutText2=OutText3=OutText4="";
|
|
AnsiString flag[10]={"vmax", "tory", "smfr", "pjzd", "mnwr", "pstk", "brak", "brak",
|
|
"brak", "brak"};
|
|
if(tmp)
|
|
if(tmp->Mechanik)
|
|
{
|
|
for(int i=0;i<15;i++)
|
|
{
|
|
int tmppar=floor(tmp->Mechanik->ProximityTable[i].Vel);
|
|
OutText2+=(tmppar<1000?(tmppar<100?((tmppar<10)&&(tmppar>=0)?" ":" "):"
|
|
"):"")+IntToStr(tmppar)+" ";
|
|
tmppar=floor(tmp->Mechanik->ProximityTable[i].Dist);
|
|
OutText3+=(tmppar<1000?(tmppar<100?((tmppar<10)&&(tmppar>=0)?" ":" "):"
|
|
"):"")+IntToStr(tmppar)+" ";
|
|
OutText1+=flag[tmp->Mechanik->ProximityTable[i].Flag]+" ";
|
|
}
|
|
for(int i=0;i<6;i++)
|
|
{
|
|
int tmppar=floor(tmp->Mechanik->ReducedTable[i]);
|
|
OutText4+=flag[i]+":"+(tmppar<1000?(tmppar<100?((tmppar<10)&&(tmppar>=0)?" ":"
|
|
"):" "):"")+IntToStr(tmppar)+" ";
|
|
}
|
|
}
|
|
*/
|
|
}
|
|
else if (Global::iTextMode == VK_F10)
|
|
{ // tu mozna dodac dopisywanie do logu przebiegu lokomotywy
|
|
// Global::iViewMode=VK_F10;
|
|
// return false;
|
|
OutText1 = AnsiString("To quit press [Y] key.");
|
|
OutText3 = AnsiString("Aby zakonczyc program, przycisnij klawisz [Y].");
|
|
}
|
|
else if (Controlled && DebugModeFlag && !Global::iTextMode)
|
|
{
|
|
OutText1 += AnsiString("; vel ") + FloatToStrF(Controlled->GetVelocity(), ffFixed, 6, 2);
|
|
OutText1 += AnsiString("; pos ") + FloatToStrF(Controlled->GetPosition().x, ffFixed, 6, 2);
|
|
OutText1 += AnsiString(" ; ") + FloatToStrF(Controlled->GetPosition().y, ffFixed, 6, 2);
|
|
OutText1 += AnsiString(" ; ") + FloatToStrF(Controlled->GetPosition().z, ffFixed, 6, 2);
|
|
OutText1 += AnsiString("; dist=") +
|
|
FloatToStrF(Controlled->MoverParameters->DistCounter, ffFixed, 8, 4);
|
|
|
|
// double a= acos( DotProduct(Normalize(Controlled->GetDirection()),vWorldFront));
|
|
// OutText+= AnsiString("; angle ")+FloatToStrF(a/M_PI*180,ffFixed,6,2);
|
|
OutText1 += AnsiString("; d_omega ") +
|
|
FloatToStrF(Controlled->MoverParameters->dizel_engagedeltaomega, ffFixed, 6, 3);
|
|
OutText2 = AnsiString("HamZ=") +
|
|
FloatToStrF(Controlled->MoverParameters->fBrakeCtrlPos, ffFixed, 6, 1);
|
|
OutText2 += AnsiString("; HamP=") + AnsiString(mvControlled->LocalBrakePos);
|
|
OutText2 += AnsiString("/") +
|
|
FloatToStrF(Controlled->MoverParameters->LocalBrakePosA, ffFixed, 6, 2);
|
|
// mvControlled->MainCtrlPos;
|
|
// if (mvControlled->MainCtrlPos<0)
|
|
// OutText2+= AnsiString("; nastawnik 0");
|
|
// if (mvControlled->MainCtrlPos>iPozSzereg)
|
|
OutText2 += AnsiString("; NasJ=") + AnsiString(mvControlled->MainCtrlPos);
|
|
// else
|
|
// OutText2+= AnsiString("; nastawnik S") + mvControlled->MainCtrlPos;
|
|
OutText2 += AnsiString("(") + AnsiString(mvControlled->MainCtrlActualPos);
|
|
|
|
OutText2 += AnsiString("); NasB=") + AnsiString(mvControlled->ScndCtrlPos);
|
|
OutText2 += AnsiString("(") + AnsiString(mvControlled->ScndCtrlActualPos);
|
|
if (mvControlled->TrainType == dt_EZT)
|
|
OutText2 += AnsiString("); I=") + AnsiString(int(mvControlled->ShowCurrent(0)));
|
|
else
|
|
OutText2 += AnsiString("); I=") + AnsiString(int(mvControlled->Im));
|
|
// OutText2+=AnsiString(";
|
|
// I2=")+FloatToStrF(Controlled->NextConnected->MoverParameters->Im,ffFixed,6,2);
|
|
OutText2 += AnsiString("; U=") +
|
|
AnsiString(int(mvControlled->RunningTraction.TractionVoltage + 0.5));
|
|
// OutText2+=AnsiString("; rvent=")+FloatToStrF(mvControlled->RventRot,ffFixed,6,2);
|
|
OutText2 += AnsiString("; R=") +
|
|
FloatToStrF(Controlled->MoverParameters->RunningShape.R, ffFixed, 4, 1);
|
|
OutText2 += AnsiString(" An=") + FloatToStrF(Controlled->MoverParameters->AccN, ffFixed, 4,
|
|
2); // przyspieszenie poprzeczne
|
|
if (tprev != int(GlobalTime->mr))
|
|
{
|
|
tprev = GlobalTime->mr;
|
|
Acc = (Controlled->MoverParameters->Vel - VelPrev) / 3.6;
|
|
VelPrev = Controlled->MoverParameters->Vel;
|
|
}
|
|
OutText2 += AnsiString("; As=") + FloatToStrF(Acc/*Controlled->MoverParameters->AccS*/, ffFixed, 4,
|
|
2); // przyspieszenie wzd³u¿ne
|
|
