UpdateCustomTimetable() static private method

static private UpdateCustomTimetable ( Textures daytime, Textures nighttime ) : void
daytime Textures
nighttime Textures
return void
Beispiel #1
0
 internal override void Trigger(int Direction, EventTriggerType TriggerType, TrainManager.Train Train, int CarIndex)
 {
     if (TriggerType == EventTriggerType.FrontCarFrontAxle)
     {
         if (Direction < 0)
         {
             Train.StationFrontCar = true;
         }
         else if (Direction > 0)
         {
             Train.StationFrontCar = false;
             if (Train == TrainManager.PlayerTrain)
             {
                 Timetable.UpdateCustomTimetable(Game.Stations[this.StationIndex].TimetableDaytimeTexture, Game.Stations[this.StationIndex].TimetableNighttimeTexture);
             }
         }
     }
     else if (TriggerType == EventTriggerType.RearCarRearAxle)
     {
         if (Direction < 0)
         {
             Train.Station        = this.StationIndex;
             Train.StationRearCar = true;
             if (Train.NextStopSkipped != TrainManager.StopSkipMode.None)
             {
                 Train.LastStation = this.StationIndex;
             }
             Train.NextStopSkipped = TrainManager.StopSkipMode.None;
         }
         else if (Direction > 0)
         {
             if (Train.Station == StationIndex)
             {
                 if (Train == TrainManager.PlayerTrain)
                 {
                     if (Game.PlayerStopsAtStation(StationIndex) & TrainManager.PlayerTrain.StationState == TrainManager.TrainStopState.Pending)
                     {
                         string s = Interface.GetInterfaceString("message_station_passed");
                         s = s.Replace("[name]", Game.Stations[StationIndex].Name);
                         Game.AddMessage(s, MessageManager.MessageDependency.None, Interface.GameMode.Normal, MessageColor.Orange, Game.SecondsSinceMidnight + 10.0, null);
                     }
                     else if (Game.PlayerStopsAtStation(StationIndex) & TrainManager.PlayerTrain.StationState == TrainManager.TrainStopState.Boarding)
                     {
                         string s = Interface.GetInterfaceString("message_station_passed_boarding");
                         s = s.Replace("[name]", Game.Stations[StationIndex].Name);
                         Game.AddMessage(s, MessageManager.MessageDependency.None, Interface.GameMode.Normal, MessageColor.Red, Game.SecondsSinceMidnight + 10.0, null);
                     }
                 }
                 Train.Station        = -1;
                 Train.StationRearCar = false;
                 Train.StationState   = TrainManager.TrainStopState.Pending;
                 int d = Train.DriverCar;
                 Sounds.StopSound(Train.Cars[d].Sounds.Halt.Source);
             }
         }
     }
 }
Beispiel #2
0
            public override void Trigger(int Direction, EventTriggerType TriggerType, TrainManager.Train Train, AbstractCar Car)
            {
                if (TriggerType == EventTriggerType.FrontCarFrontAxle)
                {
                    if (Direction > 0)
                    {
                        if (Train.IsPlayerTrain)
                        {
                            Timetable.UpdateCustomTimetable(CurrentRoute.Stations[this.StationIndex].TimetableDaytimeTexture, CurrentRoute.Stations[this.StationIndex].TimetableNighttimeTexture);
                        }
                    }
                }
                else if (TriggerType == EventTriggerType.RearCarRearAxle)
                {
                    if (Direction < 0)
                    {
                        Train.Station = this.StationIndex;
                        if (Train.NextStopSkipped != StopSkipMode.None)
                        {
                            Train.LastStation = this.StationIndex;
                        }
                        Train.NextStopSkipped = StopSkipMode.None;
                    }
                    else if (Direction > 0)
                    {
                        if (Train.Station == StationIndex)
                        {
                            if (Train.IsPlayerTrain)
                            {
                                if (CurrentRoute.Stations[StationIndex].PlayerStops() & TrainManager.PlayerTrain.StationState == TrainStopState.Pending)
                                {
                                    string s = Translations.GetInterfaceString("message_station_passed");
                                    s = s.Replace("[name]", CurrentRoute.Stations[StationIndex].Name);
                                    Game.AddMessage(s, MessageDependency.None, GameMode.Normal, MessageColor.Orange, Game.SecondsSinceMidnight + 10.0, null);
                                }
                                else if (CurrentRoute.Stations[StationIndex].PlayerStops() & TrainManager.PlayerTrain.StationState == TrainStopState.Boarding)
                                {
                                    string s = Translations.GetInterfaceString("message_station_passed_boarding");
                                    s = s.Replace("[name]", CurrentRoute.Stations[StationIndex].Name);
                                    Game.AddMessage(s, MessageDependency.None, GameMode.Normal, MessageColor.Red, Game.SecondsSinceMidnight + 10.0, null);
                                }
                            }
                            Train.Station = -1;
                            if (Train.StationState != TrainStopState.Jumping)
                            {
                                Train.StationState = TrainStopState.Pending;
                            }

                            int d = Train.DriverCar;
                            Program.Sounds.StopSound(Train.Cars[d].Sounds.Halt);
                        }
                    }
                }
            }
Beispiel #3
0
 /// <summary>Changes to or from fullscreen mode.</summary>
 internal static void ToggleFullscreen()
 {
     Fullscreen = !Fullscreen;
     // begin HACK //
     Renderer.ClearDisplayLists();
     if (World.MouseGrabEnabled)
     {
         SDL.SDL_SetRelativeMouseMode(SDL.SDL_bool.SDL_FALSE);
     }
     GL.Disable(EnableCap.Fog);
     Renderer.FogEnabled = false;
     GL.Disable(EnableCap.Lighting);
     Renderer.LightingEnabled = false;
     Textures.UnloadAllTextures();
     if (Fullscreen)
     {
         SDL.SDL_SetWindowSize(Window, Options.Current.FullscreenWidth, Options.Current.FullscreenHeight);
         SDL.SDL_SetWindowFullscreen(Window, (uint)SDL.SDL_WindowFlags.SDL_WINDOW_FULLSCREEN);
         Width  = Options.Current.FullscreenWidth;
         Height = Options.Current.FullscreenHeight;
     }
     else
     {
         SDL.SDL_SetWindowSize(Window, Options.Current.WindowWidth, Options.Current.WindowHeight);
         SDL.SDL_SetWindowFullscreen(Window, 0);
         Width  = Options.Current.WindowWidth;
         Height = Options.Current.WindowHeight;
     }
     Renderer.InitializeLighting();
     MainLoop.UpdateViewport(MainLoop.ViewPortChangeMode.NoChange);
     MainLoop.InitializeMotionBlur();
     Timetable.CreateTimetable();
     Timetable.UpdateCustomTimetable(null, null);
     if (World.MouseGrabEnabled)
     {
         SDL.SDL_SetRelativeMouseMode(SDL.SDL_bool.SDL_TRUE);
     }
     World.MouseGrabTarget     = new OpenBveApi.Math.Vector2D(0.0, 0.0);
     World.MouseGrabIgnoreOnce = true;
     World.InitializeCameraRestriction();
     if (Renderer.OptionBackfaceCulling)
     {
         GL.Enable(EnableCap.CullFace);
     }
     else
     {
         GL.Disable(EnableCap.CullFace);
     }
     Renderer.ReAddObjects();
     // end HACK //
 }
Beispiel #4
0
 /// <summary>Changes to or from fullscreen mode.</summary>
 internal static void ToggleFullscreen()
 {
     Fullscreen = !Fullscreen;
     // begin HACK //
     Renderer.ClearDisplayLists();
     if (World.MouseGrabEnabled)
     {
         Sdl.SDL_WM_GrabInput(Sdl.SDL_GRAB_OFF);
     }
     Gl.glDisable(Gl.GL_FOG);
     Renderer.FogEnabled = false;
     Gl.glDisable(Gl.GL_LIGHTING);
     Renderer.LightingEnabled = false;
     Textures.UnloadAllTextures();
     if (Fullscreen)
     {
         Sdl.SDL_SetVideoMode(Interface.CurrentOptions.FullscreenWidth, Interface.CurrentOptions.FullscreenHeight, Interface.CurrentOptions.FullscreenBits, Sdl.SDL_OPENGL | Sdl.SDL_DOUBLEBUF | Sdl.SDL_FULLSCREEN);
         Width  = Interface.CurrentOptions.FullscreenWidth;
         Height = Interface.CurrentOptions.FullscreenHeight;
     }
     else
     {
         Sdl.SDL_SetVideoMode(Interface.CurrentOptions.WindowWidth, Interface.CurrentOptions.WindowHeight, 32, Sdl.SDL_OPENGL | Sdl.SDL_DOUBLEBUF);
         Width  = Interface.CurrentOptions.WindowWidth;
         Height = Interface.CurrentOptions.WindowHeight;
     }
     Renderer.InitializeLighting();
     MainLoop.UpdateViewport(MainLoop.ViewPortChangeMode.NoChange);
     MainLoop.InitializeMotionBlur();
     Timetable.CreateTimetable();
     Timetable.UpdateCustomTimetable(null, null);
     if (World.MouseGrabEnabled)
     {
         Sdl.SDL_WM_GrabInput(Sdl.SDL_GRAB_ON);
     }
     World.MouseGrabTarget     = new World.Vector2D(0.0, 0.0);
     World.MouseGrabIgnoreOnce = true;
     World.InitializeCameraRestriction();
     if (Renderer.OptionBackfaceCulling)
     {
         Gl.glEnable(Gl.GL_CULL_FACE);
     }
     else
     {
         Gl.glDisable(Gl.GL_CULL_FACE);
     }
     Renderer.ReAddObjects();
     // end HACK //
 }
Beispiel #5
0
        /// <summary>Changes to or from fullscreen mode.</summary>
        internal static void ToggleFullscreen()
        {
            Program.Renderer.Screen.Fullscreen = !Program.Renderer.Screen.Fullscreen;

            // begin HACK //
            Program.Renderer.OptionFog      = false;
            Program.Renderer.OptionLighting = false;

            if (Program.Renderer.Screen.Fullscreen)
            {
                IList <DisplayResolution> resolutions = DisplayDevice.Default.AvailableResolutions;

                for (int i = 0; i < resolutions.Count; i++)
                {
                    //Test each resolution
                    if (resolutions[i].Width == Interface.CurrentOptions.FullscreenWidth &&
                        resolutions[i].Height == Interface.CurrentOptions.FullscreenHeight &&
                        resolutions[i].BitsPerPixel == Interface.CurrentOptions.FullscreenBits)
                    {
                        DisplayDevice.Default.ChangeResolution(resolutions[i]);
                        Program.currentGameWindow.Width       = resolutions[i].Width;
                        Program.currentGameWindow.Height      = resolutions[i].Height;
                        Program.Renderer.Screen.Width         = Interface.CurrentOptions.FullscreenWidth;
                        Program.Renderer.Screen.Height        = Interface.CurrentOptions.FullscreenHeight;
                        Program.currentGameWindow.WindowState = WindowState.Fullscreen;
                        break;
                    }
                }
                System.Threading.Thread.Sleep(20);
                if (Program.currentGameWindow.WindowState != WindowState.Fullscreen)
                {
                    MessageBox.Show(Translations.GetInterfaceString("errors_fullscreen_switch1") + System.Environment.NewLine +
                                    Translations.GetInterfaceString("errors_fullscreen_switch2"), Application.ProductName, MessageBoxButtons.OK, MessageBoxIcon.Hand);
                    Program.Renderer.Screen.Fullscreen = false;
                }
            }
            else
            {
                DisplayDevice.Default.RestoreResolution();
                Program.currentGameWindow.WindowState = WindowState.Normal;
                Program.currentGameWindow.Width       = Interface.CurrentOptions.WindowWidth;
                Program.currentGameWindow.Height      = Interface.CurrentOptions.WindowHeight;

