private static void LoadEverythingThreaded() { Program.AppendToLogFile("Loading route file: " + CurrentRouteFile); string RailwayFolder = GetRailwayFolder(CurrentRouteFile); string ObjectFolder = OpenBveApi.Path.CombineDirectory(RailwayFolder, "Object"); string SoundFolder = OpenBveApi.Path.CombineDirectory(RailwayFolder, "Sound"); // reset Game.Reset(true); Game.MinimalisticSimulation = true; // screen World.CameraTrackFollower = new TrackManager.TrackFollower { Train = null, CarIndex = -1 }; World.CameraMode = World.CameraViewMode.Interior; //First, check the format of the route file //RW routes were written for BVE1 / 2, and have a different command syntax bool IsRW = CsvRwRouteParser.isRWFile(CurrentRouteFile); Program.AppendToLogFile("Route file format is: " + (IsRW ? "RW" : "CSV")); CsvRwRouteParser.ParseRoute(CurrentRouteFile, IsRW, CurrentRouteEncoding, CurrentTrainFolder, ObjectFolder, SoundFolder, false); Thread createIllustrations = new Thread(Game.RouteInformation.LoadInformation) { IsBackground = true }; createIllustrations.Start(); System.Threading.Thread.Sleep(1); if (Cancel) { return; } Game.CalculateSeaLevelConstants(); if (Game.BogusPretrainInstructions.Length != 0) { double t = Game.BogusPretrainInstructions[0].Time; double p = Game.BogusPretrainInstructions[0].TrackPosition; for (int i = 1; i < Game.BogusPretrainInstructions.Length; i++) { if (Game.BogusPretrainInstructions[i].Time > t) { t = Game.BogusPretrainInstructions[i].Time; } else { t += 1.0; Game.BogusPretrainInstructions[i].Time = t; } if (Game.BogusPretrainInstructions[i].TrackPosition > p) { p = Game.BogusPretrainInstructions[i].TrackPosition; } else { p += 1.0; Game.BogusPretrainInstructions[i].TrackPosition = p; } } } if (Game.Stations.Length == 1) { //Log the fact that only a single station is present, as this is probably not right Program.AppendToLogFile("The processed route file only contains a single station."); } Program.AppendToLogFile("Route file loaded successfully."); RouteProgress = 1.0; // initialize trains System.Threading.Thread.Sleep(1); if (Cancel) { return; } TrainManager.Trains = new TrainManager.Train[Game.PrecedingTrainTimeDeltas.Length + 1 + (Game.BogusPretrainInstructions.Length != 0 ? 1 : 0)]; for (int k = 0; k < TrainManager.Trains.Length; k++) { TrainManager.Trains[k] = new TrainManager.Train { TrainIndex = k }; if (k == TrainManager.Trains.Length - 1 & Game.BogusPretrainInstructions.Length != 0) { TrainManager.Trains[k].State = TrainManager.TrainState.Bogus; } else { TrainManager.Trains[k].State = TrainManager.TrainState.Pending; } } TrainManager.PlayerTrain = TrainManager.Trains[Game.PrecedingTrainTimeDeltas.Length]; // load trains double TrainProgressMaximum = 0.7 + 0.3 * (double)TrainManager.Trains.Length; for (int k = 0; k < TrainManager.Trains.Length; k++) { //Sleep for 10ms to allow route loading locks to release Thread.Sleep(20); if (TrainManager.Trains[k].State == TrainManager.TrainState.Bogus) { // bogus train string TrainData = OpenBveApi.Path.CombineFile(Program.FileSystem.GetDataFolder("Compatibility", "PreTrain"), "train.dat"); TrainDatParser.ParseTrainData(TrainData, System.Text.Encoding.UTF8, TrainManager.Trains[k]); System.Threading.Thread.Sleep(1); if (Cancel) { return; } TrainManager.Trains[k].InitializeCarSounds(); System.Threading.Thread.Sleep(1); if (Cancel) { return; } TrainProgressCurrentWeight = 0.3 / TrainProgressMaximum; TrainProgressCurrentSum += TrainProgressCurrentWeight; } else { // real train Program.AppendToLogFile("Loading player train: " + CurrentTrainFolder); TrainProgressCurrentWeight = 0.1 / TrainProgressMaximum; string TrainData = OpenBveApi.Path.CombineFile(CurrentTrainFolder, "train.dat"); TrainDatParser.ParseTrainData(TrainData, CurrentTrainEncoding, TrainManager.Trains[k]); TrainProgressCurrentSum += TrainProgressCurrentWeight; System.Threading.Thread.Sleep(1); if (Cancel) { return; } TrainProgressCurrentWeight = 0.2 / TrainProgressMaximum; SoundCfgParser.ParseSoundConfig(CurrentTrainFolder, CurrentTrainEncoding, TrainManager.Trains[k]); TrainProgressCurrentSum += TrainProgressCurrentWeight; System.Threading.Thread.Sleep(1); if (Cancel) { return; } // door open/close speed for (int i = 0; i < TrainManager.Trains[k].Cars.Length; i++) { if (TrainManager.Trains[k].Cars[i].Specs.DoorOpenFrequency <= 0.0) { if (TrainManager.Trains[k].Cars[i].Sounds.DoorOpenL.Buffer != null & TrainManager.Trains[k].Cars[i].Sounds.DoorOpenR.Buffer != null) { Sounds.LoadBuffer(TrainManager.Trains[k].Cars[i].Sounds.DoorOpenL.Buffer); Sounds.LoadBuffer(TrainManager.Trains[k].Cars[i].Sounds.DoorOpenR.Buffer); double a = TrainManager.Trains[k].Cars[i].Sounds.DoorOpenL.Buffer.Duration; double b = TrainManager.Trains[k].Cars[i].Sounds.DoorOpenR.Buffer.Duration; TrainManager.Trains[k].Cars[i].Specs.DoorOpenFrequency = a + b > 0.0 ? 2.0 / (a + b) : 0.8; } else if (TrainManager.Trains[k].Cars[i].Sounds.DoorOpenL.Buffer != null) { Sounds.LoadBuffer(TrainManager.Trains[k].Cars[i].Sounds.DoorOpenL.Buffer); double a = TrainManager.Trains[k].Cars[i].Sounds.DoorOpenL.Buffer.Duration; TrainManager.Trains[k].Cars[i].Specs.DoorOpenFrequency = a > 0.0 ? 1.0 / a : 0.8; } else if (TrainManager.Trains[k].Cars[i].Sounds.DoorOpenR.Buffer != null) { Sounds.LoadBuffer(TrainManager.Trains[k].Cars[i].Sounds.DoorOpenL.Buffer); double b = TrainManager.Trains[k].Cars[i].Sounds.DoorOpenR.Buffer.Duration; TrainManager.Trains[k].Cars[i].Specs.DoorOpenFrequency = b > 0.0 ? 1.0 / b : 0.8; } else { TrainManager.Trains[k].Cars[i].Specs.DoorOpenFrequency = 0.8; } } if (TrainManager.Trains[k].Cars[i].Specs.DoorCloseFrequency <= 0.0) { if (TrainManager.Trains[k].Cars[i].Sounds.DoorCloseL.Buffer != null & TrainManager.Trains[k].Cars[i].Sounds.DoorCloseR.Buffer != null) { Sounds.LoadBuffer(TrainManager.Trains[k].Cars[i].Sounds.DoorCloseL.Buffer); Sounds.LoadBuffer(TrainManager.Trains[k].Cars[i].Sounds.DoorCloseR.Buffer); double a = TrainManager.Trains[k].Cars[i].Sounds.DoorCloseL.Buffer.Duration; double b = TrainManager.Trains[k].Cars[i].Sounds.DoorCloseR.Buffer.Duration; TrainManager.Trains[k].Cars[i].Specs.DoorCloseFrequency = a + b > 0.0 ? 2.0 / (a + b) : 0.8; } else if (TrainManager.Trains[k].Cars[i].Sounds.DoorCloseL.Buffer != null) { Sounds.LoadBuffer(TrainManager.Trains[k].Cars[i].Sounds.DoorCloseL.Buffer); double a = TrainManager.Trains[k].Cars[i].Sounds.DoorCloseL.Buffer.Duration; TrainManager.Trains[k].Cars[i].Specs.DoorCloseFrequency = a > 0.0 ? 