// OutText2+=AnsiString("; P=")+FloatToStrF(mvControlled->EnginePower,ffFixed,6,1);
|
|
OutText3 += AnsiString("cyl.ham. ") +
|
|
FloatToStrF(Controlled->MoverParameters->BrakePress, ffFixed, 5, 2);
|
|
OutText3 += AnsiString("; prz.gl. ") +
|
|
FloatToStrF(Controlled->MoverParameters->PipePress, ffFixed, 5, 2);
|
|
OutText3 += AnsiString("; zb.gl. ") +
|
|
FloatToStrF(Controlled->MoverParameters->CompressedVolume, ffFixed, 6, 2);
|
|
// youBy - drugi wezyk
|
|
OutText3 += AnsiString("; p.zas. ") +
|
|
FloatToStrF(Controlled->MoverParameters->ScndPipePress, ffFixed, 6, 2);
|
|
|
|
if (Controlled->MoverParameters->EngineType == ElectricInductionMotor)
|
|
{
|
|
// glTranslatef(0.0f,0.0f,-0.50f);
|
|
glColor3f(1.0f, 1.0f, 1.0f); // a, damy bia³ym
|
|
for (int i = 0; i <= 20; i++)
|
|
{
|
|
glRasterPos2f(-0.25f, 0.16f - 0.01f * i);
|
|
if (Controlled->MoverParameters->eimc[i] < 10)
|
|
OutText4 = FloatToStrF(Controlled->MoverParameters->eimc[i], ffFixed, 6, 3);
|
|
else
|
|
OutText4 = FloatToStrF(Controlled->MoverParameters->eimc[i], ffGeneral, 5, 3);
|
|
glPrint(OutText4.c_str());
|
|
}
|
|
for (int i = 0; i <= 20; i++)
|
|
{
|
|
glRasterPos2f(-0.2f, 0.16f - 0.01f * i);
|
|
if (Controlled->MoverParameters->eimv[i] < 10)
|
|
OutText4 = FloatToStrF(Controlled->MoverParameters->eimv[i], ffFixed, 6, 3);
|
|
else
|
|
OutText4 = FloatToStrF(Controlled->MoverParameters->eimv[i], ffGeneral, 5, 3);
|
|
glPrint(OutText4.c_str());
|
|
}
|
|
for (int i = 0; i <= 10; i++)
|
|
{
|
|
glRasterPos2f(-0.15f, 0.16f - 0.01f * i);
|
|
OutText4 = FloatToStrF(Train->fPress[i][0], ffFixed, 6, 3);
|
|
glPrint(OutText4.c_str());
|
|
}
|
|
for (int i = 0; i <= 8; i++)
|
|
{
|
|
glRasterPos2f(-0.15f, 0.04f - 0.01f * i);
|
|
OutText4 = FloatToStrF(Controlled->MED[0][i], ffFixed, 6, 3);
|
|
glPrint(OutText4.c_str());
|
|
}
|
|
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);
|
|
OutText4 = FloatToStrF(Train->fEIMParams[i][j], ffGeneral, 4, 2);
|
|
glPrint(OutText4.c_str());
|
|
}
|
|
}
|
|
OutText4 = "";
|
|
// glTranslatef(0.0f,0.0f,+0.50f);
|
|
glColor3f(1.0f, 0.0f, 0.0f); // a, damy czerwonym
|
|
}
|
|
|
|
// ABu: testy sprzegow-> (potem przeniesc te zmienne z public do protected!)
|
|
// OutText3+=AnsiString("; EnginePwr=")+FloatToStrF(mvControlled->EnginePower,ffFixed,1,5);
|
|
// OutText3+=AnsiString("; nn=")+FloatToStrF(Controlled->NextConnectedNo,ffFixed,1,0);
|
|
// OutText3+=AnsiString("; PR=")+FloatToStrF(Controlled->dPantAngleR,ffFixed,3,0);
|
|
// OutText3+=AnsiString("; PF=")+FloatToStrF(Controlled->dPantAngleF,ffFixed,3,0);
|
|
// if(Controlled->bDisplayCab==true)
|
|
// OutText3+=AnsiString("; Wysw. kab");//+Controlled->mdKabina->GetSMRoot()->Name;
|
|
// else
|
|
// OutText3+=AnsiString("; test:")+AnsiString(Controlled->MoverParameters->TrainType[1]);
|
|
|
|
// OutText3+=FloatToStrF(Train->Dynamic()->MoverParameters->EndSignalsFlag,ffFixed,3,0);;
|
|
|
|
// OutText3+=FloatToStrF(Train->Dynamic()->MoverParameters->EndSignalsFlag&byte(((((1+Train->Dynamic()->MoverParameters->CabNo)/2)*30)+2)),ffFixed,3,0);;
|
|
|
|
// OutText3+=AnsiString(";
|
|
// Ftmax=")+FloatToStrF(Controlled->MoverParameters->Ftmax,ffFixed,3,0);
|
|
// OutText3+=AnsiString(";
|
|
// FTotal=")+FloatToStrF(Controlled->MoverParameters->FTotal/1000.0f,ffFixed,3,2);
|
|
// OutText3+=AnsiString(";
|
|
// FTrain=")+FloatToStrF(Controlled->MoverParameters->FTrain/1000.0f,ffFixed,3,2);
|
|
// Controlled->mdModel->GetSMRoot()->SetTranslate(vector3(0,1,0));
|
|
|
|
// McZapkie: warto wiedziec w jakim stanie sa przelaczniki
|
|
if (mvControlled->ConvOvldFlag)
|
|
OutText3 += " C! ";
|
|
else if (mvControlled->FuseFlag)
|
|
OutText3 += " F! ";
|
|
else if (!mvControlled->Mains)
|
|
OutText3 += " () ";
|
|
else
|
|
switch (mvControlled->ActiveDir * (mvControlled->Imin == mvControlled->IminLo ? 1 : 2))
|
|
{
|
|
case 2:
|
|
{
|
|
OutText3 += " >> ";
|
|
break;
|
|
}
|
|
case 1:
|
|
{
|
|
OutText3 += " -> ";
|
|
break;
|
|
}
|
|
case 0:
|
|
{
|
|
OutText3 += " -- ";
|
|
break;
|
|
}
|
|
