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path: root/advtrains/atc.lua
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* Handle the case that a train is not initialized (train_ensure_init returns ↵orwell962018-10-29
| | | | | | nil/false) Fixes H#72
* Fix node database ATC rail bugorwell962018-10-17
| | | | | | | After successfully registering newly-placed ATC rails in the nodedb, the rail's after_place_node() callback (local apn_func()) immediately cleared it again by passing a "node" object that was actually a player object and thus had no "name" or "param2" to ndb.update(), which it handled how it should not in this situation. Since those ndb.update calls were unnecessary anyways, I removed them completely.
* Add signal safety control override, restructure control systemorwell962018-10-10
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* Fix ATC rail reversingorwell962018-08-12
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* Add routesetting callbacks.orwell962018-08-12
| | | | Now, only the signal aspect setting is still missing
* Mainly make collisions and coupling workorwell962018-06-14
| | | | Missing: ATC stuff, yaw problems
* Implement a reverse path lookup for trains instead of an occupations window ↵orwell962018-06-14
| | | | system
* Occupation System, new train steps, still incompleteorwell962018-06-14
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* Fix detector lookup in ATC railsorwell962017-12-18
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* Rewrite rail connection system...orwell962017-12-18
| | | | | | | | | ...to support an arbitrary number of connections for rails, which leads to these new features: - switches now get recognized by the trackworker correctly - ability to add real rail crosses During this, I also rewrote the rail registering system and the conway function (important part of path prediction) Note, developers: the track preset format changed, you might need to rewrite them according to the presets in tracks.lua if you wrote your own (possibly breaks advcarts)
* Moved default train track to separate mod, for integration with advcarts.Gabriel Pérez-Cerezo2017-10-25
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* Remove zip release files, move mod to root, exclude assets from Makefile (#92)rubenwardy2017-09-20
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* Restructure mod directoryorwell962017-01-04
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* Add Automatic Train Control systemorwell962017-01-04
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* Turning mod into a modpack and separating the trains from the core modorwell962016-12-20
> #include "client.h" class LocalPlayer; struct MapDrawControl; class Client; class WieldMeshSceneNode; struct Nametag { Nametag(scene::ISceneNode *a_parent_node, const std::string &a_nametag_text, const video::SColor &a_nametag_color): parent_node(a_parent_node), nametag_text(a_nametag_text), nametag_color(a_nametag_color) { } scene::ISceneNode *parent_node; std::string nametag_text; video::SColor nametag_color; }; enum CameraMode {CAMERA_MODE_FIRST, CAMERA_MODE_THIRD, CAMERA_MODE_THIRD_FRONT}; /* Client camera class, manages the player and camera scene nodes, the viewing distance and performs view bobbing etc. It also displays the wielded tool in front of the first-person camera. */ class Camera { public: Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control, Client *client); ~Camera(); // Get player scene node. // This node is positioned at the player's torso (without any view bobbing), // as given by Player::m_position. Yaw is applied but not pitch. inline scene::ISceneNode* getPlayerNode() const { return m_playernode; } // Get head scene node. // It has the eye transformation and pitch applied, // but no view bobbing. inline scene::ISceneNode* getHeadNode() const { return m_headnode; } // Get camera scene node. // It has the eye transformation, pitch and view bobbing applied. inline scene::ICameraSceneNode* getCameraNode() const { return m_cameranode; } // Get the camera position (in absolute scene coordinates). // This has view bobbing applied. inline v3f getPosition() const { return m_camera_position; } // Get the camera direction (in absolute camera coordinates). // This has view bobbing applied. inline v3f getDirection() const { return m_camera_direction; } // Get the camera offset inline v3s16 getOffset() const { return m_camera_offset; } // Horizontal field of view inline f32 getFovX() const { return m_fov_x; } // Vertical field of view inline f32 getFovY() const { return m_fov_y; } // Get maximum of getFovX() and getFovY() inline f32 getFovMax() const { return MYMAX(m_fov_x, m_fov_y); } // Checks if the constructor was able to create the scene nodes bool successfullyCreated(std::string &error_message); // Step the camera: updates the viewing range and view bobbing. void step(f32 dtime); // Update the camera from the local player's position. // busytime is used to adjust the viewing range. void update(LocalPlayer* player, f32 frametime, f32 busytime, f32 tool_reload_ratio, ClientEnvironment &c_env); // Update render distance void updateViewingRange(); // Start digging animation // Pass 0 for left click, 1 for right click void setDigging(s32 button); // Replace the wielded item mesh void wield(const ItemStack &item); // Draw the wielded tool. // This has to happen *after* the main scene is drawn. // Warning: This clears the Z buffer. void drawWieldedTool(irr::core::matrix4* translation=NULL); // Toggle the current camera mode void toggleCameraMode() { if (m_camera_mode == CAMERA_MODE_FIRST) m_camera_mode = CAMERA_MODE_THIRD; else if (m_camera_mode == CAMERA_MODE_THIRD) m_camera_mode = CAMERA_MODE_THIRD_FRONT; else m_camera_mode = CAMERA_MODE_FIRST; } //read the current camera mode inline CameraMode getCameraMode() { return m_camera_mode; } Nametag *addNametag(scene::ISceneNode *parent_node, std::string nametag_text, video::SColor nametag_color); void removeNametag(Nametag *nametag); const std::list<Nametag *> &getNametags() { return m_nametags; } void drawNametags(); private: // Nodes scene::ISceneNode* m_playernode; scene::ISceneNode* m_headnode; scene::ICameraSceneNode* m_cameranode; scene::ISceneManager* m_wieldmgr; WieldMeshSceneNode* m_wieldnode; // draw control MapDrawControl& m_draw_control; Client *m_client; video::IVideoDriver *m_driver; // Absolute camera position v3f m_camera_position; // Absolute camera direction v3f m_camera_direction; // Camera offset v3s16 m_camera_offset; // Field of view and aspect ratio stuff f32 m_aspect; f32 m_fov_x; f32 m_fov_y; // View bobbing animation frame (0 <= m_view_bobbing_anim < 1) f32 m_view_bobbing_anim; // If 0, view bobbing is off (e.g. player is standing). // If 1, view bobbing is on (player is walking). // If 2, view bobbing is getting switched off. s32 m_view_bobbing_state; // Speed of view bobbing animation f32 m_view_bobbing_speed; // Fall view bobbing f32 m_view_bobbing_fall; // Digging animation frame (0 <= m_digging_anim < 1) f32 m_digging_anim; // If -1, no digging animation // If 0, left-click digging animation // If 1, right-click digging animation s32 m_digging_button; // Animation when changing wielded item