1.0 / a : 0.8; } else if (TrainManager.Trains[k].Cars[i].Sounds.DoorCloseR.Buffer != null) { Sounds.LoadBuffer(TrainManager.Trains[k].Cars[i].Sounds.DoorCloseL.Buffer); double b = TrainManager.Trains[k].Cars[i].Sounds.DoorCloseR.Buffer.Duration; TrainManager.Trains[k].Cars[i].Specs.DoorCloseFrequency = b > 0.0 ? 1.0 / b : 0.8; } else { TrainManager.Trains[k].Cars[i].Specs.DoorCloseFrequency = 0.8; } } const double f = 0.015; const double g = 2.75; TrainManager.Trains[k].Cars[i].Specs.DoorOpenPitch = Math.Exp(f * Math.Tan(g * (Program.RandomNumberGenerator.NextDouble() - 0.5))); TrainManager.Trains[k].Cars[i].Specs.DoorClosePitch = Math.Exp(f * Math.Tan(g * (Program.RandomNumberGenerator.NextDouble() - 0.5))); TrainManager.Trains[k].Cars[i].Specs.DoorOpenFrequency /= TrainManager.Trains[k].Cars[i].Specs.DoorOpenPitch; TrainManager.Trains[k].Cars[i].Specs.DoorCloseFrequency /= TrainManager.Trains[k].Cars[i].Specs.DoorClosePitch; /* * Remove the following two lines, then the pitch at which doors play * takes their randomized opening and closing times into account. * */ TrainManager.Trains[k].Cars[i].Specs.DoorOpenPitch = 1.0; TrainManager.Trains[k].Cars[i].Specs.DoorClosePitch = 1.0; } } for (int i = 0; i < TrainManager.Trains[k].Cars.Length; i++) { TrainManager.Trains[k].Cars[i].FrontAxle.Follower.Train = TrainManager.Trains[k]; TrainManager.Trains[k].Cars[i].RearAxle.Follower.Train = TrainManager.Trains[k]; TrainManager.Trains[k].Cars[i].BeaconReceiver.Train = TrainManager.Trains[k]; } // add panel section if (k == TrainManager.PlayerTrain.TrainIndex) { TrainManager.Trains[k].Cars[TrainManager.Trains[k].DriverCar].CarSections = new TrainManager.CarSection[1]; TrainManager.Trains[k].Cars[TrainManager.Trains[k].DriverCar].CarSections[0].Elements = new ObjectManager.AnimatedObject[] { }; TrainManager.Trains[k].Cars[TrainManager.Trains[k].DriverCar].CarSections[0].Overlay = true; TrainProgressCurrentWeight = 0.7 / TrainProgressMaximum; TrainManager.ParsePanelConfig(CurrentTrainFolder, CurrentTrainEncoding, TrainManager.Trains[k]); TrainProgressCurrentSum += TrainProgressCurrentWeight; System.Threading.Thread.Sleep(1); if (Cancel) { return; } Program.AppendToLogFile("Train panel loaded sucessfully."); } // add exterior section if (TrainManager.Trains[k].State != TrainManager.TrainState.Bogus) { ObjectManager.UnifiedObject[] CarObjects; ObjectManager.UnifiedObject[] BogieObjects; ExtensionsCfgParser.ParseExtensionsConfig(CurrentTrainFolder, CurrentTrainEncoding, out CarObjects, out BogieObjects, TrainManager.Trains[k]); System.Threading.Thread.Sleep(1); if (Cancel) { return; } //Stores the current array index of the bogie object to add //Required as there are two bogies per car, and we're using a simple linear array.... int currentBogieObject = 0; for (int i = 0; i < TrainManager.Trains[k].Cars.Length; i++) { if (CarObjects[i] == null) { // load default exterior object string file = OpenBveApi.Path.CombineFile(Program.FileSystem.GetDataFolder("Compatibility"), "exterior.csv"); ObjectManager.StaticObject so = ObjectManager.LoadStaticObject(file, System.Text.Encoding.UTF8, ObjectManager.ObjectLoadMode.Normal, false, false, false); if (so == null) { CarObjects[i] = null; } else { double sx = TrainManager.Trains[k].Cars[i].Width; double sy = TrainManager.Trains[k].Cars[i].Height; double sz = TrainManager.Trains[k].Cars[i].Length; CsvB3dObjectParser.ApplyScale(so, sx, sy, sz); CarObjects[i] = so; } } if (CarObjects[i] != null) { // add object int j = TrainManager.Trains[k].Cars[i].CarSections.Length; Array.Resize <TrainManager.CarSection>(ref TrainManager.Trains[k].Cars[i].CarSections, j + 1); if (CarObjects[i] is ObjectManager.StaticObject) { ObjectManager.StaticObject s = (ObjectManager.StaticObject)CarObjects[i]; TrainManager.Trains[k].Cars[i].CarSections[j].Elements = new ObjectManager.AnimatedObject[1]; TrainManager.Trains[k].Cars[i].CarSections[j].Elements[0] = new ObjectManager.AnimatedObject(); TrainManager.Trains[k].Cars[i].CarSections[j].Elements[0].States = new ObjectManager.AnimatedObjectState[1]; TrainManager.Trains[k].Cars[i].CarSections[j].Elements[0].States[0].Position = new Vector3(0.0, 0.0, 0.0); TrainManager.Trains[k].Cars[i].CarSections[j].Elements[0].States[0].Object = s; TrainManager.Trains[k].Cars[i].CarSections[j].Elements[0].CurrentState = 0; TrainManager.Trains[k].Cars[i].CarSections[j].Elements[0].ObjectIndex = ObjectManager.CreateDynamicObject(); } else if (CarObjects[i] is ObjectManager.AnimatedObjectCollection) { ObjectManager.AnimatedObjectCollection a = (ObjectManager.AnimatedObjectCollection)CarObjects[i]; TrainManager.Trains[k].Cars[i].CarSections[j].Elements = new ObjectManager.AnimatedObject[a.Objects.Length]; for (int h = 0; h < a.Objects.Length; h++) { TrainManager.Trains[k].Cars[i].CarSections[j].Elements[h] = a.Objects[h]; TrainManager.Trains[k].Cars[i].CarSections[j].Elements[h].ObjectIndex = ObjectManager.CreateDynamicObject(); } } } //Load bogie objects if (BogieObjects[currentBogieObject] != null) { int j = TrainManager.Trains[k].Cars[i].FrontBogie.CarSections.Length; Array.Resize <TrainManager.CarSection>(ref TrainManager.Trains[k].Cars[i].FrontBogie.CarSections, j + 1); if (BogieObjects[currentBogieObject] is ObjectManager.StaticObject) { ObjectManager.StaticObject s = (ObjectManager.StaticObject)BogieObjects[currentBogieObject]; TrainManager.Trains[k].Cars[i].FrontBogie.CarSections[j].Elements = new ObjectManager.AnimatedObject[1]; TrainManager.Trains[k].Cars[i].FrontBogie.CarSections[j].Elements[0] = new ObjectManager.AnimatedObject(); TrainManager.Trains[k].Cars[i].FrontBogie.CarSections[j].Elements[0].States = new ObjectManager.AnimatedObjectState[1]; TrainManager.Trains[k].Cars[i].FrontBogie.CarSections[j].Elements[0].States[0].Position = new Vector3(0.0, 0.0, 0.0); TrainManager.Trains[k].Cars[i].FrontBogie.CarSections[j].Elements[0].States[0].Object = s; TrainManager.Trains[k].Cars[i].FrontBogie.CarSections[j].Elements[0].CurrentState = 0; TrainManager.Trains[k].Cars[i].FrontBogie.CarSections[j].Elements[0].ObjectIndex = ObjectManager.CreateDynamicObject(); } else if (BogieObjects[currentBogieObject] is ObjectManager.AnimatedObjectCollection) { ObjectManager.AnimatedObjectCollection a = (ObjectManager.AnimatedObjectCollection)BogieObjects[currentBogieObject]; TrainManager.Trains[k].Cars[i].FrontBogie.CarSections[j].Elements = new ObjectManager.AnimatedObject[a.Objects.Length]; for (int h = 0; h < a.Objects.Length; h++) { TrainManager.Trains[k].Cars[i].FrontBogie.CarSections[j].Elements[h] = a.Objects[h]; TrainManager.Trains[k].Cars[i].FrontBogie.CarSections[j].Elements[h].ObjectIndex = ObjectManager.CreateDynamicObject(); } } } currentBogieObject++; //Can't think of a better way to do this than two functions...... if (BogieObjects[currentBogieObject] != null) { int j = TrainManager.Trains[k].Cars[i].RearBogie.CarSections.Length; Array.Resize <TrainManager.CarSection>(ref TrainManager.Trains[k].Cars[i].RearBogie.CarSections, j + 1); if (BogieObjects[currentBogieObject] is ObjectManager.StaticObject) { ObjectManager.StaticObject s = (ObjectManager.StaticObject)BogieObjects[currentBogieObject]; TrainManager.Trains[k].Cars[i].RearBogie.CarSections[j].Elements = new ObjectManager.AnimatedObject[1]; TrainManager.Trains[k].Cars[i].RearBogie.CarSections[j].Elements[0] = new ObjectManager.AnimatedObject(); TrainManager.Trains[k].Cars[i].RearBogie.CarSections[j].Elements[0].States = new ObjectManager.AnimatedObjectState[1]; TrainManager.Trains[k].Cars[i].RearBogie.CarSections[j].Elements[0].States[0].Position = new Vector3(0.0, 0.0, 0.0); TrainManager.Trains[k].Cars[i].RearBogie.CarSections[j].Elements[0].States[0].Object = s; TrainManager.Trains[k].Cars[i].RearBogie.CarSections[j].Elements[0].CurrentState = 0; TrainManager.Trains[k].Cars[i].RearBogie.CarSections[j].Elements[0].ObjectIndex = ObjectManager.CreateDynamicObject(); } else if (BogieObjects[currentBogieObject] is ObjectManager.AnimatedObjectCollection) { ObjectManager.AnimatedObjectCollection a = (ObjectManager.AnimatedObjectCollection)BogieObjects[currentBogieObject]; TrainManager.Trains[k].Cars[i].RearBogie.CarSections[j].Elements = new ObjectManager.AnimatedObject[a.Objects.Length]; for (int h = 0; h < a.Objects.Length; h++) { TrainManager.Trains[k].Cars[i].RearBogie.CarSections[j].Elements[h] = a.Objects[h]; TrainManager.Trains[k].Cars[i].RearBogie.CarSections[j].Elements[h].ObjectIndex = ObjectManager.CreateDynamicObject(); } } } currentBogieObject++; } } // place cars { double z = 0.0; for (int i = 0; i < TrainManager.Trains[k].Cars.Length; i++) { //Front axle track position TrainManager.Trains[k].Cars[i].FrontAxle.Follower.TrackPosition = z - 0.5 * TrainManager.Trains[k].Cars[i].Length + TrainManager.Trains[k].Cars[i].FrontAxle.Position; //Bogie for front axle TrainManager.Trains[k].Cars[i].FrontBogie.FrontAxle.Follower.TrackPosition = TrainManager.Trains[k].Cars[i].FrontAxle.Follower.TrackPosition - 0.5 * TrainManager.Trains[k].Cars[i].FrontBogie.Length + TrainManager.Trains[k].Cars[i].FrontBogie.FrontAxle.Position; TrainManager.Trains[k].Cars[i].FrontBogie.RearAxle.Follower.TrackPosition = TrainManager.Trains[k].Cars[i].FrontAxle.Follower.TrackPosition - 0.5 * TrainManager.Trains[k].Cars[i].FrontBogie.Length + TrainManager.Trains[k].Cars[i].FrontBogie.RearAxle.Position; //Rear axle track position TrainManager.Trains[k].Cars[i].RearAxle.Follower.TrackPosition = z - 0.5 * TrainManager.Trains[k].Cars[i].Length + TrainManager.Trains[k].Cars[i].RearAxle.Position; //Bogie for rear axle TrainManager.Trains[k].Cars[i].RearBogie.FrontAxle.Follower.TrackPosition = TrainManager.Trains[k].Cars[i].RearAxle.Follower.TrackPosition - 0.5 * TrainManager.Trains[k].Cars[i].RearBogie.Length + TrainManager.Trains[k].Cars[i].RearBogie.FrontAxle.Position; TrainManager.Trains[k].Cars[i].RearBogie.RearAxle.Follower.TrackPosition = TrainManager.Trains[k].Cars[i].RearAxle.Follower.TrackPosition - 0.5 * TrainManager.Trains[k].Cars[i].RearBogie.Length + TrainManager.Trains[k].Cars[i].RearBogie.RearAxle.Position; //Beacon reciever (AWS, ATC etc.) TrainManager.Trains[k].Cars[i].BeaconReceiver.TrackPosition = z - 0.5 * TrainManager.Trains[k].Cars[i].Length + TrainManager.Trains[k].Cars[i].BeaconReceiverPosition; z -= TrainManager.Trains[k].Cars[i].Length; if (i < TrainManager.Trains[k].Cars.Length - 1) { z -= 0.5 * (TrainManager.Trains[k].Couplers[i].MinimumDistanceBetweenCars + TrainManager.Trains[k].Couplers[i].MaximumDistanceBetweenCars); } } } // configure ai / timetable if (TrainManager.Trains[k] == TrainManager.PlayerTrain) { TrainManager.Trains[k].TimetableDelta = 0.0; } else if (TrainManager.Trains[k].State != TrainManager.TrainState.Bogus) { TrainManager.Trains[k].AI = new Game.SimpleHumanDriverAI(TrainManager.Trains[k]); TrainManager.Trains[k].TimetableDelta = Game.PrecedingTrainTimeDeltas[k]; TrainManager.Trains[k].Specs.DoorOpenMode = TrainManager.DoorMode.Manual; TrainManager.Trains[k].Specs.DoorCloseMode = TrainManager.DoorMode.Manual; } } TrainProgress = 1.0; // finished created objects System.Threading.Thread.Sleep(1); if (Cancel) { return; } ObjectManager.FinishCreatingObjects(); // update sections if (Game.Sections.Length > 0) { Game.UpdateSection(Game.Sections.Length - 1); } // load plugin for (int i = 0; i < TrainManager.Trains.Length; i++) { if (TrainManager.Trains[i].State != TrainManager.TrainState.Bogus) { if (TrainManager.Trains[i] == TrainManager.PlayerTrain) { if (!PluginManager.LoadCustomPlugin(TrainManager.Trains[i], CurrentTrainFolder, CurrentTrainEncoding)) { PluginManager.LoadDefaultPlugin(TrainManager.Trains[i], CurrentTrainFolder); } } else { PluginManager.LoadDefaultPlugin(TrainManager.Trains[i], CurrentTrainFolder); } } } }