case -1:
|
|
{
|
|
OutText3 += " <- ";
|
|
break;
|
|
}
|
|
case -2:
|
|
{
|
|
OutText3 += " << ";
|
|
break;
|
|
}
|
|
}
|
|
// OutText3+=AnsiString("; dpLocal
|
|
// ")+FloatToStrF(Controlled->MoverParameters->dpLocalValve,ffFixed,10,8);
|
|
// OutText3+=AnsiString("; dpMain
|
|
// ")+FloatToStrF(Controlled->MoverParameters->dpMainValve,ffFixed,10,8);
|
|
// McZapkie: predkosc szlakowa
|
|
if (Controlled->MoverParameters->RunningTrack.Velmax == -1)
|
|
{
|
|
OutText3 += AnsiString(" Vtrack=Vmax");
|
|
}
|
|
else
|
|
{
|
|
OutText3 +=
|
|
AnsiString(" Vtrack ") +
|
|
FloatToStrF(Controlled->MoverParameters->RunningTrack.Velmax, ffFixed, 8, 2);
|
|
}
|
|
// WriteLog(Controlled->MoverParameters->TrainType.c_str());
|
|
if ((mvControlled->EnginePowerSource.SourceType == CurrentCollector) ||
|
|
(mvControlled->TrainType == dt_EZT))
|
|
{
|
|
OutText3 +=
|
|
AnsiString("; pant. ") + FloatToStrF(mvControlled->PantPress, ffFixed, 8, 2);
|
|
OutText3 += (mvControlled->bPantKurek3 ? "=ZG" : "|ZG");
|
|
}
|
|
// McZapkie: komenda i jej parametry
|
|
if (Controlled->MoverParameters->CommandIn.Command != AnsiString(""))
|
|
OutText4 = AnsiString("C:") +
|
|
AnsiString(Controlled->MoverParameters->CommandIn.Command) +
|
|
AnsiString(" V1=") +
|
|
FloatToStrF(Controlled->MoverParameters->CommandIn.Value1, ffFixed, 5, 0) +
|
|
AnsiString(" V2=") +
|
|
FloatToStrF(Controlled->MoverParameters->CommandIn.Value2, ffFixed, 5, 0);
|
|
if (Controlled->Mechanik && (Controlled->Mechanik->AIControllFlag == AIdriver))
|
|
OutText4 +=
|
|
AnsiString("AI: Vd=") +
|
|
FloatToStrF(Controlled->Mechanik->VelDesired, ffFixed, 4, 0) + AnsiString(" ad=") +
|
|
FloatToStrF(Controlled->Mechanik->AccDesired, ffFixed, 5, 2) + AnsiString(" Pd=") +
|
|
FloatToStrF(Controlled->Mechanik->ActualProximityDist, ffFixed, 4, 0) +
|
|
AnsiString(" Vn=") + FloatToStrF(Controlled->Mechanik->VelNext, ffFixed, 4, 0);
|
|
}
|
|
|
|
// ABu 150205: prosty help, zeby sie na forum nikt nie pytal, jak ma ruszyc :)
|
|
|
|
if (Global::detonatoryOK)
|
|
{
|
|
// if (Console::Pressed(VK_F9)) ShowHints(); //to nie dzia³a prawid³owo - prosili wy³¹czyæ
|
|
if (Global::iTextMode == VK_F9)
|
|
{ // informacja o wersji, sposobie wyœwietlania i b³êdach OpenGL
|
|
// Global::iViewMode=VK_F9;
|
|
OutText1 = Global::asVersion; // informacja o wersji
|
|
OutText2 = AnsiString("Rendering mode: ") + (Global::bUseVBO ? "VBO" : "Display Lists");
|
|
if (Global::iMultiplayer)
|
|
OutText2 += ". Multiplayer is active";
|
|
OutText2 += ".";
|
|
GLenum err = glGetError();
|
|
if (err != GL_NO_ERROR)
|
|
{
|
|
OutText3 = "OpenGL error " + AnsiString(err) + ": " +
|
|
Global::Bezogonkow(AnsiString((char *)gluErrorString(err)));
|
|
}
|
|
}
|
|
if (Global::iTextMode == VK_F3)
|
|
{ // wyœwietlenie rozk³adu jazdy, na razie jakkolwiek
|
|
TDynamicObject *tmp = FreeFlyModeFlag ?
|
|
Ground.DynamicNearest(Camera.Pos) :
|
|
Controlled; // w trybie latania lokalizujemy wg mapy
|
|
Mtable::TTrainParameters *tt = NULL;
|
|
if (tmp)
|
|
if (tmp->Mechanik)
|
|
{
|
|
tt = tmp->Mechanik->Timetable();
|
|
if (tt) // musi byæ rozk³ad
|
|
{ // wyœwietlanie rozk³adu
|
|
glColor3f(1.0f, 1.0f, 1.0f); // a, damy bia³ym
|
|
// glTranslatef(0.0f,0.0f,-0.50f);
|
|
glRasterPos2f(-0.25f, 0.20f);
|
|
OutText1 = tmp->Mechanik->Relation() + " (" +
|
|
tmp->Mechanik->Timetable()->TrainName + ")";
|
|
glPrint(Global::Bezogonkow(OutText1, true).c_str());
|
|
glRasterPos2f(-0.25f, 0.19f);
|
|
// glPrint("|============================|=======|=======|=====|");
|
|
// glPrint("| Posterunek | Przyj.| Odjazd| Vmax|");
|
|
// glPrint("|============================|=======|=======|=====|");
|
|
glPrint("|----------------------------|-------|-------|-----|");
|
|
TMTableLine *t;
|
|
for (int i = tmp->Mechanik->iStationStart; i <= tt->StationCount; ++i)
|
|
{ // wyœwietlenie pozycji z rozk³adu
|
|
t = tt->TimeTable + i; // linijka rozk³adu
|
|
OutText1 = AnsiString(AnsiString(t->StationName) +
|
|
" ").SubString(1, 26);
|
|
OutText2 = (t->Ah >= 0) ?
