layout.signal_train_added.connect(sigc::mem_fun(this, &Engineer::train_added));
layout.signal_block_reserved.connect(sigc::hide<1>(sigc::mem_fun(this, &Engineer::reset_block_color)));
layout.signal_emergency.connect(sigc::mem_fun(this, &Engineer::set_status));
- const set<Block *> &blocks = layout.get_blocks();
+ const set<Block *> &blocks = layout.get_all<Block>();
for(set<Block *>::const_iterator i=blocks.begin(); i!=blocks.end(); ++i)
(*i)->get_sensor().signal_state_changed.connect(sigc::hide(sigc::bind(sigc::mem_fun(this, &Engineer::reset_block_color), sigc::ref(**i))));
if(track->get_turnout_id())
{
Block &block = track->get_block();
- if(block.get_train() && !block.get_train()->free_block(block))
+ if(block.get_train() && block.get_train()->is_block_critical(block))
set_status("Turnout is busy");
else
{
const Layout3D::TrackMap &tracks = layout_3d.get_tracks();
float view_aspect = float(window.get_width()-200)/window.get_height();
- float view_height = tan(camera.get_field_of_view()/2)*2;
+ float view_height = tan(camera.get_field_of_view()/2.0f)*2.0f;
float best_score = 0;
GL::Vector3 pos;
GL::Vector3 up;