private static void LoadEverythingThreaded() { Program.FileSystem.AppendToLogFile("Loading route file: " + CurrentRouteFile); string RailwayFolder = GetRailwayFolder(CurrentRouteFile); string ObjectFolder = OpenBveApi.Path.CombineDirectory(RailwayFolder, "Object"); string SoundFolder = OpenBveApi.Path.CombineDirectory(RailwayFolder, "Sound"); // reset Game.Reset(true); Game.MinimalisticSimulation = true; // screen World.CameraTrackFollower = new TrackManager.TrackFollower { Train = null, CarIndex = -1 }; World.CameraMode = CameraViewMode.Interior; //First, check the format of the route file //RW routes were written for BVE1 / 2, and have a different command syntax bool IsRW = CsvRwRouteParser.isRWFile(CurrentRouteFile); Program.FileSystem.AppendToLogFile("Route file format is: " + (IsRW ? "RW" : "CSV")); CsvRwRouteParser.ParseRoute(CurrentRouteFile, IsRW, CurrentRouteEncoding, CurrentTrainFolder, ObjectFolder, SoundFolder, false); Thread createIllustrations = new Thread(Game.RouteInformation.LoadInformation) { IsBackground = true }; createIllustrations.Start(); System.Threading.Thread.Sleep(1); if (Cancel) { return; } Game.CalculateSeaLevelConstants(); if (Game.BogusPretrainInstructions.Length != 0) { double t = Game.BogusPretrainInstructions[0].Time; double p = Game.BogusPretrainInstructions[0].TrackPosition; for (int i = 1; i < Game.BogusPretrainInstructions.Length; i++) { if (Game.BogusPretrainInstructions[i].Time > t) { t = Game.BogusPretrainInstructions[i].Time; } else { t += 1.0; Game.BogusPretrainInstructions[i].Time = t; } if (Game.BogusPretrainInstructions[i].TrackPosition > p) { p = Game.BogusPretrainInstructions[i].TrackPosition; } else { p += 1.0; Game.BogusPretrainInstructions[i].TrackPosition = p; } } } if (Game.Stations.Length == 1) { //Log the fact that only a single station is present, as this is probably not right Program.FileSystem.AppendToLogFile("The processed route file only contains a single station."); } Program.FileSystem.AppendToLogFile("Route file loaded successfully."); RouteProgress = 1.0; // initialize trains System.Threading.Thread.Sleep(1); if (Cancel) { return; } TrainManager.Trains = new TrainManager.Train[Game.PrecedingTrainTimeDeltas.Length + 1 + (Game.BogusPretrainInstructions.Length != 0 ? 1 : 0)]; for (int k = 0; k < TrainManager.Trains.Length; k++) { if (k == TrainManager.Trains.Length - 1 & Game.BogusPretrainInstructions.Length != 0) { TrainManager.Trains[k] = new TrainManager.Train(TrainManager.TrainState.Bogus); } else { TrainManager.Trains[k] = new TrainManager.Train(TrainManager.TrainState.Pending); } } TrainManager.PlayerTrain = TrainManager.Trains[Game.PrecedingTrainTimeDeltas.Length]; UnifiedObject[] CarObjects = null; UnifiedObject[] BogieObjects = null; // load trains double TrainProgressMaximum = 0.7 + 0.3 * (double)TrainManager.Trains.Length; for (int k = 0; k < TrainManager.Trains.Length; k++) { //Sleep for 20ms to allow route loading locks to release Thread.Sleep(20); if (TrainManager.Trains[k].State == TrainManager.TrainState.Bogus) { // bogus train string TrainData = OpenBveApi.Path.CombineFile(Program.FileSystem.GetDataFolder("Compatibility", "PreTrain"), "train.dat"); TrainDatParser.ParseTrainData(TrainData, System.Text.Encoding.UTF8, TrainManager.Trains[k]); System.Threading.Thread.Sleep(1); if (Cancel) { return; } TrainManager.Trains[k].InitializeCarSounds(); System.Threading.Thread.Sleep(1); if (Cancel) { return; } TrainProgressCurrentWeight = 0.3 / TrainProgressMaximum; TrainProgressCurrentSum += TrainProgressCurrentWeight; } else { TrainManager.Trains[k].TrainFolder = CurrentTrainFolder; // real train if (TrainManager.Trains[k] == TrainManager.PlayerTrain) { Program.FileSystem.AppendToLogFile("Loading player train: " + TrainManager.Trains[k].TrainFolder); } else { Program.FileSystem.AppendToLogFile("Loading AI train: " + TrainManager.Trains[k].TrainFolder); } TrainProgressCurrentWeight = 0.1 / TrainProgressMaximum; string TrainData = OpenBveApi.Path.CombineFile(TrainManager.Trains[k].TrainFolder, "train.dat"); TrainDatParser.ParseTrainData(TrainData, CurrentTrainEncoding, TrainManager.Trains[k]); TrainProgressCurrentSum += TrainProgressCurrentWeight; System.Threading.Thread.Sleep(1); if (Cancel) { return; } TrainProgressCurrentWeight = 0.2 / TrainProgressMaximum; SoundCfgParser.ParseSoundConfig(TrainManager.Trains[k].TrainFolder, CurrentTrainEncoding, TrainManager.Trains[k]); TrainProgressCurrentSum += TrainProgressCurrentWeight; System.Threading.Thread.Sleep(1); if (Cancel) { return; } // door open/close speed for (int i = 0; i < TrainManager.Trains[k].Cars.Length; i++) { if (TrainManager.Trains[k].Cars[i].Specs.DoorOpenFrequency <= 0.0) { if (TrainManager.Trains[k].Cars[i].Doors[0].OpenSound.Buffer != null & TrainManager.Trains[k].Cars[i].Doors[1].OpenSound.Buffer != null) { Sounds.LoadBuffer(TrainManager.Trains[k].Cars[i].Doors[0].OpenSound.Buffer); Sounds.LoadBuffer(TrainManager.Trains[k].Cars[i].Doors[1].OpenSound.Buffer); double a = TrainManager.Trains[k].Cars[i].Doors[0].OpenSound.Buffer.Duration; double b = TrainManager.Trains[k].Cars[i].Doors[1].OpenSound.Buffer.Duration; TrainManager.Trains[k].Cars[i].Specs.DoorOpenFrequency = a + b > 0.0 ? 2.0 / (a + b) : 0.8; } else if (TrainManager.Trains[k].Cars[i].Doors[0].OpenSound.Buffer != null) { Sounds.LoadBuffer(TrainManager.Trains[k].Cars[i].Doors[0].OpenSound.Buffer); double a = TrainManager.Trains[k].Cars[i].Doors[0].OpenSound.Buffer.Duration; TrainManager.Trains[k].Cars[i].Specs.DoorOpenFrequency = a > 0.0 ? 1.0 / a : 0.8; } else if (TrainManager.Trains[k].Cars[i].Doors[1].OpenSound.Buffer != null) { Sounds.LoadBuffer(TrainManager.Trains[k].Cars[i].Doors[0].OpenSound.Buffer); double b = TrainManager.Trains[k].Cars[i].Doors[1].OpenSound.Buffer.Duration; TrainManager.Trains[k].Cars[i].Specs.DoorOpenFrequency = b > 0.0 ? 1.0 / b : 0.8; } else { TrainManager.Trains[k].Cars[i].Specs.DoorOpenFrequency = 0.8; } } if (TrainManager.Trains[k].Cars[i].Specs.DoorCloseFrequency <= 0.0) { if (TrainManager.Trains[k].Cars[i].Doors[0].CloseSound.Buffer != null & TrainManager.Trains[k].Cars[i].Doors[1].CloseSound.Buffer != null) { Sounds.LoadBuffer(TrainManager.Trains[k].Cars[i].Doors[0].CloseSound.Buffer); Sounds.LoadBuffer(TrainManager.Trains[k].Cars[i].Doors[1].CloseSound.Buffer); double a = TrainManager.Trains[k].Cars[i].Doors[0].CloseSound.Buffer.Duration; double b = TrainManager.Trains[k].Cars[i].Doors[1].CloseSound.Buffer.Duration; TrainManager.Trains[k].Cars[i].Specs.DoorCloseFrequency = a + b > 0.0 ? 2.0 / (a + b) : 0.8; } else if (TrainManager.Trains[k].Cars[i].Doors[0].CloseSound.Buffer != null) { Sounds.LoadBuffer(TrainManager.Trains[k].Cars[i].Doors[0].CloseSound.Buffer); double a = TrainManager.Trains[k].Cars[i].Doors[0].CloseSound.Buffer.Duration; TrainManager.Trains[k].Cars[i].Specs.DoorCloseFrequency = a > 0.0 ? 1.0 / a : 0.8; } else if (TrainManager.Trains[k].Cars[i].Doors[1].CloseSound.Buffer != null) { Sounds.LoadBuffer(TrainManager.Trains[k].Cars[i].Doors[0].CloseSound.Buffer); double b = TrainManager.Trains[k].Cars[i].Doors[1].CloseSound.Buffer.Duration; TrainManager.Trains[k].Cars[i].Specs.DoorCloseFrequency = b > 0.0 ? 