129 if (!
object || !moveTo)
135 jumpTo(
object, moveTo->getArea(), x, y, z);
142 if (!
object || !moveTo)
148 jumpTo(
object, moveTo->getArea(), x, y, z);
160 if (!
object || !moveTo)
164 moveTo->getPosition(x, y, z);
166 jumpTo(
object, moveTo->getArea(), x, y, z);
173 if (!
object || !moveTo)
177 moveTo->getPosition(x, y, z);
179 jumpTo(
object, moveTo->getArea(), x, y, z);
#define ResMan
Shortcut for accessing the sound manager.
A container of The Witcher objects.
bool close(Object *closer)
The closer object closes this door.
void delayCommand(Aurora::NWScript::FunctionContext &ctx)
void actionCloseDoor(Aurora::NWScript::FunctionContext &ctx)
Object * getTriggerer() const
Common::UString formatTag(const Object *object)
Construct a string with the tag of this object.
A class holding an UTF-8 string.
An object within a Witcher area.
void actionOpenDoor(Aurora::NWScript::FunctionContext &ctx)
Context of an NWScript function.
void truncate(const iterator &it)
Object * getCaller() const
Basic The Witcher type definitions.
void actionSpeakString(Aurora::NWScript::FunctionContext &ctx)
void assignCommand(Aurora::NWScript::FunctionContext &ctx)
void jumpTo(Witcher::Object *object, Area *area, float x, float y, float z)
An NCS, BioWare's NWN Compile Script.
static Door * toDoor(Aurora::NWScript::Object *object)
Exception that provides a stack of explanations.
A door in a The Witcher area.
Module & getModule()
Return the module context.
void exceptionDispatcherWarning(const char *s,...)
Exception dispatcher that prints the exception as a warning, and adds another reason on top...
static Aurora::NWScript::Object * getParamObject(const Aurora::NWScript::FunctionContext &ctx, size_t n)
Basic exceptions to throw.
A creature in a The Witcher area.
const char * c_str() const
Return the (utf8 encoded) string data.
void actionMoveToObject(Aurora::NWScript::FunctionContext &ctx)
const Variable & run(Object *owner=0, Object *triggerer=0)
Run the current script, from start to finish.
void unimplementedFunction(Aurora::NWScript::FunctionContext &ctx)
void actionMoveToLocation(Aurora::NWScript::FunctionContext &ctx)
const Common::UString & getScriptName() const
bool empty() const
Is the string empty?
VariableContainer * getCurrentEnvironment() const
void executeScript(Aurora::NWScript::FunctionContext &ctx)
Handling BioWare's NWN Compiled Scripts.
Basic type definitions to handle files used in BioWare's Aurora engine.
static Location * toLocation(Aurora::NWScript::EngineType *engineType)
void getPosition(float &x, float &y, float &z) const
Return the location's position.
Script, NWScript bytecode.
The context needed to run a The Witcher module.
void actionDoCommand(Aurora::NWScript::FunctionContext &ctx)
void actionJumpToLocation(Aurora::NWScript::FunctionContext &ctx)
The Witcher engine functions.
void delayScript(const Common::UString &script, const Aurora::NWScript::ScriptState &state, Aurora::NWScript::Object *owner, Aurora::NWScript::Object *triggerer, uint32 delay)
The context handling the gameplay in The Witcher.
bool open(Object *opener)
The opener object opens this door.
NWScript utility functions.
void actionJumpToObject(Aurora::NWScript::FunctionContext &ctx)
The global resource manager for Aurora resources.
static Witcher::Object * toObject(::Aurora::NWScript::Object *object)
void setEnvironment(const VariableContainer &env)
Overwrite the environment.
void speakString(const Common::UString &string, uint32 volume)
Speak the specified string.