                Program.Renderer.Screen.Width  = Interface.CurrentOptions.WindowWidth;
                Program.Renderer.Screen.Height = Interface.CurrentOptions.WindowHeight;
            }
            Program.Renderer.Lighting.Initialize();
            Program.Renderer.UpdateViewport(ViewportChangeMode.NoChange);
            Program.Renderer.MotionBlur.Initialize(Interface.CurrentOptions.MotionBlur);
            lock (BaseRenderer.GdiPlusLock)
            {
                Timetable.CreateTimetable();
            }
            Timetable.UpdateCustomTimetable(null, null);

            World.InitializeCameraRestriction();
            if (Program.Renderer.OptionBackFaceCulling)
            {
                GL.Enable(EnableCap.CullFace);
            }
            else
            {
                GL.Disable(EnableCap.CullFace);
            }
            // end HACK //

            //Reset the camera when switching between fullscreen and windowed mode
            //Otherwise, if the aspect ratio changes distortion will occur until the view is changed or the camera reset
            if (Program.Renderer.Camera.CurrentMode == CameraViewMode.Interior | Program.Renderer.Camera.CurrentMode == CameraViewMode.InteriorLookAhead)
            {
                Program.Renderer.Camera.Alignment.Position = OpenBveApi.Math.Vector3.Zero;
            }
            Program.Renderer.Camera.Alignment.Yaw   = 0.0;
            Program.Renderer.Camera.Alignment.Pitch = 0.0;
            Program.Renderer.Camera.Alignment.Roll  = 0.0;
        }
Beispiel #6
0
 public override void UpdateCustomTimetable(Texture Daytime, Texture Nighttime)
 {
     Timetable.UpdateCustomTimetable(Daytime, Nighttime);
 }
Beispiel #7
0
        /// <summary>This method is called once the route and train data have been preprocessed, in order to physically setup the simulation</summary>
        private void SetupSimulation()
        {
            if (Loading.Cancel)
            {
                Close();
            }
            Timetable.CreateTimetable();
            //Check if any critical errors have occured during the route or train loading
            for (int i = 0; i < Interface.MessageCount; i++)
            {
                if (Interface.Messages[i].Type == Interface.MessageType.Critical)
                {
                    MessageBox.Show("A critical error has occured:\n\n" + Interface.Messages[i].Text + "\n\nPlease inspect the error log file for further information.", "Load", MessageBoxButtons.OK, MessageBoxIcon.Hand);
                    Close();
                }
            }
            Renderer.InitializeLighting();
            Game.LogRouteName = System.IO.Path.GetFileName(MainLoop.currentResult.RouteFile);
            Game.LogTrainName = System.IO.Path.GetFileName(MainLoop.currentResult.TrainFolder);
            Game.LogDateTime  = DateTime.Now;

            if (Interface.CurrentOptions.LoadInAdvance)
            {
                Textures.LoadAllTextures();
            }
            else
            {
                Textures.UnloadAllTextures();
            }
            // camera
            ObjectManager.InitializeVisibility();
            World.CameraTrackFollower.Update(0.0, true, false);
            World.CameraTrackFollower.Update(-0.1, true, false);
            World.CameraTrackFollower.Update(0.1, true, false);
            World.CameraTrackFollower.TriggerType = TrackManager.EventTriggerType.Camera;
            // starting time and track position
            Game.SecondsSinceMidnight = 0.0;
            Game.StartupTime          = 0.0;
            int    PlayerFirstStationIndex = -1;
            double PlayerFirstStationPosition;
            int    os = -1;
            bool   f  = false;

            for (int i = 0; i < Game.Stations.Length; i++)
            {
                if (!String.IsNullOrEmpty(Game.InitialStationName))
                {
                    if (Game.InitialStationName.ToLowerInvariant() == Game.Stations[i].Name.ToLowerInvariant())
                    {
                        PlayerFirstStationIndex = i;
                    }
                }
                if (Game.Stations[i].StopMode == StationStopMode.AllStop | Game.Stations[i].StopMode == StationStopMode.PlayerStop & Game.Stations[i].Stops.Length != 0)
                {
                    if (f == false)
                    {
                        os = i;
                        f  = true;
                    }
                }
            }
            if (PlayerFirstStationIndex == -1)
            {
                PlayerFirstStationIndex = os;
            }
            {
                int s = Game.GetStopIndex(PlayerFirstStationIndex, TrainManager.PlayerTrain.Cars.Length);
                if (s >= 0)
                {
                    PlayerFirstStationPosition = Game.Stations[PlayerFirstStationIndex].Stops[s].TrackPosition;

                    double TrainLength = 0.0;
                    for (int c = 0; c < TrainManager.Trains[TrainManager.PlayerTrain.TrainIndex].Cars.Length; c++)
                    {
                        TrainLength += TrainManager.Trains[TrainManager.PlayerTrain.TrainIndex].Cars[c].Length;
                    }

                    for (int j = 0; j < Game.BufferTrackPositions.Length; j++)
                    {
                        if (PlayerFirstStationPosition > Game.BufferTrackPositions[j] && PlayerFirstStationPosition - TrainLength < Game.BufferTrackPositions[j])
                        {
                            /*
                             * HACK: The initial start position for the player train is stuck on a set of buffers
                             * This means we have to make some one the fly adjustments to the first station stop position
                             */

                            //Set the start position to be the buffer position plus the train length plus 1m
                            PlayerFirstStationPosition = Game.BufferTrackPositions[j] + TrainLength + 1;
                            //Update the station stop location
                            if (s >= 0)
                            {
                                Game.Stations[PlayerFirstStationIndex].Stops[s].TrackPosition = PlayerFirstStationPosition;
                            }
                            else
                            {
                                Game.Stations[PlayerFirstStationIndex].DefaultTrackPosition = PlayerFirstStationPosition;
                            }
                            break;
                        }
                    }
                }
                else
                {
                    PlayerFirstStationPosition = Game.Stations[PlayerFirstStationIndex].DefaultTrackPosition;
                }
                if (Game.InitialStationTime != -1)
                {
                    Game.SecondsSinceMidnight = Game.InitialStationTime;
                    Game.StartupTime          = Game.InitialStationTime;
                }
                else
                {
                    if (Game.Stations[PlayerFirstStationIndex].ArrivalTime < 0.0)
                    {
                        if (Game.Stations[PlayerFirstStationIndex].DepartureTime < 0.0)
                        {
                            Game.SecondsSinceMidnight = 0.0;
                            Game.StartupTime          = 0.0;
                        }
                        else
                        {
                            Game.SecondsSinceMidnight = Game.Stations[PlayerFirstStationIndex].DepartureTime -
                                                        Game.Stations[PlayerFirstStationIndex].StopTime;
                            Game.StartupTime = Game.Stations[PlayerFirstStationIndex].DepartureTime -
                                               Game.Stations[PlayerFirstStationIndex].StopTime;
                        }
                    }
                    else
                    {
                        Game.SecondsSinceMidnight = Game.Stations[PlayerFirstStationIndex].ArrivalTime;
                        Game.StartupTime          = Game.Stations[PlayerFirstStationIndex].ArrivalTime;
                    }
                }
            }
            int    OtherFirstStationIndex    = -1;
            double OtherFirstStationPosition = 0.0;
            double OtherFirstStationTime     = 0.0;

            for (int i = 0; i < Game.Stations.Length; i++)
            {
                if (Game.Stations[i].StopMode == StationStopMode.AllStop | Game.Stations[i].StopMode == StationStopMode.PlayerPass & Game.Stations[i].Stops.Length != 0)
                {
                    OtherFirstStationIndex = i;
                    int s = Game.GetStopIndex(i, TrainManager.PlayerTrain.Cars.Length);
                    if (s >= 0)
                    {
                        OtherFirstStationPosition = Game.Stations[i].Stops[s].TrackPosition;
                    }
                    else
                    {
                        OtherFirstStationPosition = Game.Stations[i].DefaultTrackPosition;
                    }
                    if (Game.Stations[i].ArrivalTime < 0.0)
                    {
                        if (Game.Stations[i].DepartureTime < 0.0)
                        {
                            OtherFirstStationTime = 0.0;
                        }
                        else
                        {
                            OtherFirstStationTime = Game.Stations[i].DepartureTime - Game.Stations[i].StopTime;
                        }
                    }
                    else
                    {
                        OtherFirstStationTime = Game.Stations[i].ArrivalTime;
                    }
                    break;
                }
            }
            if (Game.PrecedingTrainTimeDeltas.Length != 0)
            {
                OtherFirstStationTime -= Game.PrecedingTrainTimeDeltas[Game.PrecedingTrainTimeDeltas.Length - 1];
                if (OtherFirstStationTime < Game.SecondsSinceMidnight)
                {
                    Game.SecondsSinceMidnight = OtherFirstStationTime;
                }
            }
            // initialize trains
            for (int i = 0; i < TrainManager.Trains.Length; i++)
            {
                TrainManager.Trains[i].Initialize();
                int s = i == TrainManager.PlayerTrain.TrainIndex ? PlayerFirstStationIndex : OtherFirstStationIndex;
                if (s >= 0)
                {
                    if (Game.Stations[s].OpenLeftDoors)
                    {
                        for (int j = 0; j < TrainManager.Trains[i].Cars.Length; j++)
                        {
                            TrainManager.Trains[i].Cars[j].Doors[0].AnticipatedOpen = true;
                        }
                    }
                    if (Game.Stations[s].OpenRightDoors)
                    {
                        for (int j = 0; j < TrainManager.Trains[i].Cars.Length; j++)
                        {
                            TrainManager.Trains[i].Cars[j].Doors[1].AnticipatedOpen = true;
                        }
                    }
                }
                if (Game.Sections.Length != 0)
                {
                    Game.Sections[0].Enter(TrainManager.Trains[i]);
                }
                for (int j = 0; j < TrainManager.Trains[i].Cars.Length; j++)
                {
                    double length = TrainManager.Trains[i].Cars[0].Length;
                    TrainManager.Trains[i].Cars[j].Move(-length, 0.01);
                    TrainManager.Trains[i].Cars[j].Move(length, 0.01);
                }
            }
            // score
            Game.CurrentScore.ArrivalStation   = PlayerFirstStationIndex + 1;
            Game.CurrentScore.DepartureStation = PlayerFirstStationIndex;
            Game.CurrentScore.Maximum          = 0;
            for (int i = 0; i < Game.Stations.Length; i++)
            {
                if (i != PlayerFirstStationIndex & Game.PlayerStopsAtStation(i))
                {
                    if (i == 0 || Game.Stations[i - 1].Type != StationType.ChangeEnds)
                    {
                        Game.CurrentScore.Maximum += Game.ScoreValueStationArrival;
                    }
                }
            }
            if (Game.CurrentScore.Maximum <= 0)
            {
                Game.CurrentScore.Maximum = Game.ScoreValueStationArrival;
            }
            // signals
            if (Game.Sections.Length > 0)
            {
                Game.UpdateSection(Game.Sections.Length - 1);
            }
            // move train in position
            for (int i = 0; i < TrainManager.Trains.Length; i++)
            {
                double p;
                if (i == TrainManager.PlayerTrain.TrainIndex)
                {
                    p = PlayerFirstStationPosition;
                }
                else if (TrainManager.Trains[i].State == TrainManager.TrainState.Bogus)
                {
                    p = Game.BogusPretrainInstructions[0].TrackPosition;
                    TrainManager.Trains[i].AI = new Game.BogusPretrainAI(TrainManager.Trains[i]);
                }
                else
                {
                    p = OtherFirstStationPosition;
                }
                for (int j = 0; j < TrainManager.Trains[i].Cars.Length; j++)
                {
                    TrainManager.Trains[i].Cars[j].Move(p, 0.01);
                }
            }
            // timetable
            if (Timetable.DefaultTimetableDescription.Length == 0)
            {
                Timetable.DefaultTimetableDescription = Game.LogTrainName;
            }

