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RigsofRods
Soft-body Physics Simulation
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115 bool LoadTerrain(std::string
const& filename_part);
157 void LoadScene(std::string
const& filename);
158 void SaveScene(std::string
const& filename);
std::string ExtractSceneTerrain(std::string const &filename)
Returns terrain filename.
Counterpart to Neorej16's race system script.
void ModifyActor(ActorModifyRequest &rq)
Message(MsgType _type, std::string const &_desc)
CacheEntryPtr m_last_skin_selection
RefCountingObjectPtr< CacheEntry > CacheEntryPtr
CharacterFactory m_character_factory
Ogre::String m_last_section_config
void UpdateCommonInputEvents(float dt)
Character * GetPlayerCharacter()
void OnLoaderGuiApply(RoR::LoaderType type, CacheEntryPtr entry, std::string sectionconfig)
GUI callback.
CacheEntryPtr m_last_tuneup_selection
void TeleportPlayer(float x, float z)
ActorManager m_actor_manager
std::string ExtractSceneName(std::string const &filename)
RaceSystem & GetRaceSystem()
ActorPtr SpawnActor(ActorSpawnRequest &rq)
Builds and manages softbody actors (physics on background thread, networking)
void UpdateGlobalInputEvents()
std::queue< Message, std::list< Message > > GameMsgQueue
Message * m_msg_chain_end
Central setup and event handler for input/windowing/rendering.
void ChainMessage(Message m)
Add to last pushed message's chain.
SceneMouse & GetSceneMouse()
ActorSpawnRequest m_current_selection
Context of the loader UI.
Core data structures for simulation; Everything affected by by either physics, network or user intera...
bool LoadTerrain(std::string const &filename_part)
A database of user-installed content alias 'mods' (vehicles, terrains...)
ActorPtr m_player_actor
Actor (vehicle or machine) mounted and controlled by player.
void ChangePlayerActor(ActorPtr actor)
Interactive recovery and repair mode, operates on player vehicle Formerly 'advanced repair' or 'inter...
void DeleteActor(ActorPtr actor)
void PushMessage(Message m)
Doesn't guarantee order! Use ChainMessage() if order matters.
CharacterFactory * GetCharacterFactory()
CacheEntryPtr m_last_cache_selection
Vehicle/load.
void SetPrevPlayerActor(ActorPtr actor)
LoaderType
< Search mode for ModCache::Query() & Operation mode for GUI::MainSelector
MsgType
Global gameplay message loop, see struct Message in GameContext.h.
const ActorPtr & GetPrevPlayerActor()
std::vector< Message > chain
Posted after the message is processed.
std::string GetQuicksaveFilename()
For currently loaded terrain (cvar 'sim_terrain_name')
void UpdateAirplaneInputEvents(float dt)
or anywhere else will not be considered a but parsed as regular data ! Each line is treated as values separated by separators Possible i e animators Multiline description Single instance
const ActorPtr & FetchPrevVehicleOnList()
void OnLoaderGuiCancel()
GUI callback.
Unified game event system - all requests and state changes are reported using a message.
ActorPtr m_prev_player_actor
Previous actor (vehicle or machine) mounted and controlled by player.
void LoadScene(std::string const &filename)
Matching terrain must be already loaded.
RefCountingObjectPtr< Actor > ActorPtr
void UpdateSimInputEvents(float dt)
void UpdateBoatInputEvents(float dt)
RepairMode m_recovery_mode
Aka 'advanced repair' or 'interactive reset'.
void ShowLoaderGUI(int type, const Ogre::String &instance, const Ogre::String &box)
Actor feat - interactive recovery and repair mode.
void SaveScene(std::string const &filename)
Central game state manager.
void SpawnPreselectedActor(std::string const &preset_vehicle, std::string const &preset_veh_config)
needs Character to exist
CacheEntryPtr m_dummy_cache_selection
ActorPtr m_last_spawned_actor
Last actor spawned by user and still alive.
RepairMode & GetRepairMode()
Mouse interaction with 3D scene.
const ActorPtr & GetPlayerActor()
void UpdateTruckInputEvents(float dt)
const ActorPtr & FetchNextVehicleOnList()
ActorManager * GetActorManager()
ActorPtr FindActorByCollisionBox(std::string const &ev_src_instance_name, std::string const &box_name)
void CreatePlayerCharacter()
Terrain must be loaded.
void UpdateSkyInputEvents(float dt)
const TerrainPtr & GetTerrain()
SceneMouse m_scene_mouse
Mouse interaction with scene.
void HandleSavegameHotkeys()
Message(MsgType _type, void *_data)