25 #ifndef ENGINES_NWN2_CAMPAIGN_H 26 #define ENGINES_NWN2_CAMPAIGN_H 143 void unload(
bool completeUnload =
true);
170 #endif // ENGINES_NWN2_CAMPAIGN_H
Common::UString _startModule
The module the current campaign starts in.
void exit()
Exit the currently running campaign.
void unload(bool completeUnload=true)
Unload the whole shebang.
A class holding an UTF-8 string.
::Engines::Console * _console
bool _hasCampaign
Do we have a campaign?
Common::ScopedPtr< Module > _module
The current module of the current campaign.
void changeCampaign(const Common::UString &campaign, bool standalone)
Schedule a change to a new campaign.
std::list< Common::UString > _modules
All modules used by the current campaign.
void loadCampaign(const Common::UString &campaign, bool standalone)
Load a new campaign.
A simple scoped smart pointer template.
void loadCampaignResource(const Common::UString &campaign)
Load the actual campaign resources.
void loadModule(const Common::UString &module)
Load a stand-alone module as a campaign.
std::list< Events::Event > EventQueue
void addEvent(const Events::Event &event)
Add a single event for consideration into the event queue.
void processEventQueue()
Process the current event queue.
bool _newCampaignStandalone
Is the campaign to change to a stand-alone module?
Helper class to represent an undoable change.
const Common::UString & getDescription() const
Return the description of the current campaign.
void load(const Common::UString &campaign)
Load a campaign.
Campaign(::Engines::Console &console)
Module & getModule()
Return the currently running module.
void leave()
Leave the running campaign, quitting it.
Common::UString _name
The name of the currently loaded campaign.
const Common::UString & getName() const
Return the name of the current campaign.
Common::UString _newCampaign
The campaign we should change to.
void setupStandaloneModule(const Common::UString &module)
Set up the loading of a singular, stand-alone module.
A scoped plain pointer, allowing pointer-y access and normal deletion.
void replaceCampaign()
Actually replace the currently running campaign.
An NWScript variable container.
Common::ChangeID _resCampaign
Resources added by the campaign.
bool _running
Are we currently running a campaign?
static Common::UString getDirectory(const Common::UString &campaign, bool relative)
Return the actual real directory for this campaign.
Common::ScopedPtr< Creature > _pc
The player character we use.
A class representing an undoable change.
bool _exit
Should we exit the campaign?
void usePC(const Common::UString &bic, bool local)
Use this character as the player character.
void clear()
Clear the whole context.
bool isRunning() const
Is a campaign currently running?
bool isLoaded() const
Is a campaign currently loaded and ready to run?
void enter()
Enter the loaded campaign, starting it.
Common::UString _description
The description of the currently loaded campaign.