            // initialize camera
            if (World.CameraRestriction == World.CameraRestrictionMode.NotAvailable)
            {
                World.CameraMode = World.CameraViewMode.InteriorLookAhead;
            }
            //Place the initial camera in the driver car
            TrainManager.PlayerTrain.Cars[TrainManager.PlayerTrain.DriverCar].UpdateCamera();
            World.CameraTrackFollower.Update(-1.0, true, false);
            ObjectManager.UpdateVisibility(World.CameraTrackFollower.TrackPosition + World.CameraCurrentAlignment.Position.Z);
            World.CameraSavedExterior = new World.CameraAlignment(new OpenBveApi.Math.Vector3(-2.5, 1.5, -15.0), 0.3, -0.2, 0.0, PlayerFirstStationPosition, 1.0);
            World.CameraSavedTrack    = new World.CameraAlignment(new OpenBveApi.Math.Vector3(-3.0, 2.5, 0.0), 0.3, 0.0, 0.0, TrainManager.PlayerTrain.Cars[0].FrontAxle.Follower.TrackPosition - 10.0, 1.0);
            // signalling sections
            for (int i = 0; i < TrainManager.Trains.Length; i++)
            {
                int s = TrainManager.Trains[i].CurrentSectionIndex;
                Game.Sections[s].Enter(TrainManager.Trains[i]);
            }
            if (Game.Sections.Length > 0)
            {
                Game.UpdateSection(Game.Sections.Length - 1);
            }
            // fast-forward until start time
            {
                Game.MinimalisticSimulation = true;
                const double w = 0.25;
                double       u = Game.StartupTime - Game.SecondsSinceMidnight;
                if (u > 0)
                {
                    while (true)
                    {
                        double v = u < w ? u : w; u -= v;
                        Game.SecondsSinceMidnight += v;
                        TrainManager.UpdateTrains(v);
                        if (u <= 0.0)
                        {
                            break;
                        }
                        TotalTimeElapsedForSectionUpdate += v;
                        if (TotalTimeElapsedForSectionUpdate >= 1.0)
                        {
                            if (Game.Sections.Length > 0)
                            {
                                Game.UpdateSection(Game.Sections.Length - 1);
                            }
                            TotalTimeElapsedForSectionUpdate = 0.0;
                        }
                    }
                }
                Game.MinimalisticSimulation = false;
            }
            // animated objects
            ObjectManager.UpdateAnimatedWorldObjects(0.0, true);
            TrainManager.UpdateTrainObjects(0.0, true);
            //HACK: This function calls a single update on all objects attached to the player's train
            //      but ignores any specified damping so that all needles etc. are in the correct place
            //      for the first frame, rather than spinning wildly to get to the starting point.
            TrainManager.PlayerTrain.UpdateCabObjects();
            // timetable
            if (TrainManager.PlayerTrain.Station >= 0)
            {
                Timetable.UpdateCustomTimetable(Game.Stations[TrainManager.PlayerTrain.Station].TimetableDaytimeTexture, Game.Stations[TrainManager.PlayerTrain.Station].TimetableNighttimeTexture);
                if (Timetable.CustomObjectsUsed != 0 & Timetable.CustomTimetableAvailable && Interface.CurrentOptions.TimeTableStyle != Interface.TimeTableMode.AutoGenerated && Interface.CurrentOptions.TimeTableStyle != Interface.TimeTableMode.None)
                {
                    Timetable.CurrentTimetable = Timetable.TimetableState.Custom;
                }
            }
            //Create AI driver for the player train if specified via the commmand line
            if (Game.InitialAIDriver == true)
            {
                TrainManager.PlayerTrain.AI = new Game.SimpleHumanDriverAI(TrainManager.PlayerTrain);
                if (TrainManager.PlayerTrain.Plugin != null && !TrainManager.PlayerTrain.Plugin.SupportsAI)
                {
                    Game.AddMessage(Interface.GetInterfaceString("notification_aiunable"), MessageManager.MessageDependency.None, Interface.GameMode.Expert,
                                    OpenBveApi.Colors.MessageColor.White, Game.SecondsSinceMidnight + 10.0, null);
                }
            }

            // warnings / errors
            if (Interface.MessageCount != 0)
            {
                int filesNotFound = 0;
                int errors        = 0;
                int warnings      = 0;
                for (int i = 0; i < Interface.MessageCount; i++)
                {
                    if (Interface.Messages[i].FileNotFound)
                    {
                        filesNotFound++;
                    }
                    else if (Interface.Messages[i].Type == Interface.MessageType.Error)
                    {
                        errors++;
                    }
                    else if (Interface.Messages[i].Type == Interface.MessageType.Warning)
                    {
                        warnings++;
                    }
                }
                string NotFound = null;
                string Messages = null;
                if (filesNotFound != 0)
                {
                    NotFound = filesNotFound.ToString() + " file(s) not found";
                    Game.AddMessage(NotFound, MessageManager.MessageDependency.None, Interface.GameMode.Expert, MessageColor.Magenta, Game.SecondsSinceMidnight + 10.0, null);
                }
                if (errors != 0 & warnings != 0)
                {
                    Messages = errors.ToString() + " error(s), " + warnings.ToString() + " warning(s)";
                    Game.AddMessage(Messages, MessageManager.MessageDependency.None, Interface.GameMode.Expert, MessageColor.Magenta, Game.SecondsSinceMidnight + 10.0, null);
                }
                else if (errors != 0)
                {
                    Messages = errors.ToString() + " error(s)";
                    Game.AddMessage(Messages, MessageManager.MessageDependency.None, Interface.GameMode.Expert, MessageColor.Magenta, Game.SecondsSinceMidnight + 10.0, null);
                }
                else
                {
                    Messages = warnings.ToString() + " warning(s)";
                    Game.AddMessage(Messages, MessageManager.MessageDependency.None, Interface.GameMode.Expert, MessageColor.Magenta, Game.SecondsSinceMidnight + 10.0, null);
                }
                Game.RouteInformation.FilesNotFound     = NotFound;
                Game.RouteInformation.ErrorsAndWarnings = Messages;
                //Print the plugin error encountered (If any) for 10s
                //This must be done after the simulation has init, as otherwise the timeout doesn't work
                if (Loading.PluginError != null)
                {
                    Game.AddMessage(Loading.PluginError, MessageManager.MessageDependency.None, Interface.GameMode.Expert, OpenBveApi.Colors.MessageColor.Red, Game.SecondsSinceMidnight + 5.0, null);
                    Game.AddMessage(Interface.GetInterfaceString("errors_plugin_failure2"), MessageManager.MessageDependency.None, Interface.GameMode.Expert, OpenBveApi.Colors.MessageColor.Red, Game.SecondsSinceMidnight + 5.0, null);
                }
            }
            loadComplete          = true;
            RenderRealTimeElapsed = 0.0;
            RenderTimeElapsed     = 0.0;
            World.InitializeCameraRestriction();
            Loading.SimulationSetup = true;
            switch (Game.InitialViewpoint)
            {
            case 1:
                //Switch camera to exterior
                MainLoop.SaveCameraSettings();
                World.CameraMode = World.CameraViewMode.Exterior;
                MainLoop.RestoreCameraSettings();
                for (int j = 0; j < TrainManager.PlayerTrain.Cars.Length; j++)
                {
                    TrainManager.PlayerTrain.Cars[j].ChangeCarSection(TrainManager.CarSectionType.Exterior);
                }
                //Make bogies visible
                for (int j = 0; j < TrainManager.PlayerTrain.Cars.Length; j++)
                {
                    TrainManager.PlayerTrain.Cars[j].FrontBogie.ChangeSection(0);
                    TrainManager.PlayerTrain.Cars[j].RearBogie.ChangeSection(0);
                }
                World.CameraAlignmentDirection = new World.CameraAlignment();
                World.CameraAlignmentSpeed     = new World.CameraAlignment();
                MainLoop.UpdateViewport(MainLoop.ViewPortChangeMode.NoChange);
                World.UpdateAbsoluteCamera(0.0);
                World.UpdateViewingDistances();
                break;

            case 2:
                //Switch camera to track
                MainLoop.SaveCameraSettings();
                World.CameraMode = World.CameraViewMode.Track;
                MainLoop.RestoreCameraSettings();
                for (int j = 0; j < TrainManager.PlayerTrain.Cars.Length; j++)
                {
                    TrainManager.PlayerTrain.Cars[j].ChangeCarSection(TrainManager.CarSectionType.Exterior);
                }

                for (int j = 0; j < TrainManager.PlayerTrain.Cars.Length; j++)
                {
                    TrainManager.PlayerTrain.Cars[j].FrontBogie.ChangeSection(0);
                    TrainManager.PlayerTrain.Cars[j].RearBogie.ChangeSection(0);
                }

                World.CameraAlignmentDirection = new World.CameraAlignment();
                World.CameraAlignmentSpeed     = new World.CameraAlignment();
                MainLoop.UpdateViewport(MainLoop.ViewPortChangeMode.NoChange);
                World.UpdateAbsoluteCamera(0.0);
                World.UpdateViewingDistances();
                break;

            case 3:
                //Switch camera to flyby
                MainLoop.SaveCameraSettings();
                World.CameraMode = World.CameraViewMode.FlyBy;
                MainLoop.RestoreCameraSettings();
                for (int j = 0; j < TrainManager.PlayerTrain.Cars.Length; j++)
                {
                    TrainManager.PlayerTrain.Cars[j].ChangeCarSection(TrainManager.CarSectionType.Exterior);
                }

                for (int j = 0; j < TrainManager.PlayerTrain.Cars.Length; j++)
                {
                    TrainManager.PlayerTrain.Cars[j].FrontBogie.ChangeSection(0);
                    TrainManager.PlayerTrain.Cars[j].RearBogie.ChangeSection(0);
                }

