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); } } } }
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); } } } }
/// <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 // }
/// <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 // }
/// <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; }
public override void UpdateCustomTimetable(Texture Daytime, Texture Nighttime) { Timetable.UpdateCustomTimetable(Daytime, Nighttime); }
/// <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; } }
/// <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; }
/// <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; } } } }
/// <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; } } } }
/// <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(); }