|
|
AnsiString(int(100 + t->Ah)).SubString(2, 2) + ":" +
|
|
AnsiString(int(100 + t->Am)).SubString(2, 2) :
|
|
AnsiString(" ");
|
|
OutText3 = (t->Dh >= 0) ?
|
|
AnsiString(int(100 + t->Dh)).SubString(2, 2) + ":" +
|
|
AnsiString(int(100 + t->Dm)).SubString(2, 2) :
|
|
AnsiString(" ");
|
|
OutText4 = " " + FloatToStrF(t->vmax, ffFixed, 3, 0);
|
|
OutText4 = OutText4.SubString(OutText4.Length() - 2,
|
|
3); // z wyrównaniem do prawej
|
|
// if (AnsiString(t->StationWare).Pos("@"))
|
|
OutText1 = "| " + OutText1 + " | " + OutText2 + " | " + OutText3 +
|
|
" | " + OutText4 + " | " + AnsiString(t->StationWare);
|
|
glRasterPos2f(-0.25f,
|
|
0.18f - 0.02f * (i - tmp->Mechanik->iStationStart));
|
|
if ((tmp->Mechanik->iStationStart < tt->StationIndex) ?
|
|
(i < tt->StationIndex) :
|
|
false)
|
|
{ // czas min¹³ i odjazd by³, to nazwa stacji bêdzie na zielono
|
|
glColor3f(0.0f, 1.0f, 0.0f); // zielone
|
|
glRasterPos2f(
|
|
-0.25f,
|
|
0.18f - 0.02f * (i - tmp->Mechanik->iStationStart)); // dopiero
|
|
// ustawienie
|
|
// pozycji
|
|
// ustala
|
|
// kolor,
|
|
// dziwne...
|
|
glPrint(Global::Bezogonkow(OutText1, true).c_str());
|
|
glColor3f(1.0f, 1.0f, 1.0f); // a reszta bia³ym
|
|
}
|
|
else // normalne wyœwietlanie, bez zmiany kolorów
|
|
glPrint(Global::Bezogonkow(OutText1, true).c_str());
|
|
glRasterPos2f(-0.25f,
|
|
0.17f - 0.02f * (i - tmp->Mechanik->iStationStart));
|
|
glPrint("|----------------------------|-------|-------|-----|");
|
|
}
|
|
}
|
|
}
|
|
OutText1 = OutText2 = OutText3 = OutText4 = "";
|
|
}
|
|
else if (OutText1 != "")
|
|
{ // ABu: i od razu czyszczenie tego, co bylo napisane
|
|
// glTranslatef(0.0f,0.0f,-0.50f);
|
|
glRasterPos2f(-0.25f, 0.20f);
|
|
glPrint(OutText1.c_str());
|
|
OutText1 = "";
|
|
if (OutText2 != "")
|
|
{
|
|
glRasterPos2f(-0.25f, 0.19f);
|
|
glPrint(OutText2.c_str());
|
|
OutText2 = "";
|
|
}
|
|
if (OutText3 != "")
|
|
{
|
|
glRasterPos2f(-0.25f, 0.18f);
|
|
glPrint(OutText3.c_str());
|
|
OutText3 = "";
|
|
if (OutText4 != "")
|
|
{
|
|
glRasterPos2f(-0.25f, 0.17f);
|
|
glPrint(OutText4.c_str());
|
|
OutText4 = "";
|
|
}
|
|
}
|
|
}
|
|
// if ((Global::iTextMode!=VK_F3))
|
|
{ // stenogramy dŸwiêków (ukryæ, gdy tabelka skanowania lub rozk³ad?)
|
|
glColor3f(1.0f, 1.0f, 0.0f); //¿ó³te
|
|
for (int i = 0; i < 5; ++i)
|
|
{ // kilka linijek
|
|
if (Global::asTranscript[i].IsEmpty())
|
|
break; // dalej nie trzeba
|
|
else
|
|
{
|
|
glRasterPos2f(-0.20f, -0.05f - 0.01f * i);
|
|
glPrint(Global::Bezogonkow(Global::asTranscript[i]).c_str());
|
|
}
|
|
}
|
|
}
|
|
}
|
|
// if (Global::iViewMode!=Global::iTextMode)
|
|
//{//Ra: taka maksymalna prowizorka na razie
|
|
// WriteLog("Pressed function key F"+AnsiString(Global::iViewMode-111));
|
|
// Global::iTextMode=Global::iViewMode;
|
|
//}
|
|
glEnable(GL_LIGHTING);
|
|
return (true);
|
|
};
|
|
|
|
bool TWorld::Render()
|
|
{
|
|
glColor3b(255, 255, 255);
|
|
// glColor3b(255, 0, 255);
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
|
|
glLoadIdentity();
|
|
Camera.SetMatrix(); // ustawienie macierzy kamery wzglêdem pocz¹tku scenerii
|
|
glLightfv(GL_LIGHT0, GL_POSITION, Global::lightPos);
|
|
|
|
if (!Global::bWireFrame)
|
|
{ // bez nieba w trybie rysowania linii
|
|
glDisable(GL_FOG);
|
|
Clouds.Render();
|
|
glEnable(GL_FOG);
|
|
}
|
|
if (Global::bUseVBO)
|
|
{ // renderowanie przez VBO
|
|
if (!Ground.RenderVBO(Camera.Pos))
|
|
return false;
|
|
if (!Ground.RenderAlphaVBO(Camera.Pos))
|
|
return false;
|
|
}
|
|
else
|
|
{ // renderowanie przez Display List
|
|
if (!Ground.RenderDL(Camera.Pos))
|
|
return false;
|
|
if (!Ground.RenderAlphaDL(Camera.Pos))
|
|
return false;
|
|
}
|
|
TSubModel::iInstance = (int)(Train ? Train->Dynamic() : 0); //¿eby nie robiæ cudzych animacji
|
|
// if (Camera.Type==tp_Follow)
|
|
if (Train)
|
|
Train->Update();
|
|
// if (Global::bRenderAlpha)
|
|
// if (Controlled)
|
|
// Train->RenderAlpha();
|
|
glFlush();
|
|
// Global::bReCompile=false; //Ra: ju¿ zrobiona rekompilacja
|
|
ResourceManager::Sweep(Timer::GetSimulationTime());