                World.CameraAlignmentDirection = new World.CameraAlignment();
                World.CameraAlignmentSpeed     = new World.CameraAlignment();
                MainLoop.UpdateViewport(MainLoop.ViewPortChangeMode.NoChange);
                World.UpdateAbsoluteCamera(0.0);
                World.UpdateViewingDistances();
                break;

            case 4:
                //Switch camera to flyby
                MainLoop.SaveCameraSettings();
                World.CameraMode = World.CameraViewMode.FlyByZooming;
                MainLoop.RestoreCameraSettings();
                for (int j = 0; j < TrainManager.PlayerTrain.Cars.Length; j++)
                {
                    TrainManager.PlayerTrain.Cars[j].ChangeCarSection(TrainManager.CarSectionType.Exterior);
                }

                for (int j = 0; j < TrainManager.PlayerTrain.Cars.Length; j++)
                {
                    TrainManager.PlayerTrain.Cars[j].FrontBogie.ChangeSection(0);
                    TrainManager.PlayerTrain.Cars[j].RearBogie.ChangeSection(0);
                }

                World.CameraAlignmentDirection = new World.CameraAlignment();
                World.CameraAlignmentSpeed     = new World.CameraAlignment();
                MainLoop.UpdateViewport(MainLoop.ViewPortChangeMode.NoChange);
                World.UpdateAbsoluteCamera(0.0);
                World.UpdateViewingDistances();
                break;
            }
        }
Beispiel #8
0
        /// <summary>Changes to or from fullscreen mode.</summary>
        internal static void ToggleFullscreen()
        {
            Fullscreen = !Fullscreen;
            // begin HACK //
            Renderer.ClearDisplayLists();

            GL.Disable(EnableCap.Fog);
            GL.Disable(EnableCap.Lighting);
            Renderer.LightingEnabled = false;
            if (Fullscreen)
            {
                IList <DisplayResolution> resolutions = OpenTK.DisplayDevice.Default.AvailableResolutions;

                for (int i = 0; i < resolutions.Count; i++)
                {
                    //Test each resolution
                    if (resolutions[i].Width == Interface.CurrentOptions.FullscreenWidth &&
                        resolutions[i].Height == Interface.CurrentOptions.FullscreenHeight &&
                        resolutions[i].BitsPerPixel == Interface.CurrentOptions.FullscreenBits)
                    {
                        OpenTK.DisplayDevice.Default.ChangeResolution(resolutions[i]);
                        Program.currentGameWindow.Width  = resolutions[i].Width;
                        Program.currentGameWindow.Height = resolutions[i].Height;
                        Screen.Width  = Interface.CurrentOptions.FullscreenWidth;
                        Screen.Height = Interface.CurrentOptions.FullscreenHeight;
                        Program.currentGameWindow.WindowState = WindowState.Fullscreen;
                        break;
                    }
                }
                System.Threading.Thread.Sleep(20);
                if (Program.currentGameWindow.WindowState != WindowState.Fullscreen)
                {
                    MessageBox.Show(Interface.GetInterfaceString("errors_fullscreen_switch1") + System.Environment.NewLine +
                                    Interface.GetInterfaceString("errors_fullscreen_switch2"), Application.ProductName, MessageBoxButtons.OK, MessageBoxIcon.Hand);
                    Fullscreen = false;
                }
            }
            else
            {
                OpenTK.DisplayDevice.Default.RestoreResolution();
                Program.currentGameWindow.WindowState = WindowState.Normal;
                Program.currentGameWindow.Width       = Interface.CurrentOptions.WindowWidth;
                Program.currentGameWindow.Height      = Interface.CurrentOptions.WindowHeight;

                Screen.Width  = Interface.CurrentOptions.WindowWidth;
                Screen.Height = Interface.CurrentOptions.WindowHeight;
            }
            Renderer.InitializeLighting();
            MainLoop.UpdateViewport(MainLoop.ViewPortChangeMode.NoChange);
            Renderer.InitializeMotionBlur();
            Timetable.CreateTimetable();
            Timetable.UpdateCustomTimetable(null, null);

            World.InitializeCameraRestriction();
            if (Renderer.OptionBackfaceCulling)
            {
                GL.Enable(EnableCap.CullFace);
            }
            else
            {
                GL.Disable(EnableCap.CullFace);
            }
            Renderer.ReAddObjects();
            // end HACK //

            //Reset the camera when switching between fullscreen and windowed mode
            //Otherwise, if the aspect ratio changes distortion will occur until the view is changed or the camera reset
            if (World.CameraMode == World.CameraViewMode.Interior | World.CameraMode == World.CameraViewMode.InteriorLookAhead)
            {
                World.CameraCurrentAlignment.Position = new OpenBveApi.Math.Vector3(0.0, 0.0, 0.0);
            }
            World.CameraCurrentAlignment.Yaw   = 0.0;
            World.CameraCurrentAlignment.Pitch = 0.0;
            World.CameraCurrentAlignment.Roll  = 0.0;
        }
Beispiel #9
0
        /// <summary>Is called once a frame to update the station state for the given train</summary>
        /// <param name="Train">The train</param>
        /// <param name="TimeElapsed">The frame time elapsed</param>
        private static void UpdateTrainStation(Train Train, double TimeElapsed)
        {
            if (Train.Station >= 0)
            {
                int    i = Train.Station;
                int    n = Program.CurrentRoute.Stations[Train.Station].GetStopIndex(Train.NumberOfCars);
                double tf, tb;
                if (n >= 0)
                {
                    double p0 = Train.Cars[0].FrontAxle.Follower.TrackPosition - Train.Cars[0].FrontAxle.Position + 0.5 * Train.Cars[0].Length;
                    double p1 = Program.CurrentRoute.Stations[i].Stops[n].TrackPosition;
                    tf = Program.CurrentRoute.Stations[i].Stops[n].ForwardTolerance;
                    tb = Program.CurrentRoute.Stations[i].Stops[n].BackwardTolerance;
                    Train.StationDistanceToStopPoint = p1 - p0;
                }
                else
                {
                    Train.StationDistanceToStopPoint = 0.0;
                    tf = 5.0;
                    tb = 5.0;
                }
                if (Train.StationState == TrainStopState.Pending)
                {
                    Train.StationDepartureSoundPlayed = false;
                    if (Program.CurrentRoute.Stations[i].StopsHere(Train))
                    {
                        Train.StationDepartureSoundPlayed = false;
                        //Check whether all doors are controlled by the driver
                        if (Train.Specs.DoorOpenMode != DoorMode.Manual)
                        {
                            //Check that we are not moving
                            if (Math.Abs(Train.CurrentSpeed) < 0.1 / 3.6 &
                                Math.Abs(Train.Specs.CurrentAverageAcceleration) < 0.1 / 3.6)
                            {
                                AttemptToOpenDoors(Train, i, tb, tf);
                            }
                        }
                        // detect arrival
                        if (Train.CurrentSpeed > -0.277777777777778 & Train.CurrentSpeed < 0.277777777777778)
                        {
                            bool left, right;
                            if (Program.CurrentRoute.Stations[i].OpenLeftDoors)
                            {
                                left = false;
                                for (int j = 0; j < Train.Cars.Length; j++)
                                {
                                    if (Train.Cars[j].Doors[0].AnticipatedOpen)
                                    {
                                        left = true; break;
                                    }
                                }
                            }
                            else
                            {
                                left = true;
                            }
                            if (Program.CurrentRoute.Stations[i].OpenRightDoors)
                            {
                                right = false;
                                for (int j = 0; j < Train.Cars.Length; j++)
                                {
                                    if (Train.Cars[j].Doors[1].AnticipatedOpen)
                                    {
                                        right = true; break;
                                    }
                                }
                            }
                            else
                            {
                                right = true;
                            }
                            if (left & right)
                            {
                                // arrival
                                Train.StationState = TrainStopState.Boarding;
                                Train.SafetySystems.StationAdjust.Lit = false;
                                Train.Specs.DoorClosureAttempted      = false;
                                Train.SafetySystems.PassAlarm.Halt();
                                SoundBuffer buffer = (SoundBuffer)Program.CurrentRoute.Stations[i].ArrivalSoundBuffer;
                                if (buffer != null)
                                {
                                    OpenBveApi.Math.Vector3 pos = Program.CurrentRoute.Stations[i].SoundOrigin;
                                    Program.Sounds.PlaySound(buffer, 1.0, 1.0, pos, false);
                                }
                                Train.StationArrivalTime   = Program.CurrentRoute.SecondsSinceMidnight;
                                Train.StationDepartureTime = Program.CurrentRoute.Stations[i].DepartureTime - Train.TimetableDelta;
                                if (Train.StationDepartureTime - Program.CurrentRoute.SecondsSinceMidnight < Program.CurrentRoute.Stations[i].StopTime)
                                {
                                    Train.StationDepartureTime = Program.CurrentRoute.SecondsSinceMidnight + Program.CurrentRoute.Stations[i].StopTime;
                                }
                                Train.Passengers.PassengerRatio = Program.CurrentRoute.Stations[i].PassengerRatio;
                                UpdateTrainMassFromPassengerRatio(Train);
                                if (Train.IsPlayerTrain)
                                {
                                    double early = 0.0;
                                    if (Program.CurrentRoute.Stations[i].ArrivalTime >= 0.0)
                                    {
                                        early = (Program.CurrentRoute.Stations[i].ArrivalTime - Train.TimetableDelta) - Train.StationArrivalTime;
                                    }
                                    string s;
                                    if (early < -1.0)
                                    {
                                        s = Translations.GetInterfaceString("message_station_arrival_late");
                                    }
                                    else if (early > 1.0)
                                    {
                                        s = Translations.GetInterfaceString("message_station_arrival_early");
                                    }
                                    else
                                    {
                                        s = Translations.GetInterfaceString("message_station_arrival");
                                    }
                                    System.Globalization.CultureInfo Culture = System.Globalization.CultureInfo.InvariantCulture;
                                    TimeSpan a = TimeSpan.FromSeconds(Math.Abs(early));
                                    string   b = a.Hours.ToString("00", Culture) + ":" + a.Minutes.ToString("00", Culture) + ":" + a.Seconds.ToString("00", Culture);
                                    if (Train.StationDistanceToStopPoint < -0.1)
                                    {
                                        s += Translations.GetInterfaceString("message_delimiter") + Translations.GetInterfaceString("message_station_overrun");
                                    }
                                    else if (Train.StationDistanceToStopPoint > 0.1)
                                    {
                                        s += Translations.GetInterfaceString("message_delimiter") + Translations.GetInterfaceString("message_station_underrun");
                                    }
                                    double d = Math.Abs(Train.StationDistanceToStopPoint);
                                    string c = d.ToString("0.0", Culture);
                                    if (Program.CurrentRoute.Stations[i].Type == StationType.Terminal)
                                    {
                                        s += Translations.GetInterfaceString("message_delimiter") + Translations.GetInterfaceString("message_station_terminal");
                                    }
                                    s = s.Replace("[name]", Program.CurrentRoute.Stations[i].Name);
                                    s = s.Replace("[time]", b);
                                    s = s.Replace("[difference]", c);
                                    MessageManager.AddMessage(s, MessageDependency.StationArrival, GameMode.Normal, MessageColor.White, Program.CurrentRoute.SecondsSinceMidnight + 10.0, null);
                                    if (Program.CurrentRoute.Stations[i].Type == StationType.Normal)
                                    {
                                        s = Translations.GetInterfaceString("message_station_deadline");
                                        MessageManager.AddMessage(s, MessageDependency.StationDeparture, GameMode.Normal, MessageColor.White, double.PositiveInfinity, null);
                                    }
                                    Timetable.UpdateCustomTimetable(Program.CurrentRoute.Stations[i].TimetableDaytimeTexture, Program.CurrentRoute.Stations[i].TimetableNighttimeTexture);
                                }
                                // schedule door locks (passengers stuck between the doors)
                                for (int j = 0; j < Train.Cars.Length; j++)
                                {
                                    for (int k = 0; k < Train.Cars[j].Doors.Length; k++)
                                    {
                                        Train.Cars[j].Doors[k].DoorLockDuration = 0.0;
                                        if (Program.CurrentRoute.Stations[i].OpenLeftDoors & Train.Cars[j].Doors[k].Direction == -1 | Program.CurrentRoute.Stations[i].OpenRightDoors & Train.Cars[j].Doors[k].Direction == 1)
                                        {
                                            double p = 0.005 * Program.CurrentRoute.Stations[i].PassengerRatio * Program.CurrentRoute.Stations[i].PassengerRatio * Program.CurrentRoute.Stations[i].PassengerRatio * Program.CurrentRoute.Stations[i].PassengerRatio;
                                            if (Program.RandomNumberGenerator.NextDouble() < p)
                                            {
                                                /*
                                                 * -- door lock at state --
                                                 * minimum: 0.2 (nearly closed)
                                                 * maximum: 0.8 (nearly opened)
                                                 * */
                                                Train.Cars[j].Doors[k].DoorLockState = 0.2 + 0.6 * Program.RandomNumberGenerator.NextDouble();

