RigsofRods
Soft-body Physics Simulation
Modules | Data Structures | Enumerations
Gameplay

Game logic. More...

+ Collaboration diagram for Gameplay:

Modules

 Land vehicles
 Cars, trucks, rovers, ATVs, anything.
 
 Aerial
 Airplanes and helicopters.
 
 Character
 Wandering the terrain on foot.
 
 Marine
 Ships and boats of any size and function.
 

Data Structures

class  RoR::RepairMode
 Interactive recovery and repair mode, operates on player vehicle Formerly 'advanced repair' or 'interactive reset'. More...
 
class  RoR::CmdKeyInertiaConfig
 Loads and manages 'inertia_models.cfg'. More...
 
class  RoR::CmdKeyInertia
 Designed to be run in physics loop (2khz) More...
 
class  RoR::SimpleInertia
 Designed to be run on main/rendering loop (FPS) More...
 
struct  RoR::hook_t
 
struct  RoR::ropable_t
 
struct  RoR::rope_t
 
struct  RoR::tie_t
 
struct  RoR::wing_t
 
struct  RoR::commandbeam_state_t
 
struct  RoR::commandbeam_t
 
struct  RoR::command_t
 
struct  RoR::hydrobeam_t
 
struct  RoR::rotator_t
 
struct  RoR::flare_t
 
struct  RoR::exhaust_t
 
struct  RoR::cparticle_t
 
struct  RoR::PropAnimKeyState
 User input state for animated props with 'source:event'. More...
 
class  RoR::CmdKeyArray
 For backwards compatibility of the 'triggers' feature, the commandkey array must support negative indices of any size without breaking memory. More...
 
struct  RoR::UniqueCommandKeyPair
 UI helper for displaying command control keys to user. More...
 

Enumerations

enum  RoR::HookState { RoR::UNLOCKED, RoR::PRELOCK, RoR::LOCKED }
 
enum  RoR::ActorType {
  RoR::NOT_DRIVEABLE = 0, RoR::TRUCK = 1, RoR::AIRPLANE = 2, RoR::BOAT = 3,
  RoR::MACHINE = 4, RoR::AI = 5
}
 < Aka 'Driveable' More...
 
enum  RoR::BlinkType { RoR::BLINK_NONE, RoR::BLINK_LEFT, RoR::BLINK_RIGHT, RoR::BLINK_WARN }
 < Turn signal More...
 
enum  RoR::HydroFlags {
  RoR::HYDRO_FLAG_SPEED = BITMASK(1), RoR::HYDRO_FLAG_DIR = BITMASK(2), RoR::HYDRO_FLAG_AILERON = BITMASK(3), RoR::HYDRO_FLAG_RUDDER = BITMASK(4),
  RoR::HYDRO_FLAG_ELEVATOR = BITMASK(5), RoR::HYDRO_FLAG_REV_AILERON = BITMASK(6), RoR::HYDRO_FLAG_REV_RUDDER = BITMASK(7), RoR::HYDRO_FLAG_REV_ELEVATOR = BITMASK(8)
}
 
enum  RoR::AnimFlags {
  RoR::ANIM_FLAG_AIRSPEED = BITMASK(1), RoR::ANIM_FLAG_VVI = BITMASK(2), RoR::ANIM_FLAG_ALTIMETER = BITMASK(3), RoR::ANIM_FLAG_AOA = BITMASK(4),
  RoR::ANIM_FLAG_FLAP = BITMASK(5), RoR::ANIM_FLAG_AIRBRAKE = BITMASK(6), RoR::ANIM_FLAG_ROLL = BITMASK(7), RoR::ANIM_FLAG_PITCH = BITMASK(8),
  RoR::ANIM_FLAG_THROTTLE = BITMASK(9), RoR::ANIM_FLAG_RPM = BITMASK(10), RoR::ANIM_FLAG_ACCEL = BITMASK(11), RoR::ANIM_FLAG_BRAKE = BITMASK(12),
  RoR::ANIM_FLAG_CLUTCH = BITMASK(13), RoR::ANIM_FLAG_TACHO = BITMASK(14), RoR::ANIM_FLAG_SPEEDO = BITMASK(15), RoR::ANIM_FLAG_PBRAKE = BITMASK(16),
  RoR::ANIM_FLAG_TURBO = BITMASK(17), RoR::ANIM_FLAG_SHIFTER = BITMASK(18), RoR::ANIM_FLAG_AETORQUE = BITMASK(19), RoR::ANIM_FLAG_AEPITCH = BITMASK(20),
  RoR::ANIM_FLAG_AESTATUS = BITMASK(21), RoR::ANIM_FLAG_TORQUE = BITMASK(22), RoR::ANIM_FLAG_HEADING = BITMASK(23), RoR::ANIM_FLAG_DIFFLOCK = BITMASK(24),
  RoR::ANIM_FLAG_STEERING = BITMASK(25), RoR::ANIM_FLAG_EVENT = BITMASK(26), RoR::ANIM_FLAG_AILERONS = BITMASK(27), RoR::ANIM_FLAG_ARUDDER = BITMASK(28),
  RoR::ANIM_FLAG_BRUDDER = BITMASK(29), RoR::ANIM_FLAG_BTHROTTLE = BITMASK(30), RoR::ANIM_FLAG_PERMANENT = BITMASK(31), RoR::ANIM_FLAG_ELEVATORS = BITMASK(32)
}
 