|
|
return true;
|
|
};
|
|
|
|
void TWorld::ShowHints(void)
|
|
{ // Ra: nie u¿ywaæ tego, bo Ÿle dzia³a
|
|
glBindTexture(GL_TEXTURE_2D, 0);
|
|
glColor4f(0.3f, 1.0f, 0.3f, 1.0f);
|
|
glLoadIdentity();
|
|
glTranslatef(0.0f, 0.0f, -0.50f);
|
|
// glRasterPos2f(-0.25f, 0.20f);
|
|
// OutText1="Uruchamianie lokomotywy - pomoc dla niezaawansowanych";
|
|
// glPrint(OutText1.c_str());
|
|
|
|
// if(TestFlag(Controlled->MoverParameters->SecuritySystem.Status,s_ebrake))
|
|
// hunter-091012
|
|
if (TestFlag(Controlled->MoverParameters->SecuritySystem.Status, s_SHPebrake) ||
|
|
TestFlag(Controlled->MoverParameters->SecuritySystem.Status, s_CAebrake))
|
|
{
|
|
OutText1 = "Gosciu, ale refleks to ty masz szachisty. Teraz zaczekaj.";
|
|
OutText2 = "W tej sytuacji czuwak mozesz zbic dopiero po zatrzymaniu pociagu. ";
|
|
if (Controlled->MoverParameters->Vel == 0)
|
|
OutText3 = " (mozesz juz nacisnac spacje)";
|
|
}
|
|
else
|
|
// if(TestFlag(Controlled->MoverParameters->SecuritySystem.Status,s_alarm))
|
|
if (TestFlag(Controlled->MoverParameters->SecuritySystem.Status, s_CAalarm) ||
|
|
TestFlag(Controlled->MoverParameters->SecuritySystem.Status, s_SHPalarm))
|
|
{
|
|
OutText1 = "Natychmiast zbij czuwak, bo pociag sie zatrzyma!";
|
|
OutText2 = " (szybko nacisnij spacje!)";
|
|
}
|
|
else if (TestFlag(Controlled->MoverParameters->SecuritySystem.Status, s_aware))
|
|
{
|
|
OutText1 = "Zbij czuwak, zeby udowodnic, ze nie spisz :) ";
|
|
OutText2 = " (nacisnij spacje)";
|
|
}
|
|
else if (mvControlled->FuseFlag)
|
|
{
|
|
OutText1 = "Czlowieku, delikatniej troche! Gdzie sie spieszysz?";
|
|
OutText2 = "Wybilo Ci bezpiecznik nadmiarowy, teraz musisz wlaczyc go ponownie.";
|
|
OutText3 = " ('N', wczesniej nastawnik i boczniki na zero -> '-' oraz '*' do oporu)";
|
|
}
|
|
else if (mvControlled->V == 0)
|
|
{
|
|
if ((mvControlled->PantFrontVolt == 0.0) || (mvControlled->PantRearVolt == 0.0))
|
|
{
|
|
OutText1 = "Jezdziles juz kiedys lokomotywa? Pierwszy raz? Dobra, to zaczynamy.";
|
|
OutText2 = "No to co, trzebaby chyba podniesc pantograf?";
|
|
OutText3 = " (wcisnij 'shift+P' - przedni, 'shift+O' - tylny)";
|
|
}
|
|
else if (!mvControlled->Mains)
|
|
{
|
|
OutText1 = "Dobra, mozemy zalaczyc wylacznik szybki lokomotywy.";
|
|
OutText2 = " (wcisnij 'shift+M')";
|
|
}
|
|
else if (!mvControlled->ConverterAllow)
|
|
{
|
|
OutText1 = "Teraz wlacz przetwornice.";
|
|
OutText2 = " (wcisnij 'shift+X')";
|
|
}
|
|
else if (!mvControlled->CompressorAllow)
|
|
{
|
|
OutText1 = "Teraz wlacz sprezarke.";
|
|
OutText2 = " (wcisnij 'shift+C')";
|
|
}
|
|
else if (mvControlled->ActiveDir == 0)
|
|
{
|
|
OutText1 = "Ustaw nastawnik kierunkowy na kierunek, w ktorym chcesz jechac.";
|
|
OutText2 = " ('d' - do przodu, 'r' - do tylu)";
|
|
}
|
|
else if (Controlled->GetFirstDynamic(1)->MoverParameters->BrakePress > 0)
|
|
{
|
|
OutText1 = "Odhamuj sklad i zaczekaj az Ci powiem - to moze troche potrwac.";
|
|
OutText2 = " ('.' na klawiaturze numerycznej)";
|
|
}
|
|
else if (Controlled->MoverParameters->BrakeCtrlPos != 0)
|
|
{
|
|
OutText1 = "Przelacz kran hamulca w pozycje 'jazda'.";
|
|
OutText2 = " ('4' na klawiaturze numerycznej)";
|
|
}
|
|
else if (mvControlled->MainCtrlPos == 0)
|
|
{
|
|
OutText1 = "Teraz juz mozesz ruszyc ustawiajac pierwsza pozycje na nastawniku jazdy.";
|
|
OutText2 = " (jeden raz '+' na klawiaturze numerycznej)";
|
|
}
|
|
else if ((mvControlled->MainCtrlPos > 0) && (mvControlled->ShowCurrent(1) != 0))
|
|
{
|
|
OutText1 = "Dobrze, mozesz teraz wlaczac kolejne pozycje nastawnika.";
|
|
OutText2 = " ('+' na klawiaturze numerycznej, tylko z wyczuciem)";
|
|
}
|
|
if ((mvControlled->MainCtrlPos > 1) && (mvControlled->ShowCurrent(1) == 0))
|
|
{
|
|
OutText1 = "Spieszysz sie gdzies? Zejdz nastawnikiem na zero i probuj jeszcze raz!";
|
|
OutText2 = " (teraz do oporu '-' na klawiaturze numerycznej)";
|
|
}
|
|
}
|
|
else
|
|
{
|
|
OutText1 = "Aby przyspieszyc mozesz wrzucac kolejne pozycje nastawnika.";
|
|
