90 e.
add(
"Failed loading module \"%s\"", module.
c_str());
145 if (completeUnload) {
173 warning(
"Module \"%s\" is already currently loaded", module.
c_str());
206 CameraMan.setOrientation(90.0f, 0.0f, 0.0f);
263 if (event->key.keysym.sym == SDLK_ESCAPE) {
269 if ((event->key.keysym.sym == SDLK_d) && (event->key.keysym.mod & KMOD_CTRL)) {
280 _area->addEvent(*event);
287 _area->processEventQueue();
296 if (now < action->timestamp)
301 action->owner, action->triggerer);
311 _pc->setPosition(x, y, z);
327 _pc->getPosition(x, y, z);
350 action.
state = state;
351 action.
owner = owner;
void movedPC()
Notify the module that the PC was moved.
void exit()
Exit the currently running module.
void add(const char *s,...) GCC_PRINTF(2
void unload(bool completeUnload=true)
Unload the whole shebang.
Common::UString _module
The current module's name.
bool startConversation(const Common::UString &conv, Creature &pc, Object &obj, bool noWidescreen=false, bool resetZoom=true)
Start a conversation.
void addObject(Jade::Object &object)
Add an object to this container.
A class holding an UTF-8 string.
Aurora::NWScript::ObjectReference triggerer
Area * getCurrentArea()
Return the area the PC is currently in.
bool _exit
Should we exit the module?
Module(::Engines::Console &console)
void removeObject(Jade::Object &object)
Remove an object from this container.
Common::UString _newModule
The module we should change to.
Common::ScopedPtr< Creature > _pc
The player character we use.
Exception that provides a stack of explanations.
Creature * getPC()
Return the currently playing PC.
bool runScript(Script script, const Aurora::NWScript::ObjectReference owner=Aurora::NWScript::ObjectReference(), const Aurora::NWScript::ObjectReference triggerer=Aurora::NWScript::ObjectReference())
Keyboard key was pressed.
::Engines::Console * _console
Basic exceptions to throw.
void leave()
Leave the running module, quitting it.
const char * c_str() const
Return the (utf8 encoded) string data.
Utility templates and functions.
void processEventQueue()
Process the current event queue.
An area in Jade Empire, holding all objects and rooms within, as well as general area properties like...
void changeModule(const Common::UString &module)
Schedule a change to a new module.
void replaceModule()
Actually replace the currently running module.
The global events manager.
void loadModule(const Common::UString &module)
Load the actual module.
bool empty() const
Is the string empty?
void enter()
Enter the loaded module, starting it.
Generic Aurora engines (debug) console.
Aurora::NWScript::ScriptState state
void usePC(Creature *pc)
Use this character as the player character.
void warning(const char *s,...)
#define EventMan
Shortcut for accessing the events manager.
An object within a Jade area.
void showMenu()
Show the ingame main menu.
void printf(const char *s,...) GCC_PRINTF(2
bool processEvent(const Events::Event &event)
void movePC(float x, float y, float z)
Move the player character to this position within the current area.
#define CameraMan
Shortcut for accessing the camera manager.
Generic Aurora engines utility functions.
void addEvent(const Events::Event &event)
Add a single event for consideration into the event queue.
void clear()
Clear the whole context.
Common::ScopedPtr< Area > _area
The current module's area.
const Common::UString & getName() const
Return the module's name.
Aurora::NWScript::ObjectReference owner
bool _hasModule
Do we have a module?
Engine utility class for free-roam camera handling.
void clear()
Clear the string's contents.
bool isLoaded() const
Is a module currently loaded and ready to run?
bool isRunning() const
Is a module currently running?
bool operator<(const Action &s) const
bool _running
Are we currently running a module?
A creature in a Jade Empire area.
ActionQueue _delayedActions
void delayScript(const Common::UString &script, const Aurora::NWScript::ScriptState &state, Aurora::NWScript::Object *owner, Aurora::NWScript::Object *triggerer, uint32 delay)