1.0 / b : 0.8; } else { TrainManager.Trains[k].Cars[i].Specs.DoorCloseFrequency = 0.8; } } const double f = 0.015; const double g = 2.75; TrainManager.Trains[k].Cars[i].Specs.DoorOpenPitch = Math.Exp(f * Math.Tan(g * (Program.RandomNumberGenerator.NextDouble() - 0.5))); TrainManager.Trains[k].Cars[i].Specs.DoorClosePitch = Math.Exp(f * Math.Tan(g * (Program.RandomNumberGenerator.NextDouble() - 0.5))); TrainManager.Trains[k].Cars[i].Specs.DoorOpenFrequency /= TrainManager.Trains[k].Cars[i].Specs.DoorOpenPitch; TrainManager.Trains[k].Cars[i].Specs.DoorCloseFrequency /= TrainManager.Trains[k].Cars[i].Specs.DoorClosePitch; /* * Remove the following two lines, then the pitch at which doors play * takes their randomized opening and closing times into account. * */ TrainManager.Trains[k].Cars[i].Specs.DoorOpenPitch = 1.0; TrainManager.Trains[k].Cars[i].Specs.DoorClosePitch = 1.0; } } // add panel section if (TrainManager.Trains[k] == TrainManager.PlayerTrain) { TrainProgressCurrentWeight = 0.7 / TrainProgressMaximum; TrainManager.ParsePanelConfig(TrainManager.Trains[k].TrainFolder, CurrentTrainEncoding, TrainManager.Trains[k]); TrainProgressCurrentSum += TrainProgressCurrentWeight; System.Threading.Thread.Sleep(1); if (Cancel) { return; } Program.FileSystem.AppendToLogFile("Train panel loaded sucessfully."); } // add exterior section if (TrainManager.Trains[k].State != TrainManager.TrainState.Bogus) { bool LoadObjects = false; if (CarObjects == null) { CarObjects = new UnifiedObject[TrainManager.Trains[k].Cars.Length]; BogieObjects = new UnifiedObject[TrainManager.Trains[k].Cars.Length * 2]; LoadObjects = true; } string tXml = OpenBveApi.Path.CombineFile(TrainManager.Trains[k].TrainFolder, "train.xml"); if (System.IO.File.Exists(tXml)) { TrainXmlParser.Parse(tXml, TrainManager.Trains[k], ref CarObjects, ref BogieObjects); } else { ExtensionsCfgParser.ParseExtensionsConfig(TrainManager.Trains[k].TrainFolder, CurrentTrainEncoding, ref CarObjects, ref BogieObjects, TrainManager.Trains[k], LoadObjects); } World.CameraCar = TrainManager.Trains[k].DriverCar; System.Threading.Thread.Sleep(1); if (Cancel) { return; } //Stores the current array index of the bogie object to add //Required as there are two bogies per car, and we're using a simple linear array.... int currentBogieObject = 0; for (int i = 0; i < TrainManager.Trains[k].Cars.Length; i++) { if (CarObjects[i] == null) { // load default exterior object string file = OpenBveApi.Path.CombineFile(Program.FileSystem.GetDataFolder("Compatibility"), "exterior.csv"); ObjectManager.StaticObject so = ObjectManager.LoadStaticObject(file, System.Text.Encoding.UTF8, false, false, false); if (so == null) { CarObjects[i] = null; } else { double sx = TrainManager.Trains[k].Cars[i].Width; double sy = TrainManager.Trains[k].Cars[i].Height; double sz = TrainManager.Trains[k].Cars[i].Length; so.ApplyScale(sx, sy, sz); CarObjects[i] = so; } } if (CarObjects[i] != null) { // add object TrainManager.Trains[k].Cars[i].LoadCarSections(CarObjects[i]); } //Load bogie objects if (BogieObjects[currentBogieObject] != null) { TrainManager.Trains[k].Cars[i].FrontBogie.LoadCarSections(BogieObjects[currentBogieObject]); } currentBogieObject++; if (BogieObjects[currentBogieObject] != null) { TrainManager.Trains[k].Cars[i].RearBogie.LoadCarSections(BogieObjects[currentBogieObject]); } currentBogieObject++; } } // place cars TrainManager.Trains[k].PlaceCars(0.0); // configure ai / timetable if (TrainManager.Trains[k] == TrainManager.PlayerTrain) { TrainManager.Trains[k].TimetableDelta = 0.0; } else if (TrainManager.Trains[k].State != TrainManager.TrainState.Bogus) { TrainManager.Trains[k].AI = new Game.SimpleHumanDriverAI(TrainManager.Trains[k]); TrainManager.Trains[k].TimetableDelta = Game.PrecedingTrainTimeDeltas[k]; TrainManager.Trains[k].Specs.DoorOpenMode = TrainManager.DoorMode.Manual; TrainManager.Trains[k].Specs.DoorCloseMode = TrainManager.DoorMode.Manual; } } TrainProgress = 1.0; // finished created objects System.Threading.Thread.Sleep(1); if (Cancel) { return; } Array.Resize(ref ObjectManager.Objects, ObjectManager.ObjectsUsed); Array.Resize(ref ObjectManager.AnimatedWorldObjects, ObjectManager.AnimatedWorldObjectsUsed); // update sections if (Game.Sections.Length > 0) { Game.UpdateSection(Game.Sections.Length - 1); } // load plugin for (int i = 0; i < TrainManager.Trains.Length; i++) { if (TrainManager.Trains[i].State != TrainManager.TrainState.Bogus) { if (TrainManager.Trains[i] == TrainManager.PlayerTrain) { if (!PluginManager.LoadCustomPlugin(TrainManager.Trains[i], TrainManager.Trains[i].TrainFolder, CurrentTrainEncoding)) { PluginManager.LoadDefaultPlugin(TrainManager.Trains[i], TrainManager.Trains[i].TrainFolder); } } else { PluginManager.LoadDefaultPlugin(TrainManager.Trains[i], TrainManager.Trains[i].TrainFolder); } } } }
private static void LoadEverythingThreaded() { string RailwayFolder = GetRailwayFolder(CurrentRouteFile); // if (RailwayFolder == null) { // Interface.AddMessage(Interface.MessageType.Critical, false, "The Railway folder could not be found. Please check your folder structure."); // return; // } string ObjectFolder = OpenBveApi.Path.CombineDirectory(RailwayFolder, "Object"); string SoundFolder = OpenBveApi.Path.CombineDirectory(RailwayFolder, "Sound"); // reset Game.Reset(true); Game.MinimalisticSimulation = true; // screen World.CameraTrackFollower = new TrackManager.TrackFollower(); World.CameraTrackFollower.Train = null; World.CameraTrackFollower.CarIndex = -1; World.CameraMode = World.CameraViewMode.Interior; // load route bool IsRW = string.Equals(System.IO.Path.GetExtension(CurrentRouteFile), ".rw", StringComparison.OrdinalIgnoreCase); CsvRwRouteParser.ParseRoute(CurrentRouteFile, IsRW, CurrentRouteEncoding, CurrentTrainFolder, ObjectFolder, SoundFolder, false); System.Threading.Thread.Sleep(1); if (Cancel) { return; } Game.CalculateSeaLevelConstants(); if (Game.BogusPretrainInstructions.Length != 0) { double t = Game.BogusPretrainInstructions[0].Time; double p = Game.BogusPretrainInstructions[0].TrackPosition; for (int i = 1; i < Game.BogusPretrainInstructions.Length; i++) { if (Game.BogusPretrainInstructions[i].Time > t) { t = Game.BogusPretrainInstructions[i].Time; } else { t += 1.0; Game.BogusPretrainInstructions[i].Time = t; } if (Game.BogusPretrainInstructions[i].TrackPosition > p) { p = Game.BogusPretrainInstructions[i].TrackPosition; } else { p += 1.0; Game.BogusPretrainInstructions[i].TrackPosition = p; } } } RouteProgress = 1.0; // initialize trains System.Threading.Thread.Sleep(1); if (Cancel) { return; } TrainManager.Trains = new TrainManager.Train[Game.PrecedingTrainTimeDeltas.Length + 1 + (Game.BogusPretrainInstructions.Length != 0 ? 