if (mvControlled->MainCtrlPos == 28)
|
|
{
|
|
OutText1 = "Przy tym ustawienu mozesz bocznikowac silniki - sprobuj: '/' i '*' ";
|
|
}
|
|
if (mvControlled->MainCtrlPos == 43)
|
|
{
|
|
OutText1 = "Przy tym ustawienu mozesz bocznikowac silniki - sprobuj: '/' i '*' ";
|
|
}
|
|
|
|
OutText2 = "Aby zahamowac zejdz nastawnikiem do 0 ('-' do oporu) i ustaw kran hamulca";
|
|
OutText3 =
|
|
"w zaleznosci od sily hamowania, jakiej potrzebujesz ('2', '5' lub '8' na kl. num.)";
|
|
|
|
// else
|
|
// if() OutText1="teraz mozesz ruszyc naciskajac jeden raz '+' na klawiaturze numerycznej";
|
|
// else
|
|
// if() OutText1="teraz mozesz ruszyc naciskajac jeden raz '+' na klawiaturze numerycznej";
|
|
}
|
|
// OutText3=FloatToStrF(Controlled->MoverParameters->SecuritySystem.Status,ffFixed,3,0);
|
|
|
|
if (OutText1 != "")
|
|
{
|
|
glRasterPos2f(-0.25f, 0.19f);
|
|
glPrint(OutText1.c_str());
|
|
OutText1 = "";
|
|
}
|
|
if (OutText2 != "")
|
|
{
|
|
glRasterPos2f(-0.25f, 0.18f);
|
|
glPrint(OutText2.c_str());
|
|
OutText2 = "";
|
|
}
|
|
if (OutText3 != "")
|
|
{
|
|
glRasterPos2f(-0.25f, 0.17f);
|
|
glPrint(OutText3.c_str());
|
|
OutText3 = "";
|
|
}
|
|
};
|
|
|
|
//---------------------------------------------------------------------------
|
|
void TWorld::OnCommandGet(DaneRozkaz *pRozkaz)
|
|
{ // odebranie komunikatu z serwera
|
|
if (pRozkaz->iSygn == 'EU07')
|
|
switch (pRozkaz->iComm)
|
|
{
|
|
case 0: // odes³anie identyfikatora wersji
|
|
CommLog(AnsiString(Now()) + " " + IntToStr(pRozkaz->iComm) + " version" + " rcvd");
|
|
Ground.WyslijString(Global::asVersion, 0); // przedsatwienie siê
|
|
break;
|
|
case 1: // odes³anie identyfikatora wersji
|
|
CommLog(AnsiString(Now()) + " " + IntToStr(pRozkaz->iComm) + " scenery" + " rcvd");
|
|
Ground.WyslijString(Global::szSceneryFile, 1); // nazwa scenerii
|
|
break;
|
|
case 2: // event
|
|
CommLog(AnsiString(Now()) + " " + IntToStr(pRozkaz->iComm) + " " +
|
|
AnsiString(pRozkaz->cString + 1, (unsigned)(pRozkaz->cString[0])) + " rcvd");
|
|
if (Global::iMultiplayer)
|
|
{ // WriteLog("Komunikat: "+AnsiString(pRozkaz->Name1));
|
|
TEvent *e = Ground.FindEvent(
|
|
AnsiString(pRozkaz->cString + 1, (unsigned)(pRozkaz->cString[0])));
|
|
if (e)
|
|
if ((e->Type == tp_Multiple) || (e->Type == tp_Lights) ||
|
|
bool(e->evJoined)) // tylko jawne albo niejawne Multiple
|
|
Ground.AddToQuery(e, NULL); // drugi parametr to dynamic wywo³uj¹cy - tu
|
|
// brak
|
|
}
|
|
break;
|
|
case 3: // rozkaz dla AI
|
|
if (Global::iMultiplayer)
|
|
{
|
|
int i =
|
|
int(pRozkaz->cString[8]); // d³ugoœæ pierwszego ³añcucha (z przodu dwa floaty)
|
|
CommLog(
|
|
AnsiString(Now()) + " " + IntToStr(pRozkaz->iComm) + " " +
|
|
AnsiString(pRozkaz->cString + 11 + i, (unsigned)(pRozkaz->cString[10 + i])) +
|
|
" rcvd");
|
|
TGroundNode *t = Ground.DynamicFind(
|
|
AnsiString(pRozkaz->cString + 11 + i,
|
|
(unsigned)pRozkaz->cString[10 + i])); // nazwa pojazdu jest druga
|
|
if (t)
|
|
if (t->DynamicObject->Mechanik)
|
|
{
|
|
t->DynamicObject->Mechanik->PutCommand(AnsiString(pRozkaz->cString + 9, i),
|
|
pRozkaz->fPar[0], pRozkaz->fPar[1],
|
|
NULL, stopExt); // floaty s¹ z przodu
|
|
WriteLog("AI command: " + AnsiString(pRozkaz->cString + 9, i));
|
|
}
|
|
}
|
|
break;
|
|
case 4: // badanie zajêtoœci toru
|
|
{
|
|
CommLog(AnsiString(Now()) + " " + IntToStr(pRozkaz->iComm) + " " +
|
|
AnsiString(pRozkaz->cString + 1, (unsigned)(pRozkaz->cString[0])) + " rcvd");
|
|
TGroundNode *t = Ground.FindGroundNode(
|
|
AnsiString(pRozkaz->cString + 1, (unsigned)(pRozkaz->cString[0])), TP_TRACK);
|
|
if (t)
|
|
if (t->pTrack->IsEmpty())
|
|
Ground.WyslijWolny(t->asName);
|
|
}
|
|
break;
|
|
case 5: // ustawienie parametrów
|
|
{
|
|
CommLog(AnsiString(Now()) + " " + IntToStr(pRozkaz->iComm) + " params " +
|
|
IntToStr(*pRozkaz->iPar) + " rcvd");
|
|
if (*pRozkaz->iPar == 0) // sprawdzenie czasu
|
|
if (*pRozkaz->iPar & 1) // ustawienie czasu
|
|
{
|
|
double t = pRozkaz->fPar[1];
|
|
GlobalTime->dd = floor(t); // niby nie powinno byæ dnia, ale...