                                                /* -- waiting time --
                                                 * minimum: 2.9 s
                                                 * maximum: 40.0 s
                                                 * average: 7.6 s
                                                 * */
                                                p = Program.RandomNumberGenerator.NextDouble();
                                                Train.Cars[j].Doors[k].DoorLockDuration = (50.0 - 10.0 * p) / (17.0 - 16.0 * p);
                                            }
                                        }
                                    }
                                }
                            }
                            else
                            {
                                if (Train.SafetySystems.StationAdjust != null)
                                {
                                    Train.SafetySystems.StationAdjust.Update(tb, tf);
                                }
                            }
                        }
                    }
                }
                else if (Train.StationState == TrainStopState.Boarding)
                {
                    for (int j = 0; j < Train.Cars.Length; j++)
                    {
                        if (GetDoorsState(Train, j, Program.CurrentRoute.Stations[i].OpenLeftDoors, Program.CurrentRoute.Stations[i].OpenRightDoors) == (TrainDoorState.Opened | TrainDoorState.AllOpened))
                        {
                            //Check whether all doors are controlled by the driver, and whether this is a non-standard station type
                            //e.g. Change ends
                            if (Train.Specs.DoorCloseMode != DoorMode.Manual & Program.CurrentRoute.Stations[i].Type == StationType.Normal)
                            {
                                AttemptToCloseDoors(Train);

                                if (Train.Specs.DoorClosureAttempted)
                                {
                                    if (Program.CurrentRoute.Stations[i].OpenLeftDoors && !Train.Cars[j].Doors[0].AnticipatedReopen && Program.RandomNumberGenerator.NextDouble() < Program.CurrentRoute.Stations[i].ReopenDoor)
                                    {
                                        Train.Cars[j].Doors[0].ReopenLimit           = Program.RandomNumberGenerator.Next(1, Program.CurrentRoute.Stations[i].ReopenStationLimit);
                                        Train.Cars[j].Doors[0].ReopenCounter         = 0;
                                        Train.Cars[j].Doors[0].InterferingObjectRate = Program.RandomNumberGenerator.Next(1, Program.CurrentRoute.Stations[i].MaxInterferingObjectRate) * 0.01;
                                        if (Train.Cars[j].Doors[0].InterferingObjectRate * Train.Cars[j].Doors[0].Width >= Train.Cars[j].Doors[0].MaxTolerance)
                                        {
                                            Train.Cars[j].Doors[0].AnticipatedReopen = true;
                                        }
                                    }
                                    if (Program.CurrentRoute.Stations[i].OpenRightDoors && !Train.Cars[j].Doors[1].AnticipatedReopen && Program.RandomNumberGenerator.NextDouble() < Program.CurrentRoute.Stations[i].ReopenDoor)
                                    {
                                        Train.Cars[j].Doors[1].ReopenLimit           = Program.RandomNumberGenerator.Next(1, Program.CurrentRoute.Stations[i].ReopenStationLimit);
                                        Train.Cars[j].Doors[1].ReopenCounter         = 0;
                                        Train.Cars[j].Doors[1].InterferingObjectRate = Program.RandomNumberGenerator.Next(1, Program.CurrentRoute.Stations[i].MaxInterferingObjectRate) * 0.01;
                                        if (Train.Cars[j].Doors[1].InterferingObjectRate * Train.Cars[j].Doors[1].Width >= Train.Cars[j].Doors[1].MaxTolerance)
                                        {
                                            Train.Cars[j].Doors[1].AnticipatedReopen = true;
                                        }
                                    }
                                }
                            }
                        }
                    }
                    // detect departure
                    bool left, right;
                    if (!Program.CurrentRoute.Stations[i].OpenLeftDoors & !Program.CurrentRoute.Stations[i].OpenRightDoors)
                    {
                        left  = true;
                        right = true;
                    }
                    else
                    {
                        if (Program.CurrentRoute.Stations[i].OpenLeftDoors)
                        {
                            left = false;
                            for (int j = 0; j < Train.Cars.Length; j++)
                            {
                                for (int k = 0; k < Train.Cars[j].Doors.Length; k++)
                                {
                                    if (Train.Cars[j].Doors[k].State != 0.0)
                                    {
                                        left = true; break;
                                    }
                                }
                                if (left)
                                {
                                    break;
                                }
                            }
                        }
                        else
                        {
                            left = false;
                        }
                        if (Program.CurrentRoute.Stations[i].OpenRightDoors)
                        {
                            right = false;
                            for (int j = 0; j < Train.Cars.Length; j++)
                            {
                                for (int k = 0; k < Train.Cars[j].Doors.Length; k++)
                                {
                                    if (Train.Cars[j].Doors[k].State != 0.0)
                                    {
                                        right = true; break;
                                    }
                                }
                                if (right)
                                {
                                    break;
                                }
                            }
                        }
                        else
                        {
                            right = false;
                        }
                    }
                    // departure sound
                    if (!Train.StationDepartureSoundPlayed)
                    {
                        SoundBuffer buffer = (SoundBuffer)Program.CurrentRoute.Stations[i].DepartureSoundBuffer;
                        if (buffer != null)
                        {
                            double dur = Program.Sounds.GetDuration(buffer);
                            if (Program.CurrentRoute.SecondsSinceMidnight >= Train.StationDepartureTime - dur)
                            {
                                Program.Sounds.PlaySound(buffer, 1.0, 1.0, Program.CurrentRoute.Stations[i].SoundOrigin, false);
                                Train.StationDepartureSoundPlayed = true;
                            }
                        }
                    }
                    for (int j = 0; j < Train.Cars.Length; j++)
                    {
                        if (Train.Cars[j].Doors[0].AnticipatedReopen && Train.Cars[j].Doors[0].State == Train.Cars[j].Doors[0].InterferingObjectRate)
                        {
                            if (Train.Cars[j].Doors[0].NextReopenTime == 0.0)
                            {
                                Train.Cars[j].Doors[0].NextReopenTime = Program.CurrentRoute.SecondsSinceMidnight + Program.CurrentRoute.Stations[i].InterferenceInDoor;
                            }
                            else if (Train.Cars[j].Doors[0].ReopenCounter < Train.Cars[j].Doors[0].ReopenLimit)
                            {
                                if (Program.CurrentRoute.SecondsSinceMidnight >= Train.Cars[j].Doors[0].NextReopenTime)
                                {
                                    OpenTrainDoors(Train, j, true, false);
                                }
                            }
                            else
                            {
                                Train.Cars[j].Doors[0].AnticipatedReopen = false;
                            }
                        }
                        if (Train.Cars[j].Doors[1].AnticipatedReopen && Train.Cars[j].Doors[1].State == Train.Cars[j].Doors[1].InterferingObjectRate)
                        {
                            if (Train.Cars[j].Doors[1].NextReopenTime == 0.0)
                            {
                                Train.Cars[j].Doors[1].NextReopenTime = Program.CurrentRoute.SecondsSinceMidnight + Program.CurrentRoute.Stations[i].InterferenceInDoor;
                            }
                            else if (Train.Cars[j].Doors[1].ReopenCounter < Train.Cars[j].Doors[1].ReopenLimit)
                            {
                                if (Program.CurrentRoute.SecondsSinceMidnight >= Train.Cars[j].Doors[1].NextReopenTime)
                                {
                                    OpenTrainDoors(Train, j, false, true);
                                }
                            }
                            else
                            {
                                Train.Cars[j].Doors[1].AnticipatedReopen = false;
                            }
                        }
                    }
                    TrainDoorState doorState = GetDoorsState(Train, Program.CurrentRoute.Stations[i].OpenLeftDoors, Program.CurrentRoute.Stations[i].OpenRightDoors);
                    if (left | right)
                    {
                        /*
                         * Assume that passengers only board at a scheduled stop
                         * If the player has opened the doors somewhere else (lineside?)
                         * then passengers should not be boarding
                         */
                        if (doorState != TrainDoorState.AllClosed && Interface.CurrentOptions.LoadingSway)
                        {
                            // passengers boarding
                            for (int j = 0; j < Train.Cars.Length; j++)
                            {
                                if (!Train.Cars[j].EnableLoadingSway)
                                {
                                    continue;
                                }
                                double r = 2.0 * Program.CurrentRoute.Stations[i].PassengerRatio * TimeElapsed;
                                if (r >= Program.RandomNumberGenerator.NextDouble())
                                {
                                    int d =
                                        (int)Math.Floor(Program.RandomNumberGenerator.NextDouble() * (double)Train.Cars[j].Doors.Length);
                                    if (Train.Cars[j].Doors[d].State == 1.0)
                                    {
                                        Train.Cars[j].Specs.CurrentRollShakeDirection += (double)Train.Cars[j].Doors[d].Direction;
                                    }
                                }
                            }
                        }
                    }
                    if (Train.Specs.DoorCloseMode == DoorMode.Manual || doorState == TrainDoorState.None || doorState == (TrainDoorState.Closed | TrainDoorState.AllClosed) || (Program.CurrentRoute.Stations[Train.Station].Type == StationType.ChangeEnds || Program.CurrentRoute.Stations[Train.Station].Type == StationType.Jump))
                    {
                        if (left | right)
                        {
                            // departure message
                            if (Program.CurrentRoute.SecondsSinceMidnight > Train.StationDepartureTime && (Program.CurrentRoute.Stations[i].Type != StationType.Terminal || Train != PlayerTrain))
                            {
                                Train.StationState = TrainStopState.Completed;
                                switch (Program.CurrentRoute.Stations[i].Type)
                                {
                                case StationType.Normal:
                                    if (!Train.IsPlayerTrain)
                                    {
                                        break;                                                 // Only trigger messages for the player train
                                    }
                                    if (!Program.CurrentRoute.Stations[i].OpenLeftDoors & !Program.CurrentRoute.Stations[i].OpenRightDoors | Train.Specs.DoorCloseMode != DoorMode.Manual)
                                    {
                                        MessageManager.AddMessage(Translations.GetInterfaceString("message_station_depart"), MessageDependency.None, GameMode.Normal, MessageColor.White, Program.CurrentRoute.SecondsSinceMidnight + 5.0, null);
                                    }
                                    else
                                    {
                                        MessageManager.AddMessage(Translations.GetInterfaceString("message_station_depart_closedoors"), MessageDependency.None, GameMode.Normal, MessageColor.White, Program.CurrentRoute.SecondsSinceMidnight + 5.0, null);
                                    }
                                    break;

