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