|
|
if (Global::fMoveLight >= 0)
|
|
Global::fMoveLight = t; // trzeba by deklinacjê S³oñca przeliczyæ
|
|
GlobalTime->hh = floor(24 * t) - 24.0 * GlobalTime->dd;
|
|
GlobalTime->mm =
|
|
floor(60 * 24 * t) - 60.0 * (24.0 * GlobalTime->dd + GlobalTime->hh);
|
|
GlobalTime->mr =
|
|
floor(60 * 60 * 24 * t) -
|
|
60.0 * (60.0 * (24.0 * GlobalTime->dd + GlobalTime->hh) + GlobalTime->mm);
|
|
}
|
|
if (*pRozkaz->iPar & 2)
|
|
{ // ustawienie flag zapauzowania
|
|
Global::iPause = pRozkaz->fPar[2]; // zak³adamy, ¿e wysy³aj¹cy wie, co robi
|
|
}
|
|
}
|
|
break;
|
|
case 6: // pobranie parametrów ruchu pojazdu
|
|
if (Global::iMultiplayer)
|
|
{ // Ra 2014-12: to ma dzia³aæ równie¿ dla pojazdów bez obsady
|
|
CommLog(AnsiString(Now()) + " " + IntToStr(pRozkaz->iComm) + " " +
|
|
AnsiString(pRozkaz->cString + 1, (unsigned)(pRozkaz->cString[0])) +
|
|
" rcvd");
|
|
if (pRozkaz->cString[0]) // jeœli d³ugoœæ nazwy jest niezerowa
|
|
{ // szukamy pierwszego pojazdu o takiej nazwie i odsy³amy parametry ramk¹ #7
|
|
TGroundNode *t;
|
|
if (pRozkaz->cString[1] == '*')
|
|
t = Ground.DynamicFind(
|
|
Global::asHumanCtrlVehicle); // nazwa pojazdu u¿ytkownika
|
|
else
|
|
t = Ground.DynamicFindAny(AnsiString(
|
|
pRozkaz->cString + 1, (unsigned)pRozkaz->cString[0])); // nazwa pojazdu
|
|
if (t)
|
|
Ground.WyslijNamiary(t); // wys³anie informacji o pojeŸdzie
|
|
}
|
|
else
|
|
{ // dla pustego wysy³amy ramki 6 z nazwami pojazdów AI (jeœli potrzebne wszystkie,
|
|
// to rozpoznaæ np. "*")
|
|
Ground.DynamicList();
|
|
}
|
|
}
|
|
break;
|
|
case 8: // ponowne wys³anie informacji o zajêtych odcinkach toru
|
|
CommLog(AnsiString(Now()) + " " + IntToStr(pRozkaz->iComm) + " all busy track" + " rcvd");
|
|
Ground.TrackBusyList();
|
|
break;
|
|
case 9: // ponowne wys³anie informacji o zajêtych odcinkach izolowanych
|
|
CommLog(AnsiString(Now()) + " " + IntToStr(pRozkaz->iComm) + " all busy isolated" + " rcvd");
|
|
Ground.IsolatedBusyList();
|
|
break;
|
|
case 10: // badanie zajêtoœci jednego odcinka izolowanego
|
|
CommLog(AnsiString(Now()) + " " + IntToStr(pRozkaz->iComm) + " " +
|
|
AnsiString(pRozkaz->cString + 1, (unsigned)(pRozkaz->cString[0])) + " rcvd");
|
|
Ground.IsolatedBusy(AnsiString(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(AnsiString(Now()) + " " + IntToStr(pRozkaz->iComm) + " obsadzone" + " rcvd");
|
|
Ground.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.
|
|
// WriteLog("Przyszlo 13!");
|
|
// WriteLog(pRozkaz->cString);
|
|
CommLog(AnsiString(Now()) + " " + IntToStr(pRozkaz->iComm) + " " +
|
|
AnsiString(pRozkaz->cString + 1, (unsigned)(pRozkaz->cString[0])) +
|
|
" rcvd");
|
|
if (pRozkaz->cString[1]) // jeœli d³ugoœæ nazwy jest niezerowa
|
|
{ // szukamy pierwszego pojazdu o takiej nazwie i odsy³amy parametry ramk¹ #13
|
|
TGroundNode *t;
|
|
if (pRozkaz->cString[2] == '*')
|
|
t = Ground.DynamicFind(
|
|
Global::asHumanCtrlVehicle); // nazwa pojazdu u¿ytkownika
|
|
else
|
|
t = Ground.DynamicFindAny(
|
|
AnsiString(pRozkaz->cString + 2,
|
|
(unsigned)pRozkaz->cString[1])); // nazwa pojazdu
|
|
if (t)
|
|
{
|
|
TDynamicObject *d = t->DynamicObject;
|
|
while (d)
|
|
{
|
|
d->Damage(pRozkaz->cString[0]);
|
|
d = d->Next(); // pozosta³e te¿
|
|
}
|
|
d = t->DynamicObject->Prev();
|
|
while (d)
|
|
{
|
|
d->Damage(pRozkaz->cString[0]);
|
|
d = d->Prev(); // w drug¹ stronê te¿
|
|
}
|
|
Ground.WyslijUszkodzenia(t->asName, t->DynamicObject->MoverParameters->EngDmgFlag); // zwrot informacji o pojeŸdzie
|
|
}
|
|
}
|
|
// Ground.IsolatedBusy(AnsiString(pRozkaz->cString+1,(unsigned)(pRozkaz->cString[0])));
|
|
break;
|
|
}
|
|
};
|
|
|
|
//---------------------------------------------------------------------------
|
|
void TWorld::ModifyTGA(const AnsiString &dir)
|
|
{ // rekurencyjna modyfikacje plików TGA
|
|
TSearchRec sr;
|
|
if (FindFirst(dir + "*.*", faDirectory | faArchive, sr) == 0)
|
|
{
|
|
do
|
|
{
|
|
if (sr.Name[1] != '.')