1 : 0)]; for (int k = 0; k < TrainManager.Trains.Length; k++) { TrainManager.Trains[k] = new TrainManager.Train(); TrainManager.Trains[k].TrainIndex = k; if (k == TrainManager.Trains.Length - 1 & Game.BogusPretrainInstructions.Length != 0) { TrainManager.Trains[k].State = TrainManager.TrainState.Bogus; } else { TrainManager.Trains[k].State = TrainManager.TrainState.Pending; } } TrainManager.PlayerTrain = TrainManager.Trains[Game.PrecedingTrainTimeDeltas.Length]; // load trains double TrainProgressMaximum = 0.7 + 0.3 * (double)TrainManager.Trains.Length; for (int k = 0; k < TrainManager.Trains.Length; k++) { if (TrainManager.Trains[k].State == TrainManager.TrainState.Bogus) { // bogus train string Folder = Program.FileSystem.GetDataFolder("Compatibility", "PreTrain"); TrainDatParser.ParseTrainData(Folder, System.Text.Encoding.UTF8, TrainManager.Trains[k]); System.Threading.Thread.Sleep(1); if (Cancel) { return; } SoundCfgParser.LoadNoSound(TrainManager.Trains[k]); System.Threading.Thread.Sleep(1); if (Cancel) { return; } TrainProgressCurrentWeight = 0.3 / TrainProgressMaximum; TrainProgressCurrentSum += TrainProgressCurrentWeight; } else { // real train TrainProgressCurrentWeight = 0.1 / TrainProgressMaximum; TrainDatParser.ParseTrainData(CurrentTrainFolder, CurrentTrainEncoding, TrainManager.Trains[k]); TrainProgressCurrentSum += TrainProgressCurrentWeight; System.Threading.Thread.Sleep(1); if (Cancel) { return; } TrainProgressCurrentWeight = 0.2 / TrainProgressMaximum; SoundCfgParser.ParseSoundConfig(CurrentTrainFolder, CurrentTrainEncoding, TrainManager.Trains[k]); TrainProgressCurrentSum += TrainProgressCurrentWeight; System.Threading.Thread.Sleep(1); if (Cancel) { return; } // door open/close speed for (int i = 0; i < TrainManager.Trains[k].Cars.Length; i++) { if (TrainManager.Trains[k].Cars[i].Specs.DoorOpenFrequency <= 0.0) { if (TrainManager.Trains[k].Cars[i].Sounds.DoorOpenL.Buffer != null & TrainManager.Trains[k].Cars[i].Sounds.DoorOpenR.Buffer != null) { Sounds.LoadBuffer(TrainManager.Trains[k].Cars[i].Sounds.DoorOpenL.Buffer); Sounds.LoadBuffer(TrainManager.Trains[k].Cars[i].Sounds.DoorOpenR.Buffer); double a = TrainManager.Trains[k].Cars[i].Sounds.DoorOpenL.Buffer.Duration; double b = TrainManager.Trains[k].Cars[i].Sounds.DoorOpenR.Buffer.Duration; TrainManager.Trains[k].Cars[i].Specs.DoorOpenFrequency = a + b > 0.0 ? 2.0 / (a + b) : 0.8; } else if (TrainManager.Trains[k].Cars[i].Sounds.DoorOpenL.Buffer != null) { Sounds.LoadBuffer(TrainManager.Trains[k].Cars[i].Sounds.DoorOpenL.Buffer); double a = TrainManager.Trains[k].Cars[i].Sounds.DoorOpenL.Buffer.Duration; TrainManager.Trains[k].Cars[i].Specs.DoorOpenFrequency = a > 0.0 ? 1.0 / a : 0.8; } else if (TrainManager.Trains[k].Cars[i].Sounds.DoorOpenR.Buffer != null) { Sounds.LoadBuffer(TrainManager.Trains[k].Cars[i].Sounds.DoorOpenL.Buffer); double b = TrainManager.Trains[k].Cars[i].Sounds.DoorOpenR.Buffer.Duration; TrainManager.Trains[k].Cars[i].Specs.DoorOpenFrequency = b > 0.0 ? 1.0 / b : 0.8; } else { TrainManager.Trains[k].Cars[i].Specs.DoorOpenFrequency = 0.8; } } if (TrainManager.Trains[k].Cars[i].Specs.DoorCloseFrequency <= 0.0) { if (TrainManager.Trains[k].Cars[i].Sounds.DoorCloseL.Buffer != null & TrainManager.Trains[k].Cars[i].Sounds.DoorCloseR.Buffer != null) { Sounds.LoadBuffer(TrainManager.Trains[k].Cars[i].Sounds.DoorCloseL.Buffer); Sounds.LoadBuffer(TrainManager.Trains[k].Cars[i].Sounds.DoorCloseR.Buffer); double a = TrainManager.Trains[k].Cars[i].Sounds.DoorCloseL.Buffer.Duration; double b = TrainManager.Trains[k].Cars[i].Sounds.DoorCloseR.Buffer.Duration; TrainManager.Trains[k].Cars[i].Specs.DoorCloseFrequency = a + b > 0.0 ? 2.0 / (a + b) : 0.8; } else if (TrainManager.Trains[k].Cars[i].Sounds.DoorCloseL.Buffer != null) { Sounds.LoadBuffer(TrainManager.Trains[k].Cars[i].Sounds.DoorCloseL.Buffer); double a = TrainManager.Trains[k].Cars[i].Sounds.DoorCloseL.Buffer.Duration; TrainManager.Trains[k].Cars[i].Specs.DoorCloseFrequency = a > 0.0 ? 1.0 / a : 0.8; } else if (TrainManager.Trains[k].Cars[i].Sounds.DoorCloseR.Buffer != null) { Sounds.LoadBuffer(TrainManager.Trains[k].Cars[i].Sounds.DoorCloseL.Buffer); double b = TrainManager.Trains[k].Cars[i].Sounds.DoorCloseR.Buffer.Duration; TrainManager.Trains[k].Cars[i].Specs.DoorCloseFrequency = b > 0.0 ? 1.0 / b : 0.8; } else { TrainManager.Trains[k].Cars[i].Specs.DoorCloseFrequency = 0.8; } } const double f = 0.015; const double g = 2.75; TrainManager.Trains[k].Cars[i].Specs.DoorOpenPitch = Math.Exp(f * Math.Tan(g * (Program.RandomNumberGenerator.NextDouble() - 0.5))); TrainManager.Trains[k].Cars[i].Specs.DoorClosePitch = Math.Exp(f * Math.Tan(g * (Program.RandomNumberGenerator.NextDouble() - 0.5))); TrainManager.Trains[k].Cars[i].Specs.DoorOpenFrequency /= TrainManager.Trains[k].Cars[i].Specs.DoorOpenPitch; TrainManager.Trains[k].Cars[i].Specs.DoorCloseFrequency /= TrainManager.Trains[k].Cars[i].Specs.DoorClosePitch; /* * Remove the following two lines, then the pitch at which doors play * takes their randomized opening and closing times into account. * */ TrainManager.Trains[k].Cars[i].Specs.DoorOpenPitch = 1.0; TrainManager.Trains[k].Cars[i].Specs.DoorClosePitch = 1.0; } } for (int i = 0; i < TrainManager.Trains[k].Cars.Length; i++) { TrainManager.Trains[k].Cars[i].FrontAxle.Follower.Train = TrainManager.Trains[k]; TrainManager.Trains[k].Cars[i].RearAxle.Follower.Train = TrainManager.Trains[k]; TrainManager.Trains[k].Cars[i].BeaconReceiver.Train = TrainManager.Trains[k]; } // add panel section if (k == TrainManager.PlayerTrain.TrainIndex) { TrainManager.Trains[k].Cars[TrainManager.Trains[k].DriverCar].CarSections = new TrainManager.CarSection[1]; TrainManager.Trains[k].Cars[TrainManager.Trains[k].DriverCar].CarSections[0].Elements = new ObjectManager.AnimatedObject[] { }; TrainManager.Trains[k].Cars[TrainManager.Trains[k].DriverCar].CarSections[0].Overlay = true; TrainProgressCurrentWeight = 0.7 / TrainProgressMaximum; TrainManager.ParsePanelConfig(CurrentTrainFolder, CurrentTrainEncoding, TrainManager.Trains[k]); TrainProgressCurrentSum += TrainProgressCurrentWeight; System.Threading.Thread.Sleep(1); if (Cancel) { return; } } // add exterior section if (TrainManager.Trains[k].State != TrainManager.TrainState.Bogus) { ObjectManager.UnifiedObject[] CarObjects; ExtensionsCfgParser.ParseExtensionsConfig(CurrentTrainFolder, CurrentTrainEncoding, out CarObjects, TrainManager.Trains[k]); System.Threading.Thread.Sleep(1); if (Cancel) { return; } for (int i = 0; i < TrainManager.Trains[k].Cars.Length; i++) { if (CarObjects[i] == null) { // load default exterior object string file = OpenBveApi.Path.CombineFile(Program.FileSystem.GetDataFolder("Compatibility"), "exterior.csv"); ObjectManager.StaticObject so = ObjectManager.LoadStaticObject(file, System.Text.Encoding.UTF8, ObjectManager.ObjectLoadMode.Normal, false, false, false); if (so == null) { CarObjects[i] = null; } else { double sx = TrainManager.Trains[k].Cars[i].Width; double sy = TrainManager.Trains[k].Cars[i].Height; double sz = TrainManager.Trains[k].Cars[i].Length; CsvB3dObjectParser.ApplyScale(so, sx, sy, sz); CarObjects[i] = so; } } if (CarObjects[i] != null) { // add object int j = TrainManager.Trains[k].Cars[i].CarSections.Length; Array.Resize <TrainManager.CarSection>(ref TrainManager.Trains[k].Cars[i].CarSections, j + 1); if (CarObjects[i] is ObjectManager.StaticObject) { ObjectManager.StaticObject s = (ObjectManager.StaticObject)CarObjects[i]; TrainManager.Trains[k].Cars[i].CarSections[j].Elements = new ObjectManager.AnimatedObject[1]; TrainManager.Trains[k].Cars[i].CarSections[j].Elements[0] = new ObjectManager.AnimatedObject(); TrainManager.Trains[k].Cars[i].CarSections[j].Elements[0].States = new ObjectManager.AnimatedObjectState[1]; TrainManager.Trains[k].Cars[i].CarSections[j].Elements[0].States[0].Position = new Vector3(0.0, 0.0, 0.0); TrainManager.Trains[k].Cars[i].CarSections[j].Elements[0].States[0].Object = s; TrainManager.Trains[k].Cars[i].CarSections[j].Elements[0].CurrentState = 0; TrainManager.Trains[k].Cars[i].CarSections[j].Elements[0].ObjectIndex = ObjectManager.CreateDynamicObject(); } else if (CarObjects[i] is ObjectManager.AnimatedObjectCollection) { ObjectManager.AnimatedObjectCollection a = (ObjectManager.AnimatedObjectCollection)CarObjects[i]; TrainManager.Trains[k].Cars[i].CarSections[j].Elements = new ObjectManager.AnimatedObject[a.Objects.Length]; for (int h = 0; h < a.Objects.Length; h++) { TrainManager.Trains[k].Cars[i].CarSections[j].Elements[h] = a.Objects[h]; TrainManager.Trains[k].Cars[i].CarSections[j].Elements[h].ObjectIndex = ObjectManager.CreateDynamicObject(); } } } } } // place cars { double z = 0.0; for (int i = 0; i < TrainManager.Trains[k].Cars.Length; i++) { TrainManager.Trains[k].Cars[i].FrontAxle.Follower.TrackPosition = z - 0.5 * TrainManager.Trains[k].Cars[i].Length + TrainManager.Trains[k].Cars[i].FrontAxlePosition; TrainManager.Trains[k].Cars[i].RearAxle.Follower.TrackPosition = z - 0.5 * TrainManager.Trains[k].Cars[i].Length + TrainManager.Trains[k].Cars[i].RearAxlePosition; TrainManager.Trains[k].Cars[i].BeaconReceiver.TrackPosition = z - 0.5 * TrainManager.Trains[k].Cars[i].Length + TrainManager.Trains[k].Cars[i].BeaconReceiverPosition; z -= TrainManager.Trains[k].Cars[i].Length; if (i < TrainManager.Trains[k].Cars.Length - 1) { z -= 0.5 * (TrainManager.Trains[k].Couplers[i].MinimumDistanceBetweenCars + TrainManager.Trains[k].Couplers[i].MaximumDistanceBetweenCars); } } } // configure ai / timetable if (TrainManager.Trains[k] == TrainManager.PlayerTrain) { TrainManager.Trains[k].TimetableDelta = 0.0; } else if (TrainManager.Trains[k].State != TrainManager.TrainState.Bogus) { TrainManager.Trains[k].AI = new Game.SimpleHumanDriverAI(TrainManager.Trains[k]); TrainManager.Trains[k].TimetableDelta = Game.PrecedingTrainTimeDeltas[k]; TrainManager.Trains[k].Specs.DoorOpenMode = TrainManager.DoorMode.Manual; TrainManager.Trains[k].Specs.DoorCloseMode = TrainManager.DoorMode.Manual; } } TrainProgress = 1.0; // finished created objects System.Threading.Thread.Sleep(1); if (Cancel) { return; } ObjectManager.FinishCreatingObjects(); // update sections if (Game.Sections.Length > 0) { Game.UpdateSection(Game.Sections.Length - 1); } // load plugin for (int i = 0; i < TrainManager.Trains.Length; i++) { if (TrainManager.Trains[i].State != TrainManager.TrainState.Bogus) { if (TrainManager.Trains[i] == TrainManager.PlayerTrain) { if (!PluginManager.LoadCustomPlugin(TrainManager.Trains[i], CurrentTrainFolder, CurrentTrainEncoding)) { PluginManager.LoadDefaultPlugin(TrainManager.Trains[i], CurrentTrainFolder); } } else { PluginManager.LoadDefaultPlugin(TrainManager.Trains[i], CurrentTrainFolder); } } } }
/// <summary>Parses a base track following object node</summary> /// <param name="Element">The XElement to parse</param> /// <param name="FileName">The filename of the containing XML file</param> /// <param name="Path">The path of the containing XML file</param> /// <param name="Train">The track following object to parse this node into</param> private static void ParseTrackFollowingObjectNode(XElement Element, string FileName, string Path, TrainManager.TrackFollowingObject Train) { System.Globalization.CultureInfo Culture = System.Globalization.CultureInfo.InvariantCulture; string TrainDirectory = string.Empty; List <Game.TravelData> Data = new List <Game.TravelData>(); foreach (XElement SectionElement in Element.Elements()) { string Section = SectionElement.Name.LocalName; switch (SectionElement.Name.LocalName.ToLowerInvariant()) { case "stops": ParseStopNode(SectionElement, FileName, Data); break; case "train": foreach (XElement KeyNode in SectionElement.Elements()) { string Key = KeyNode.Name.LocalName; string Value = KeyNode.Value; int LineNumber = ((IXmlLineInfo)KeyNode).LineNumber; switch (Key.ToLowerInvariant()) { case "directory": { string trainDirectory = OpenBveApi.Path.CombineDirectory(Path, Value); if (!System.IO.Directory.Exists(trainDirectory)) { trainDirectory = OpenBveApi.Path.CombineFile(Program.FileSystem.InitialTrainFolder, Value); } if (!System.IO.Directory.Exists(trainDirectory)) { trainDirectory = OpenBveApi.Path.CombineFile(Program.FileSystem.TrainInstallationDirectory, Value); } if (!System.IO.Directory.Exists(trainDirectory)) { Interface.AddMessage(MessageType.Error, false, "Directory was not found in " + Key + " in " + Section + " at line " + LineNumber.ToString(Culture) + " in " + FileName); } else { TrainDirectory = trainDirectory; } } break; } } break; case "definition": foreach (XElement KeyNode in SectionElement.Elements()) { string Key = KeyNode.Name.LocalName; string Value = KeyNode.Value; int LineNumber = ((IXmlLineInfo)KeyNode).LineNumber; switch (Key.ToLowerInvariant()) { case "appearancetime": if (Value.Length != 0 && !Interface.TryParseTime(Value, out Train.AppearanceTime)) { Interface.AddMessage(MessageType.Error, false, "Value is invalid in " + Key + " in " + Section + " at line " + LineNumber.ToString(Culture) + " in " + FileName); } break; case "appearancestartposition": if (Value.Length != 0 && !NumberFormats.TryParseDoubleVb6(Value, out Train.AppearanceStartPosition)) { Interface.AddMessage(MessageType.Error, false, "Value is invalid in " + Key + " in " + Section + " at line " + LineNumber.ToString(Culture) + " in " + FileName); } break; case "appearanceendposition": if (Value.Length != 0 && !NumberFormats.TryParseDoubleVb6(Value, out Train.AppearanceEndPosition)) { Interface.AddMessage(MessageType.Error, false, "Value is invalid in " + Key + " in " + Section + " at line " + LineNumber.ToString(Culture) + " in " + FileName); } break; case "leavetime": if (Value.Length != 0 && !Interface.TryParseTime(Value, out Train.LeaveTime)) { Interface.AddMessage(MessageType.Error, false, "Value is invalid in " + Key + " in " + Section + " at line " + LineNumber.ToString(Culture) + " in " + FileName); } break; } } break; } } if (!Data.Any() || string.IsNullOrEmpty(TrainDirectory)) { return; } // Initial setting string TrainData = OpenBveApi.Path.CombineFile(TrainDirectory, "train.dat"); string ExteriorFile = OpenBveApi.Path.CombineFile(TrainDirectory, "extensions.cfg"); if (!System.IO.File.Exists(TrainData) || !System.IO.File.Exists(ExteriorFile)) { Interface.AddMessage(MessageType.Error, true, "The supplied train folder in TrackFollowingObject " + FileName + " did not contain a complete set of data."); return; } TrainDatParser.ParseTrainData(TrainData, TextEncoding.GetSystemEncodingFromFile(TrainData), Train); SoundCfgParser.ParseSoundConfig(TrainDirectory, Encoding.UTF8, Train); Train.AI = new Game.TrackFollowingObjectAI(Train, Data); UnifiedObject[] CarObjects = new UnifiedObject[Train.Cars.Length]; UnifiedObject[] BogieObjects = new UnifiedObject[Train.Cars.Length * 2]; ExtensionsCfgParser.ParseExtensionsConfig(System.IO.Path.GetDirectoryName(ExteriorFile), TextEncoding.GetSystemEncodingFromFile(ExteriorFile), ref CarObjects, ref BogieObjects, Train, true); int currentBogieObject = 0; for (int i = 0; i < Train.Cars.Length; i++) { if (CarObjects[i] == null) { // load default exterior object string file = OpenBveApi.Path.CombineFile(Program.FileSystem.GetDataFolder("Compatibility"), "exterior.csv"); ObjectManager.StaticObject so = ObjectManager.LoadStaticObject(file, System.Text.Encoding.UTF8, false, false, false); if (so == null) { CarObjects[i] = null; } else { double sx = Train.Cars[i].Width; double sy = Train.Cars[i].Height; double sz = Train.Cars[i].Length; so.ApplyScale(sx, sy, sz); CarObjects[i] = so; } } if (CarObjects[i] != null) { // add object Train.Cars[i].LoadCarSections(CarObjects[i]); } //Load bogie objects if (BogieObjects[currentBogieObject] != null) { Train.Cars[i].FrontBogie.LoadCarSections(BogieObjects[currentBogieObject]); } currentBogieObject++; if (BogieObjects[currentBogieObject] != null) { Train.Cars[i].RearBogie.LoadCarSections(BogieObjects[currentBogieObject]); } currentBogieObject++; } // door open/close speed foreach (var Car in Train.Cars) { if (Car.Specs.DoorOpenFrequency <= 0.0) { if (Car.Doors[0].OpenSound.Buffer != null & Car.Doors[1].OpenSound.Buffer != null) { Sounds.LoadBuffer(Car.Doors[0].OpenSound.Buffer); Sounds.LoadBuffer(Car.Doors[1].OpenSound.Buffer); double a = Car.Doors[0].OpenSound.Buffer.Duration; double b = Car.Doors[1].OpenSound.Buffer.Duration; Car.Specs.DoorOpenFrequency = a + b > 0.0 ? 2.0 / (a + b) : 0.8; } else if (Car.Doors[0].OpenSound.Buffer != null) { Sounds.LoadBuffer(Car.Doors[0].OpenSound.Buffer); double a = Car.Doors[0].OpenSound.Buffer.Duration; Car.Specs.DoorOpenFrequency = a > 0.0 ? 1.0 / a : 0.8; } else if (Car.Doors[1].OpenSound.Buffer != null) { Sounds.LoadBuffer(Car.Doors[0].OpenSound.Buffer); double b = Car.Doors[1].OpenSound.Buffer.Duration; Car.Specs.DoorOpenFrequency = b > 0.0 ? 1.0 / b : 0.8; } else { Car.Specs.DoorOpenFrequency = 0.8; } } if (Car.Specs.DoorCloseFrequency <= 0.0) { if (Car.Doors[0].CloseSound.Buffer != null & Car.Doors[1].CloseSound.Buffer != null) { Sounds.LoadBuffer(Car.Doors[0].CloseSound.Buffer); Sounds.LoadBuffer(Car.Doors[1].CloseSound.Buffer); double a = Car.Doors[0].CloseSound.Buffer.Duration; double b = Car.Doors[1].CloseSound.Buffer.Duration; Car.Specs.DoorCloseFrequency = a + b > 0.0 ? 2.0 / (a + b) : 0.8; } else if (Car.Doors[0].CloseSound.Buffer != null) { Sounds.LoadBuffer(Car.Doors[0].CloseSound.Buffer); double a = Car.Doors[0].CloseSound.Buffer.Duration; Car.Specs.DoorCloseFrequency = a > 0.0 ? 1.0 / a : 0.8; } else if (Car.Doors[1].CloseSound.Buffer != null) { Sounds.LoadBuffer(Car.Doors[0].CloseSound.Buffer); double b = Car.Doors[1].CloseSound.Buffer.Duration; Car.Specs.DoorCloseFrequency = b > 0.0 ? 1.0 / b : 0.8; } else { Car.Specs.DoorCloseFrequency = 0.8; } } const double f = 0.015; const double g = 2.75; Car.Specs.DoorOpenPitch = Math.Exp(f * Math.Tan(g * (Program.RandomNumberGenerator.NextDouble() - 0.5))); Car.Specs.DoorClosePitch = Math.Exp(f * Math.Tan(g * (Program.RandomNumberGenerator.NextDouble() - 0.5))); Car.Specs.DoorOpenFrequency /= Car.Specs.DoorOpenPitch; Car.Specs.DoorCloseFrequency /= Car.Specs.DoorClosePitch; /* * Remove the following two lines, then the pitch at which doors play * takes their randomized opening and closing times into account. * */ Car.Specs.DoorOpenPitch = 1.0; Car.Specs.DoorClosePitch = 1.0; } foreach (var Car in Train.Cars) { Car.FrontAxle.Follower.TrackIndex = Data[0].RailIndex; Car.RearAxle.Follower.TrackIndex = Data[0].RailIndex; Car.FrontBogie.FrontAxle.Follower.TrackIndex = Data[0].RailIndex; Car.FrontBogie.RearAxle.Follower.TrackIndex = Data[0].RailIndex; Car.RearBogie.FrontAxle.Follower.TrackIndex = Data[0].RailIndex; Car.RearBogie.RearAxle.Follower.TrackIndex = Data[0].RailIndex; } Train.PlaceCars(Data[0].StopPosition); }