                                case StationType.ChangeEnds:
                                    // Change ends always jumps to the NEXT station
                                    JumpTrain(Train, i + 1);
                                    break;

                                case StationType.Jump:
                                    // Jumps to an arbritrary station as defined in the routefile
                                    JumpTrain(Train, Program.CurrentRoute.Stations[i].JumpIndex);
                                    break;
                                }
                            }
                        }
                        else
                        {
                            Train.StationState = TrainStopState.Completed;
                            if (Train.IsPlayerTrain & Program.CurrentRoute.Stations[i].Type == StationType.Normal)
                            {
                                MessageManager.AddMessage(Translations.GetInterfaceString("message_station_depart"), MessageDependency.None, GameMode.Normal, MessageColor.White, Program.CurrentRoute.SecondsSinceMidnight + 5.0, null);
                            }
                        }
                    }
                }
            }
            else
            {
                if (Train.StationState != TrainStopState.Jumping)
                {
                    Train.StationState = TrainStopState.Pending;
                }
            }
            // automatically close doors
            if (Train.Specs.DoorCloseMode != DoorMode.Manual & !Train.Specs.DoorClosureAttempted)
            {
                if (Train.Station == -1 | Train.StationState == TrainStopState.Completed)
                {
                    if ((GetDoorsState(Train, true, true) & TrainDoorState.AllClosed) == 0)
                    {
                        CloseTrainDoors(Train, true, true);
                        Train.Specs.DoorClosureAttempted = true;
                    }
                }
            }
        }
Beispiel #10
0
        /// <summary>Is called once a frame to update the station state for the given train</summary>
        /// <param name="Train">The train</param>
        /// <param name="TimeElapsed">The frame time elapsed</param>
        private static void UpdateTrainStation(Train Train, double TimeElapsed)
        {
            if (Train.Station >= 0)
            {
                int    i = Train.Station;
                int    n = Game.GetStopIndex(Train.Station, Train.Cars.Length);
                double tf, tb;
                if (n >= 0)
                {
                    double p0 = Train.Cars[0].FrontAxle.Follower.TrackPosition - Train.Cars[0].FrontAxle.Position + 0.5 * Train.Cars[0].Length;
                    double p1 = Game.Stations[i].Stops[n].TrackPosition;
                    tf = Game.Stations[i].Stops[n].ForwardTolerance;
                    tb = Game.Stations[i].Stops[n].BackwardTolerance;
                    Train.StationDistanceToStopPoint = p1 - p0;
                }
                else
                {
                    Train.StationDistanceToStopPoint = 0.0;
                    tf = 5.0;
                    tb = 5.0;
                }
                if (Train.StationState == TrainStopState.Pending)
                {
                    Train.StationDepartureSoundPlayed = false;
                    if (Game.StopsAtStation(i, Train))
                    {
                        Train.StationDepartureSoundPlayed = false;
                        //Check whether all doors are controlled by the driver
                        if (Train.Specs.DoorOpenMode != DoorMode.Manual)
                        {
                            //Check that we are not moving
                            if (Math.Abs(Train.Specs.CurrentAverageSpeed) < 0.1 / 3.6 &
                                Math.Abs(Train.Specs.CurrentAverageAcceleration) < 0.1 / 3.6)
                            {
                                //Check the interlock state for the doors
                                switch (Train.Specs.DoorInterlockState)
                                {
                                case DoorInterlockStates.Unlocked:
                                    if (Game.Stations[i].OpenLeftDoors || Game.Stations[i].OpenRightDoors)
                                    {
                                        AttemptToOpenDoors(Train, i, tb, tf);
                                    }
                                    break;

                                case DoorInterlockStates.Left:
                                    if (Game.Stations[i].OpenLeftDoors && !Game.Stations[i].OpenRightDoors)
                                    {
                                        AttemptToOpenDoors(Train, i, tb, tf);
                                    }
                                    break;

                                case DoorInterlockStates.Right:
                                    if (!Game.Stations[i].OpenLeftDoors && Game.Stations[i].OpenRightDoors)
                                    {
                                        AttemptToOpenDoors(Train, i, tb, tf);
                                    }
                                    break;

                                case DoorInterlockStates.Locked:
                                    //All doors are currently locked, do nothing
                                    break;
                                }
                            }
                        }
                        // detect arrival
                        if (Train.Specs.CurrentAverageSpeed > -0.277777777777778 & Train.Specs.CurrentAverageSpeed < 0.277777777777778)
                        {
                            bool left, right;
                            if (Game.Stations[i].OpenLeftDoors)
                            {
                                left = false;
                                for (int j = 0; j < Train.Cars.Length; j++)
                                {
                                    if (Train.Cars[j].Specs.AnticipatedLeftDoorsOpened)
                                    {
                                        left = true; break;
                                    }
                                }
                            }
                            else
                            {
                                left = true;
                            }
                            if (Game.Stations[i].OpenRightDoors)
                            {
                                right = false;
                                for (int j = 0; j < Train.Cars.Length; j++)
                                {
                                    if (Train.Cars[j].Specs.AnticipatedRightDoorsOpened)
                                    {
                                        right = true; break;
                                    }
                                }
                            }
                            else
                            {
                                right = true;
                            }
                            if (left & right)
                            {
                                // arrival
                                Train.StationState  = TrainStopState.Boarding;
                                Train.StationAdjust = false;
                                Train.Specs.DoorClosureAttempted = false;
                                Sounds.StopSound(Train.Cars[Train.DriverCar].Sounds.Halt.Source);
                                Sounds.SoundBuffer buffer = Game.Stations[i].ArrivalSoundBuffer;
                                if (buffer != null)
                                {
                                    OpenBveApi.Math.Vector3 pos = Game.Stations[i].SoundOrigin;
                                    Sounds.PlaySound(buffer, 1.0, 1.0, pos, false);
                                }
                                Train.StationArrivalTime   = Game.SecondsSinceMidnight;
                                Train.StationDepartureTime = Game.Stations[i].DepartureTime - Train.TimetableDelta;
                                if (Train.StationDepartureTime - Game.SecondsSinceMidnight < Game.Stations[i].StopTime)
                                {
                                    Train.StationDepartureTime = Game.SecondsSinceMidnight + Game.Stations[i].StopTime;
                                }
                                Train.Passengers.PassengerRatio = Game.Stations[i].PassengerRatio;
                                UpdateTrainMassFromPassengerRatio(Train);
                                if (Train == PlayerTrain)
                                {
                                    double early = 0.0;
                                    if (Game.Stations[i].ArrivalTime >= 0.0)
                                    {
                                        early = (Game.Stations[i].ArrivalTime - Train.TimetableDelta) - Train.StationArrivalTime;
                                    }
                                    string s;
                                    if (early < -1.0)
                                    {
                                        s = Interface.GetInterfaceString("message_station_arrival_late");
                                    }
                                    else if (early > 1.0)
                                    {
                                        s = Interface.GetInterfaceString("message_station_arrival_early");
                                    }
                                    else
                                    {
                                        s = Interface.GetInterfaceString("message_station_arrival");
                                    }
                                    System.Globalization.CultureInfo Culture = System.Globalization.CultureInfo.InvariantCulture;
                                    TimeSpan a = TimeSpan.FromSeconds(Math.Abs(early));
                                    string   b = a.Hours.ToString("00", Culture) + ":" + a.Minutes.ToString("00", Culture) + ":" + a.Seconds.ToString("00", Culture);
                                    if (Train.StationDistanceToStopPoint < -0.1)
                                    {
                                        s += Interface.GetInterfaceString("message_delimiter") + Interface.GetInterfaceString("message_station_overrun");
                                    }
                                    else if (Train.StationDistanceToStopPoint > 0.1)
                                    {
                                        s += Interface.GetInterfaceString("message_delimiter") + Interface.GetInterfaceString("message_station_underrun");
                                    }
                                    double d = Math.Abs(Train.StationDistanceToStopPoint);
                                    string c = d.ToString("0.0", Culture);
                                    if (Game.Stations[i].StationType == Game.StationType.Terminal)
                                    {
                                        s += Interface.GetInterfaceString("message_delimiter") + Interface.GetInterfaceString("message_station_terminal");
                                    }
                                    s = s.Replace("[name]", Game.Stations[i].Name);
                                    s = s.Replace("[time]", b);
                                    s = s.Replace("[difference]", c);
                                    Game.AddMessage(s, MessageManager.MessageDependency.StationArrival, Interface.GameMode.Normal, MessageColor.White, Game.SecondsSinceMidnight + 10.0, null);
                                    if (Game.Stations[i].StationType == Game.StationType.Normal)
                                    {
                                        s = Interface.GetInterfaceString("message_station_deadline");
                                        Game.AddMessage(s, MessageManager.MessageDependency.StationDeparture, Interface.GameMode.Normal, MessageColor.White, double.PositiveInfinity, null);
                                    }
                                    Timetable.UpdateCustomTimetable(Game.Stations[i].TimetableDaytimeTexture, Game.Stations[i].TimetableNighttimeTexture);
                                }
                                // schedule door locks (passengers stuck between the doors)
                                for (int j = 0; j < Train.Cars.Length; j++)
                                {
                                    for (int k = 0; k < Train.Cars[j].Specs.Doors.Length; k++)
                                    {
                                        Train.Cars[j].Specs.Doors[k].DoorLockDuration = 0.0;
                                        if (Game.Stations[i].OpenLeftDoors & Train.Cars[j].Specs.Doors[k].Direction == -1 | Game.Stations[i].OpenRightDoors & Train.Cars[j].Specs.Doors[k].Direction == 1)
                                        {
                                            double p = 0.005 * Game.Stations[i].PassengerRatio * Game.Stations[i].PassengerRatio * Game.Stations[i].PassengerRatio * Game.Stations[i].PassengerRatio;
                                            if (Program.RandomNumberGenerator.NextDouble() < p)
                                            {
                                                /*
                                                 * -- door lock at state --
                                                 * minimum: 0.2 (nearly closed)
                                                 * maximum: 0.8 (nearly opened)
                                                 * */
                                                Train.Cars[j].Specs.Doors[k].DoorLockState = 0.2 + 0.6 * Program.RandomNumberGenerator.NextDouble();