enum  RoR::AnimModes {
  RoR::ANIM_MODE_ROTA_X = BITMASK(1), RoR::ANIM_MODE_ROTA_Y = BITMASK(2), RoR::ANIM_MODE_ROTA_Z = BITMASK(3), RoR::ANIM_MODE_OFFSET_X = BITMASK(4),
  RoR::ANIM_MODE_OFFSET_Y = BITMASK(5), RoR::ANIM_MODE_OFFSET_Z = BITMASK(6), RoR::ANIM_MODE_AUTOANIMATE = BITMASK(7), RoR::ANIM_MODE_NOFLIP = BITMASK(8),
  RoR::ANIM_MODE_BOUNCE = BITMASK(9)
}
 
enum  RoR::EngineTriggerType {
  RoR::TRG_ENGINE_CLUTCH = 0, RoR::TRG_ENGINE_BRAKE = 1, RoR::TRG_ENGINE_ACC = 2, RoR::TRG_ENGINE_RPM = 3,
  RoR::TRG_ENGINE_SHIFTUP = 4, RoR::TRG_ENGINE_SHIFTDOWN = 5
}
 
enum  RoR::FlareType : char {
  RoR::FlareType::NONE = 0, RoR::FlareType::HEADLIGHT = 'f', RoR::FlareType::HIGH_BEAM = 'h', RoR::FlareType::FOG_LIGHT = 'g',
  RoR::FlareType::TAIL_LIGHT = 't', RoR::FlareType::BRAKE_LIGHT = 'b', RoR::FlareType::REVERSE_LIGHT = 'R', RoR::FlareType::SIDELIGHT = 's',
  RoR::FlareType::BLINKER_LEFT = 'l', RoR::FlareType::BLINKER_RIGHT = 'r', RoR::FlareType::USER = 'u', RoR::FlareType::DASHBOARD = 'd'
}
 

Detailed Description

Game logic.

Enumeration Type Documentation

◆ ActorType

< Aka 'Driveable'

Enumerator
NOT_DRIVEABLE 

not drivable at all

TRUCK 

its a truck (or other land vehicle)

AIRPLANE 

its an airplane

BOAT 

its a boat

MACHINE 

its a machine

AI 

machine controlled by an Artificial Intelligence

Definition at line 88 of file SimData.h.

◆ AnimFlags

Enumerator
ANIM_FLAG_AIRSPEED 
ANIM_FLAG_VVI 
ANIM_FLAG_ALTIMETER 
ANIM_FLAG_AOA 
ANIM_FLAG_FLAP 
ANIM_FLAG_AIRBRAKE 
ANIM_FLAG_ROLL 
ANIM_FLAG_PITCH 
ANIM_FLAG_THROTTLE 
ANIM_FLAG_RPM 
ANIM_FLAG_ACCEL 
ANIM_FLAG_BRAKE 
ANIM_FLAG_CLUTCH 
ANIM_FLAG_TACHO 
ANIM_FLAG_SPEEDO 
ANIM_FLAG_PBRAKE 
ANIM_FLAG_TURBO 
ANIM_FLAG_SHIFTER 
ANIM_FLAG_AETORQUE 
ANIM_FLAG_AEPITCH 
ANIM_FLAG_AESTATUS 
ANIM_FLAG_TORQUE 
ANIM_FLAG_HEADING 
ANIM_FLAG_DIFFLOCK 
ANIM_FLAG_STEERING 
ANIM_FLAG_EVENT 
ANIM_FLAG_AILERONS 
ANIM_FLAG_ARUDDER 
ANIM_FLAG_BRUDDER 
ANIM_FLAG_BTHROTTLE 
ANIM_FLAG_PERMANENT 
ANIM_FLAG_ELEVATORS 

Definition at line 141 of file SimData.h.

◆ AnimModes

Enumerator
ANIM_MODE_ROTA_X 
ANIM_MODE_ROTA_Y 
ANIM_MODE_ROTA_Z 
ANIM_MODE_OFFSET_X 
ANIM_MODE_OFFSET_Y 
ANIM_MODE_OFFSET_Z 
ANIM_MODE_AUTOANIMATE 
ANIM_MODE_NOFLIP 
ANIM_MODE_BOUNCE 

Definition at line 177 of file SimData.h.

◆ BlinkType

< Turn signal

Enumerator
BLINK_NONE 
BLINK_LEFT 
BLINK_RIGHT 
BLINK_WARN 

Definition at line 121 of file SimData.h.

◆ EngineTriggerType

Enumerator
TRG_ENGINE_CLUTCH 
TRG_ENGINE_BRAKE 
TRG_ENGINE_ACC 
TRG_ENGINE_RPM 
TRG_ENGINE_SHIFTUP 
TRG_ENGINE_SHIFTDOWN 

Definition at line 219 of file SimData.h.

◆ FlareType

enum RoR::FlareType : char
strong
Enumerator
NONE 
HEADLIGHT 
HIGH_BEAM 
FOG_LIGHT 
TAIL_LIGHT 
BRAKE_LIGHT 
REVERSE_LIGHT 
SIDELIGHT 
BLINKER_LEFT 
BLINKER_RIGHT 
USER 
DASHBOARD 

Definition at line 229 of file SimData.h.

◆ HookState

Enumerator
UNLOCKED 

lock not locked

PRELOCK 

prelocking, attraction forces in action

LOCKED 

lock locked.

Definition at line 81 of file SimData.h.

◆ HydroFlags

Enumerator
HYDRO_FLAG_SPEED 
HYDRO_FLAG_DIR 
HYDRO_FLAG_AILERON 
HYDRO_FLAG_RUDDER 
HYDRO_FLAG_ELEVATOR 
HYDRO_FLAG_REV_AILERON 
HYDRO_FLAG_REV_RUDDER 
HYDRO_FLAG_REV_ELEVATOR 

Definition at line 129 of file SimData.h.