|
|
if ((sr.Attr & faDirectory)) // jeœli katalog, to rekurencja
|
|
ModifyTGA(dir + sr.Name + "/");
|
|
else if (sr.Name.LowerCase().SubString(sr.Name.Length() - 3, 4) == ".tga")
|
|
TTexturesManager::GetTextureID(NULL, NULL, AnsiString(dir + sr.Name).c_str());
|
|
} while (FindNext(sr) == 0);
|
|
FindClose(sr);
|
|
}
|
|
};
|
|
//---------------------------------------------------------------------------
|
|
AnsiString last; // zmienne u¿ywane w rekurencji
|
|
double shift = 0;
|
|
void TWorld::CreateE3D(const AnsiString &dir, bool dyn)
|
|
{ // rekurencyjna generowanie plików E3D
|
|
TTrack *trk;
|
|
double at;
|
|
TSearchRec sr;
|
|
if (FindFirst(dir + "*.*", faDirectory | faArchive, sr) == 0)
|
|
{
|
|
do
|
|
{
|
|
if (sr.Name[1] != '.')
|
|
if ((sr.Attr & faDirectory)) // jeœli katalog, to rekurencja
|
|
CreateE3D(dir + sr.Name + "\\", dyn);
|
|
else if (dyn)
|
|
{
|
|
if (sr.Name.LowerCase().SubString(sr.Name.Length() - 3, 4) == ".mmd")
|
|
{
|
|
// konwersja pojazdów bêdzie u³omna, bo nie poustawiaj¹ siê animacje na
|
|
// submodelach okreœlonych w MMD
|
|
// TModelsManager::GetModel(AnsiString(dir+sr.Name).c_str(),true);
|
|
if (last != dir)
|
|
{ // utworzenie toru dla danego pojazdu
|
|
last = dir;
|
|
trk = TTrack::Create400m(1, shift);
|
|
shift += 10.0; // nastêpny tor bêdzie deczko dalej, aby nie zabiæ FPS
|
|
at = 400.0;
|
|
// if (shift>1000) break; //bezpiecznik
|
|
}
|
|
TGroundNode *tmp = new TGroundNode();
|
|
tmp->DynamicObject = new TDynamicObject();
|
|
// Global::asCurrentTexturePath=dir; //pojazdy maj¹ tekstury we w³asnych
|
|
// katalogach
|
|
at -= tmp->DynamicObject->Init(
|
|
"", dir.SubString(9, dir.Length() - 9), "none",
|
|
sr.Name.SubString(1, sr.Name.Length() - 4), trk, at, "nobody", 0.0,
|
|
"none", 0.0, "", false, "");
|
|
// po wczytaniu CHK zrobiæ pêtlê po ³adunkach, aby ka¿dy z nich skonwertowaæ
|
|
AnsiString loads, load;
|
|
loads = tmp->DynamicObject->MoverParameters->LoadAccepted; // typy ³adunków
|
|
if (!loads.IsEmpty())
|
|
{
|
|
loads += ","; // przecinek na koñcu
|
|
int i = loads.Pos(",");
|
|
while (i > 1)
|
|
{ // wypada³o by sprawdziæ, czy T3D ³adunku jest
|
|
load = loads.SubString(1, i - 1);
|
|
if (FileExists(dir + load + ".t3d")) // o ile jest plik ³adunku, bo
|
|
// inaczej nie ma to sensu
|
|
if (!FileExists(
|
|
dir + load +
|
|
".e3d")) // a nie ma jeszcze odpowiednika binarnego
|
|
at -= tmp->DynamicObject->Init(
|
|
"", dir.SubString(9, dir.Length() - 9), "none",
|
|
sr.Name.SubString(1, sr.Name.Length() - 4), trk, at,
|
|
"nobody", 0.0, "none", 1.0, load, false, "");
|
|
loads.Delete(1, i); // usuniêcie z nastêpuj¹cym przecinkiem
|
|
i = loads.Pos(",");
|
|
}
|
|
}
|
|
if (tmp->DynamicObject->iCabs)
|
|
{ // jeœli ma jak¹kolwiek kabinê
|
|
delete Train;
|
|
Train = new TTrain();
|
|
if (tmp->DynamicObject->iCabs & 1)
|
|
{
|
|
tmp->DynamicObject->MoverParameters->ActiveCab = 1;
|
|
Train->Init(tmp->DynamicObject, true);
|
|
}
|
|
if (tmp->DynamicObject->iCabs & 4)
|
|
{
|
|
tmp->DynamicObject->MoverParameters->ActiveCab = -1;
|
|
Train->Init(tmp->DynamicObject, true);
|
|
}
|
|
if (tmp->DynamicObject->iCabs & 2)
|
|
{
|
|
tmp->DynamicObject->MoverParameters->ActiveCab = 0;
|
|
Train->Init(tmp->DynamicObject, true);
|
|
}
|
|
}
|
|
Global::asCurrentTexturePath =
|
|
AnsiString(szTexturePath); // z powrotem defaultowa sciezka do tekstur
|
|
}
|
|
}
|
|
else if (sr.Name.LowerCase().SubString(sr.Name.Length() - 3, 4) == ".t3d")
|
|
{ // z modelami jest proœciej
|
|
Global::asCurrentTexturePath = dir;
|
|
TModelsManager::GetModel(AnsiString(dir + sr.Name).c_str(), false);
|
|
}
|
|
} while (FindNext(sr) == 0);
|
|
FindClose(sr);
|
|
}
|
|
};
|
|
//---------------------------------------------------------------------------
|
|
void TWorld::CabChange(TDynamicObject *old, TDynamicObject *now)
|
|
{ // ewentualna zmiana kabiny u¿ytkownikowi
|
|
if (Train)
|
|
if (Train->Dynamic() == old)
|
|
Global::changeDynObj = now; // uruchomienie protezy
|
|
};
|
|
//---------------------------------------------------------------------------
|