                                                /* -- waiting time --
                                                 * minimum: 2.9 s
                                                 * maximum: 40.0 s
                                                 * average: 7.6 s
                                                 * */
                                                p = Program.RandomNumberGenerator.NextDouble();
                                                Train.Cars[j].Specs.Doors[k].DoorLockDuration = (50.0 - 10.0 * p) / (17.0 - 16.0 * p);
                                            }
                                        }
                                    }
                                }
                            }
                            else if (Train.Specs.CurrentAverageSpeed > -0.277777777777778 & Train.Specs.CurrentAverageSpeed < 0.277777777777778)
                            {
                                // correct stop position
                                if (!Train.StationAdjust & (Train.StationDistanceToStopPoint > tb | Train.StationDistanceToStopPoint < -tf))
                                {
                                    Sounds.SoundBuffer buffer = Train.Cars[Train.DriverCar].Sounds.Adjust.Buffer;
                                    if (buffer != null)
                                    {
                                        OpenBveApi.Math.Vector3 pos = Train.Cars[Train.DriverCar].Sounds.Adjust.Position;
                                        Sounds.PlaySound(buffer, 1.0, 1.0, pos, Train, Train.DriverCar, false);
                                    }
                                    if (Train == TrainManager.PlayerTrain)
                                    {
                                        Game.AddMessage(Interface.GetInterfaceString("message_station_correct"), MessageManager.MessageDependency.None, Interface.GameMode.Normal, MessageColor.Orange, Game.SecondsSinceMidnight + 5.0, null);
                                    }
                                    Train.StationAdjust = true;
                                }
                            }
                            else
                            {
                                Train.StationAdjust = false;
                            }
                        }
                    }
                }
                else if (Train.StationState == TrainStopState.Boarding)
                {
                    //Check whether all doors are controlled by the driver, and whether this is a non-standard station type
                    //e.g. Change ends
                    if (Train.Specs.DoorOpenMode != DoorMode.Manual & Game.Stations[i].StationType == Game.StationType.Normal)
                    {
                        //Check the interlock state for the doors
                        switch (Train.Specs.DoorInterlockState)
                        {
                        case DoorInterlockStates.Unlocked:
                            AttemptToCloseDoors(Train);
                            break;

                        case DoorInterlockStates.Left:
                            if (Game.Stations[i].OpenLeftDoors)
                            {
                                AttemptToCloseDoors(Train);
                            }
                            break;

                        case DoorInterlockStates.Right:
                            if (Game.Stations[i].OpenRightDoors)
                            {
                                AttemptToCloseDoors(Train);
                            }
                            break;

                        case DoorInterlockStates.Locked:
                            //All doors are currently locked, do nothing
                            break;
                        }
                    }
                    // detect departure
                    bool left, right;
                    if (!Game.Stations[i].OpenLeftDoors & !Game.Stations[i].OpenRightDoors)
                    {
                        left  = true;
                        right = true;
                    }
                    else
                    {
                        if (Game.Stations[i].OpenLeftDoors)
                        {
                            left = false;
                            for (int j = 0; j < Train.Cars.Length; j++)
                            {
                                for (int k = 0; k < Train.Cars[j].Specs.Doors.Length; k++)
                                {
                                    if (Train.Cars[j].Specs.Doors[k].State != 0.0)
                                    {
                                        left = true; break;
                                    }
                                }
                                if (left)
                                {
                                    break;
                                }
                            }
                        }
                        else
                        {
                            left = false;
                        }
                        if (Game.Stations[i].OpenRightDoors)
                        {
                            right = false;
                            for (int j = 0; j < Train.Cars.Length; j++)
                            {
                                for (int k = 0; k < Train.Cars[j].Specs.Doors.Length; k++)
                                {
                                    if (Train.Cars[j].Specs.Doors[k].State != 0.0)
                                    {
                                        right = true; break;
                                    }
                                }
                                if (right)
                                {
                                    break;
                                }
                            }
                        }
                        else
                        {
                            right = false;
                        }
                    }
                    if (left | right)
                    {
                        // departure message
                        if (Game.SecondsSinceMidnight > Train.StationDepartureTime && (Game.Stations[i].StationType != Game.StationType.Terminal || Train != PlayerTrain))
                        {
                            Train.StationState = TrainStopState.Completed;
                            if (Train == PlayerTrain & Game.Stations[i].StationType == Game.StationType.Normal)
                            {
                                if (!Game.Stations[i].OpenLeftDoors & !Game.Stations[i].OpenRightDoors | Train.Specs.DoorCloseMode != DoorMode.Manual)
                                {
                                    Game.AddMessage(Interface.GetInterfaceString("message_station_depart"), MessageManager.MessageDependency.None, Interface.GameMode.Normal, MessageColor.White, Game.SecondsSinceMidnight + 5.0, null);
                                }
                                else
                                {
                                    Game.AddMessage(Interface.GetInterfaceString("message_station_depart_closedoors"), MessageManager.MessageDependency.None, Interface.GameMode.Normal, MessageColor.White, Game.SecondsSinceMidnight + 5.0, null);
                                }
                            }
                            else if (Game.Stations[i].StationType == Game.StationType.ChangeEnds)
                            {
                                //Game.AddMessage("CHANGE ENDS", MessageManager.MessageDependency.None, Interface.GameMode.Expert, MessageColor.Magenta, Game.SecondsSinceMidnight + 5.0);
                                JumpTrain(Train, i + 1);
                            }
                        }
                        if (Interface.CurrentOptions.LoadingSway)
                        {
                            // passengers boarding
                            for (int j = 0; j < Train.Cars.Length; j++)
                            {
                                double r = 2.0 * Game.Stations[i].PassengerRatio * TimeElapsed;
                                if (r >= Program.RandomNumberGenerator.NextDouble())
                                {
                                    int d =
                                        (int)Math.Floor(Program.RandomNumberGenerator.NextDouble() * (double)Train.Cars[j].Specs.Doors.Length);
                                    if (Train.Cars[j].Specs.Doors[d].State == 1.0)
                                    {
                                        Train.Cars[j].Specs.CurrentRollShakeDirection += (double)Train.Cars[j].Specs.Doors[d].Direction;
                                    }
                                }
                            }
                        }
                    }
                    else
                    {
                        Train.StationState = TrainStopState.Completed;
                        if (Train == PlayerTrain & Game.Stations[i].StationType == Game.StationType.Normal)
                        {
                            Game.AddMessage(Interface.GetInterfaceString("message_station_depart"), MessageManager.MessageDependency.None, Interface.GameMode.Normal, MessageColor.White, Game.SecondsSinceMidnight + 5.0, null);
                        }
                    }
                    // departure sound
                    if (!Train.StationDepartureSoundPlayed)
                    {
                        Sounds.SoundBuffer buffer = Game.Stations[i].DepartureSoundBuffer;
                        if (buffer != null)
                        {
                            double dur = Sounds.GetDuration(buffer);
                            if (Game.SecondsSinceMidnight >= Train.StationDepartureTime - dur)
                            {
                                Sounds.PlaySound(buffer, 1.0, 1.0, Game.Stations[i].SoundOrigin, false);
                                Train.StationDepartureSoundPlayed = true;
                            }
                        }
                    }
                }
            }
            else
            {
                Train.StationState = TrainStopState.Pending;
            }
            // automatically close doors
            if (Train.Specs.DoorCloseMode != DoorMode.Manual & Train.Specs.DoorInterlockState != DoorInterlockStates.Locked & !Train.Specs.DoorClosureAttempted)
            {
                if (Train.Station == -1 | Train.StationState == TrainStopState.Completed)
                {
                    if ((GetDoorsState(Train, true, true) & TrainDoorState.AllClosed) == 0)
                    {
                        CloseTrainDoors(Train, true, true);
                        Train.Specs.DoorClosureAttempted = true;
                    }
                }
            }
        }
Beispiel #11
0
        /// <summary>This method is called once the route and train data have been preprocessed, in order to physically setup the simulation</summary>
        private void SetupSimulation()
        {
            if (Loading.Cancel)
            {
                Close();
            }
            Timetable.CreateTimetable();
            //Check if any critical errors have occured during the route or train loading
            for (int i = 0; i < Interface.MessageCount; i++)
            {
                if (Interface.Messages[i].Type == Interface.MessageType.Critical)
                {
                    MessageBox.Show("A critical error has occured:\n\n" + Interface.Messages[i].Text + "\n\nPlease inspect the error log file for further information.", "Load", MessageBoxButtons.OK, MessageBoxIcon.Hand);
                    Close();
                }
            }
            Renderer.InitializeLighting();
            Game.LogRouteName = System.IO.Path.GetFileName(MainLoop.currentResult.RouteFile);
            Game.LogTrainName = System.IO.Path.GetFileName(MainLoop.currentResult.TrainFolder);
            Game.LogDateTime  = DateTime.Now;

            if (Interface.CurrentOptions.LoadInAdvance)
            {
                Textures.LoadAllTextures();
            }
            else
            {
                Textures.UnloadAllTextures();
            }
            // camera
            ObjectManager.InitializeVisibility();
            TrackManager.UpdateTrackFollower(ref World.CameraTrackFollower, 0.0, true, false);
            TrackManager.UpdateTrackFollower(ref World.CameraTrackFollower, -0.1, true, false);
            TrackManager.UpdateTrackFollower(ref World.CameraTrackFollower, 0.1, true, false);
            World.CameraTrackFollower.TriggerType = TrackManager.EventTriggerType.Camera;
            // starting time and track position
            Game.SecondsSinceMidnight = 0.0;
            Game.StartupTime          = 0.0;
            int    PlayerFirstStationIndex    = -1;
            double PlayerFirstStationPosition = 0.0;

            for (int i = 0; i < Game.Stations.Length; i++)
            {
                if (Game.Stations[i].StopMode == Game.StationStopMode.AllStop | Game.Stations[i].StopMode == Game.StationStopMode.PlayerStop & Game.Stations[i].Stops.Length != 0)
                {
                    PlayerFirstStationIndex = i;
                    int s = Game.GetStopIndex(i, TrainManager.PlayerTrain.Cars.Length);
                    if (s >= 0)
                    {
                        PlayerFirstStationPosition = Game.Stations[i].Stops[s].TrackPosition;

                        double TrainLength = 0.0;
                        for (int c = 0; c < TrainManager.Trains[TrainManager.PlayerTrain.TrainIndex].Cars.Length; c++)
                        {
                            TrainLength += TrainManager.Trains[TrainManager.PlayerTrain.TrainIndex].Cars[c].Length;
                        }

                        for (int j = 0; j < Game.BufferTrackPositions.Length; j++)
                        {
                            if (PlayerFirstStationPosition > Game.BufferTrackPositions[j] && PlayerFirstStationPosition - TrainLength < Game.BufferTrackPositions[j])
                            {
                                /*
                                 * HACK: The initial start position for the player train is stuck on a set of buffers
                                 * This means we have to make some one the fly adjustments to the first station stop position
                                 */

