25 #ifndef ENGINES_KOTOR_MODULE_H 26 #define ENGINES_KOTOR_MODULE_H 58 class PartySelectionGUI;
114 void movePC(
float x,
float y,
float z);
283 void unload(
bool completeUnload =
true);
310 float &entryX,
float &entryY,
float &entryZ,
float &entryAngle);
330 #endif // ENGINES_KOTOR_MODULE_H The Quad to handle one color fades.
void addToParty(Creature *creature)
Add a creature to the party.
void delayScript(const Common::UString &script, const Aurora::NWScript::ScriptState &state, Aurora::NWScript::Object *owner, Aurora::NWScript::Object *triggerer, uint32 delay)
std::map< Common::UString, int > _globalNumbers
void setGlobalNumber(const Common::UString &id, int value)
Get a global number.
void loadSavedGame(SavedGame *save)
A class holding an UTF-8 string.
Common::UString _module
The current module's name.
std::list< Common::ChangeID > _resources
Resources added by the current module.
void enter()
Enter the loaded module, starting it.
The global config manager.
void addItemToActiveObject(const Common::UString &item, int count)
bool isRunning() const
Is a module currently running?
bool _running
Are we currently running a module?
bool operator<(const Action &s) const
Module(::Engines::Console &console)
ObjectType
Object type, matches the bitfield in nwscript.nss.
void processEventQueue()
Process the current event queue.
void setReturnQueryStrref(uint32 id)
Set the string for the return dialog.
void showMenu()
Show the ingame main menu.
std::multiset< Action > ActionQueue
std::list< Events::Event > EventQueue
Common::UString _entryLocation
The tag of the object in the start location for this module.
std::list< Creature * > _party
A simple scoped smart pointer template.
void changeModule(const Common::UString &module, const Common::UString &entryLocation, ObjectType entryLocationType)
Schedule a change to a new module.
const Aurora::IFOFile & getIFO() const
Return the IFO of the currently loaded module.
void setReturnStrref(uint32 id)
Set the return string for the 'Return to Ebon Hawk' button.
std::map< Common::UString, bool > _globalBooleans
void loadModule(const Common::UString &module, const Common::UString &entryLocation, ObjectType entryLocationType)
Load the actual module.
Common::ChangeID _textures
Resources added by the current texture pack.
Aurora::NWScript::ObjectReference triggerer
void replaceModule()
Actually replace the currently running module.
void toggleFreeRoamCamera()
Loader for the module.ifo file.
Common::ScopedPtr< DialogGUI > _dialog
Conversation/cutscene GUI.
void switchPlayerCharacter(int npc)
Switch the player character.
Helper class to represent an undoable change.
A container of Star Wars: Knights of the Old Republic objects.
An IFO (module information) file, describing global module properties in many Aurora games...
Common::ScopedPtr< Graphics::Aurora::FadeQuad > _fade
Aurora::NWScript::ScriptState state
const Common::UString & getName() const
Return the module's name.
ObjectType _entryLocationType
The type(s) of the object in the start location for this module.
void unload(bool completeUnload=true)
Unload the whole shebang.
A scoped plain pointer, allowing pointer-y access and normal deletion.
Aurora::NWScript::ObjectReference owner
An area in Star Wars: Knights of the Old Republic, holding all objects and rooms within, as well as general area properties like the current background music and ambient sounds.
void startConversation(const Common::UString &name, Aurora::NWScript::Object *owner=0)
Graphics::Aurora::FadeQuad & getFadeQuad()
Return the fade quad.
Aurora::IFOFile _ifo
The current module's IFO.
void getEntryIFOLocation(float &entryX, float &entryY, float &entryZ, float &entryAngle)
void setReturnEnabled(bool enabled)
Enable or disable the 'Return to Ebon Hawk' button.
void addEvent(const Events::Event &event)
Add a single event for consideration into the event queue.
bool getEntryObjectLocation(float &entryX, float &entryY, float &entryZ, float &entryAngle)
void movePC(float x, float y, float z)
Move the player character to this position within the current area.
void addAvailablePartyMember(int slot, const Common::UString &templ)
Add available party member by template.
void clear()
Clear the whole context.
Reference to an NWScript object.
void loadTexturePack()
Load texture pack used by the module.
std::map< int, Common::UString > _availableParty
bool isAvailableCreature(int slot)
Check if there is a party member available for this id.
Common::ScopedPtr< IngameGUI > _ingame
The ingame ui.
A class representing an undoable change.
bool getGlobalBoolean(const Common::UString &id) const
Get a global boolean.
void playAnimationOnActiveObject(const Common::UString &baseAnim, const Common::UString &headAnim)
void setGlobalBoolean(const Common::UString &id, bool value)
Set a global boolean.
bool isLoaded() const
Is a module currently loaded and ready to run?
void stopCameraMovement()
bool _hasModule
Do we have a module?
An object in a Star Wars: Knights of the Old Republic area.
void usePC(Creature *pc)
Use this character as the player character.
bool isObjectPartyMember(Creature *creature)
Check if the specified creature is a party member.
Common::ScopedPtr< PartySelectionGUI > _partySelection
ActionQueue _delayedActions
Common::UString _newModule
The module we should change to.
Area * getCurrentArea()
Return the area the PC is currently in.
Creature * getPartyMember(int index)
Get a party member by index.
int getGlobalNumber(const Common::UString &id) const
Set a global number.
bool _exit
Should we exit the module?
void movedPC()
Notify the module that the PC was moved.
void leave()
Leave the running module, quitting it.
void clickObject(Object *object)
Open the inventory of a container.
Common::ScopedPtr< Creature > _pc
The player character we use.
::Engines::Console * _console
Common::ScopedPtr< Area > _area
The current module's area.
Creation and loading of KotOR saved games.
bool getObjectLocation(const Common::UString &object, ObjectType location, float &entryX, float &entryY, float &entryZ, float &entryAngle)
void showPartySelectionGUI(int forceNPC1, int forceNPC2)
Show the party selection GUI.
void exit()
Exit the currently running module.
size_t getPartyMemberCount()
Get the count of party members.
int _currentTexturePack
The current texture pack.
Creature * getPC()
Return the currently playing PC.
float _backwardsBtnPressed