                                //Set the start position to be the buffer position plus the train length plus 1m
                                PlayerFirstStationPosition = Game.BufferTrackPositions[j] + TrainLength + 1;
                                //Update the station stop location
                                if (s >= 0)
                                {
                                    Game.Stations[PlayerFirstStationIndex].Stops[s].TrackPosition = PlayerFirstStationPosition;
                                }
                                else
                                {
                                    Game.Stations[PlayerFirstStationIndex].DefaultTrackPosition = PlayerFirstStationPosition;
                                }
                                break;
                            }
                        }
                    }
                    else
                    {
                        PlayerFirstStationPosition = Game.Stations[i].DefaultTrackPosition;
                    }
                    if (Game.Stations[i].ArrivalTime < 0.0)
                    {
                        if (Game.Stations[i].DepartureTime < 0.0)
                        {
                            Game.SecondsSinceMidnight = 0.0;
                            Game.StartupTime          = 0.0;
                        }
                        else
                        {
                            Game.SecondsSinceMidnight = Game.Stations[i].DepartureTime - Game.Stations[i].StopTime;
                            Game.StartupTime          = Game.Stations[i].DepartureTime - Game.Stations[i].StopTime;
                        }
                    }
                    else
                    {
                        Game.SecondsSinceMidnight = Game.Stations[i].ArrivalTime;
                        Game.StartupTime          = Game.Stations[i].ArrivalTime;
                    }
                    break;
                }
            }
            int    OtherFirstStationIndex    = -1;
            double OtherFirstStationPosition = 0.0;
            double OtherFirstStationTime     = 0.0;

            for (int i = 0; i < Game.Stations.Length; i++)
            {
                if (Game.Stations[i].StopMode == Game.StationStopMode.AllStop | Game.Stations[i].StopMode == Game.StationStopMode.PlayerPass & Game.Stations[i].Stops.Length != 0)
                {
                    OtherFirstStationIndex = i;
                    int s = Game.GetStopIndex(i, TrainManager.PlayerTrain.Cars.Length);
                    if (s >= 0)
                    {
                        OtherFirstStationPosition = Game.Stations[i].Stops[s].TrackPosition;
                    }
                    else
                    {
                        OtherFirstStationPosition = Game.Stations[i].DefaultTrackPosition;
                    }
                    if (Game.Stations[i].ArrivalTime < 0.0)
                    {
                        if (Game.Stations[i].DepartureTime < 0.0)
                        {
                            OtherFirstStationTime = 0.0;
                        }
                        else
                        {
                            OtherFirstStationTime = Game.Stations[i].DepartureTime - Game.Stations[i].StopTime;
                        }
                    }
                    else
                    {
                        OtherFirstStationTime = Game.Stations[i].ArrivalTime;
                    }
                    break;
                }
            }
            if (Game.PrecedingTrainTimeDeltas.Length != 0)
            {
                OtherFirstStationTime -= Game.PrecedingTrainTimeDeltas[Game.PrecedingTrainTimeDeltas.Length - 1];
                if (OtherFirstStationTime < Game.SecondsSinceMidnight)
                {
                    Game.SecondsSinceMidnight = OtherFirstStationTime;
                }
            }
            // initialize trains
            for (int i = 0; i < TrainManager.Trains.Length; i++)
            {
                TrainManager.InitializeTrain(TrainManager.Trains[i]);
                int s = i == TrainManager.PlayerTrain.TrainIndex ? PlayerFirstStationIndex : OtherFirstStationIndex;
                if (s >= 0)
                {
                    if (Game.Stations[s].OpenLeftDoors)
                    {
                        for (int j = 0; j < TrainManager.Trains[i].Cars.Length; j++)
                        {
                            TrainManager.Trains[i].Cars[j].Specs.AnticipatedLeftDoorsOpened = true;
                        }
                    }
                    if (Game.Stations[s].OpenRightDoors)
                    {
                        for (int j = 0; j < TrainManager.Trains[i].Cars.Length; j++)
                        {
                            TrainManager.Trains[i].Cars[j].Specs.AnticipatedRightDoorsOpened = true;
                        }
                    }
                }
                if (Game.Sections.Length != 0)
                {
                    Game.Sections[0].Enter(TrainManager.Trains[i]);
                }
                for (int j = 0; j < TrainManager.Trains[i].Cars.Length; j++)
                {
                    double length = TrainManager.Trains[i].Cars[0].Length;
                    TrainManager.MoveCar(TrainManager.Trains[i], j, -length, 0.01);
                    TrainManager.MoveCar(TrainManager.Trains[i], j, length, 0.01);
                }
            }
            // score
            Game.CurrentScore.ArrivalStation   = PlayerFirstStationIndex + 1;
            Game.CurrentScore.DepartureStation = PlayerFirstStationIndex;
            Game.CurrentScore.Maximum          = 0;
            for (int i = 0; i < Game.Stations.Length; i++)
            {
                if (i != PlayerFirstStationIndex & Game.PlayerStopsAtStation(i))
                {
                    if (i == 0 || Game.Stations[i - 1].StationType != Game.StationType.ChangeEnds)
                    {
                        Game.CurrentScore.Maximum += Game.ScoreValueStationArrival;
                    }
                }
            }
            if (Game.CurrentScore.Maximum <= 0)
            {
                Game.CurrentScore.Maximum = Game.ScoreValueStationArrival;
            }
            // signals
            if (Game.Sections.Length > 0)
            {
                Game.UpdateSection(Game.Sections.Length - 1);
            }
            // move train in position
            for (int i = 0; i < TrainManager.Trains.Length; i++)
            {
                double p;
                if (i == TrainManager.PlayerTrain.TrainIndex)
                {
                    p = PlayerFirstStationPosition;
                }
                else if (TrainManager.Trains[i].State == TrainManager.TrainState.Bogus)
                {
                    p = Game.BogusPretrainInstructions[0].TrackPosition;
                    TrainManager.Trains[i].AI = new Game.BogusPretrainAI(TrainManager.Trains[i]);
                }
                else
                {
                    p = OtherFirstStationPosition;
                }
                for (int j = 0; j < TrainManager.Trains[i].Cars.Length; j++)
                {
                    TrainManager.MoveCar(TrainManager.Trains[i], j, p, 0.01);
                }
            }
            // timetable
            if (Timetable.DefaultTimetableDescription.Length == 0)
            {
                Timetable.DefaultTimetableDescription = Game.LogTrainName;
            }

            // initialize camera
            if (World.CameraRestriction == World.CameraRestrictionMode.NotAvailable)
            {
                World.CameraMode = World.CameraViewMode.InteriorLookAhead;
            }
            //Place the initial camera in the driver car
            TrainManager.UpdateCamera(TrainManager.PlayerTrain, TrainManager.PlayerTrain.DriverCar);
            TrackManager.UpdateTrackFollower(ref World.CameraTrackFollower, -1.0, true, false);
            ObjectManager.UpdateVisibility(World.CameraTrackFollower.TrackPosition + World.CameraCurrentAlignment.Position.Z);
            World.CameraSavedInterior = new World.CameraAlignment();
            World.CameraSavedExterior = new World.CameraAlignment(new OpenBveApi.Math.Vector3(-2.5, 1.5, -15.0), 0.3, -0.2, 0.0, PlayerFirstStationPosition, 1.0);
            World.CameraSavedTrack    = new World.CameraAlignment(new OpenBveApi.Math.Vector3(-3.0, 2.5, 0.0), 0.3, 0.0, 0.0, TrainManager.PlayerTrain.Cars[0].FrontAxle.Follower.TrackPosition - 10.0, 1.0);
            // signalling sections
            for (int i = 0; i < TrainManager.Trains.Length; i++)
            {
                int s = TrainManager.Trains[i].CurrentSectionIndex;
                Game.Sections[s].Enter(TrainManager.Trains[i]);
            }
            if (Game.Sections.Length > 0)
            {
                Game.UpdateSection(Game.Sections.Length - 1);
            }
            // fast-forward until start time
            {
                Game.MinimalisticSimulation = true;
                const double w = 0.25;
                double       u = Game.StartupTime - Game.SecondsSinceMidnight;
                if (u > 0)
                {
                    while (true)
                    {
                        double v = u < w ? u : w; u -= v;
                        Game.SecondsSinceMidnight += v;
                        TrainManager.UpdateTrains(v);
                        if (u <= 0.0)
                        {
                            break;
                        }
                        TotalTimeElapsedForSectionUpdate += v;
                        if (TotalTimeElapsedForSectionUpdate >= 1.0)
                        {
                            if (Game.Sections.Length > 0)
                            {
                                Game.UpdateSection(Game.Sections.Length - 1);
                            }
                            TotalTimeElapsedForSectionUpdate = 0.0;
                        }
                    }
                }
                Game.MinimalisticSimulation = false;
            }
            // animated objects
            ObjectManager.UpdateAnimatedWorldObjects(0.0, true);
            TrainManager.UpdateTrainObjects(0.0, true);
            // timetable
            if (TrainManager.PlayerTrain.Station >= 0)
            {
                Timetable.UpdateCustomTimetable(Game.Stations[TrainManager.PlayerTrain.Station].TimetableDaytimeTexture, Game.Stations[TrainManager.PlayerTrain.Station].TimetableNighttimeTexture);
                if (Timetable.CustomObjectsUsed != 0 & Timetable.CustomTimetableAvailable && Interface.CurrentOptions.TimeTableStyle != Interface.TimeTableMode.AutoGenerated && Interface.CurrentOptions.TimeTableStyle != Interface.TimeTableMode.None)
                {
                    Timetable.CurrentTimetable = Timetable.TimetableState.Custom;
                }
            }

            // warnings / errors
            if (Interface.MessageCount != 0)
            {
                int filesNotFound = 0;
                int errors        = 0;
                int warnings      = 0;
                for (int i = 0; i < Interface.MessageCount; i++)
                {
                    if (Interface.Messages[i].FileNotFound)
                    {
                        filesNotFound++;
                    }
                    else if (Interface.Messages[i].Type == Interface.MessageType.Error)
                    {
                        errors++;
                    }
                    else if (Interface.Messages[i].Type == Interface.MessageType.Warning)
                    {
                        warnings++;
                    }
                }
                string NotFound = null;
                string Messages = null;
                if (filesNotFound != 0)
                {
                    NotFound = filesNotFound.ToString() + " file(s) not found";
                    Game.AddDebugMessage(NotFound, 10.0);
                }
                if (errors != 0 & warnings != 0)
                {
                    Messages = errors.ToString() + " error(s), " + warnings.ToString() + " warning(s)";
                    Game.AddDebugMessage(Messages, 10.0);
                }
                else if (errors != 0)
                {
                    Messages = errors.ToString() + " error(s)";
                    Game.AddDebugMessage(Messages, 10.0);
                }
                else
                {
                    Messages = warnings.ToString() + " warning(s)";
                    Game.AddDebugMessage(Messages, 10.0);
                }
                Game.RouteInformation.FilesNotFound     = NotFound;
                Game.RouteInformation.ErrorsAndWarnings = Messages;
                //Print the plugin error encountered (If any) for 10s
                //This must be done after the simulation has init, as otherwise the timeout doesn't work
                if (Loading.PluginError != null)
                {
                    Game.AddMessage(Loading.PluginError, Game.MessageDependency.None, Interface.GameMode.Expert, OpenBveApi.Colors.MessageColor.Red, Game.SecondsSinceMidnight + 5.0);
                    Game.AddMessage(Interface.GetInterfaceString("errors_plugin_failure2"), Game.MessageDependency.None, Interface.GameMode.Expert, OpenBveApi.Colors.MessageColor.Red, Game.SecondsSinceMidnight + 5.0);
                }
            }
            loadComplete          = true;
            RenderRealTimeElapsed = 0.0;
            RenderTimeElapsed     = 0.0;
            World.InitializeCameraRestriction();
        }