25 #ifndef ENGINES_JADE_AREA_H 26 #define ENGINES_JADE_AREA_H 127 void click(
int x,
int y);
134 #endif // ENGINES_JADE_AREA_H An object within a Jade Empire area.
void highlightAll(bool enabled)
A class holding an UTF-8 string.
void loadWaypoints(const Aurora::GFF3List &list)
Common::PtrList< Object > ObjectList
void addEvent(const Events::Event &event)
Add a single event for consideration into the area event queue.
void processEventQueue()
Process the current event queue.
void loadCreatures(const Aurora::GFF3List &list)
void setActive(Jade::Object *object)
void checkActive(int x=-1, int y=-1)
ObjectList _objects
List of all objects in the area.
A list storing pointer to objects, with automatic deletion.
void loadARE(const Aurora::GFF3Struct &are)
std::list< Events::Event > _eventQueue
The event queue.
ObjectMap _objectMap
Map of all non-static objects in the area.
bool _highlightAll
Are we currently highlighting all objects?
An area in Jade Empire, holding all objects and rooms within, as well as general area properties like...
Area(Module &module, const Common::UString &resRef)
Module * _module
The module this area is in.
void loadTriggers(const Aurora::GFF3List &list)
Jade::Object * getObjectAt(int x, int y)
A class that can be notified by the NotificationManager.
void removeFocus()
Forcibly remove the focus from the currently highlighted object.
std::vector< const GFF3Struct * > GFF3List
An object within a Jade area.
Basic type definitions to handle files used in BioWare's Aurora engine.
Jade::Object * _activeObject
The currently active (highlighted) object.
void loadPlaceables(const Aurora::GFF3List &list)
void loadSAV(const Aurora::GFF3Struct &sav)
void loadObject(Jade::Object &object)
Common::Mutex _mutex
Mutex securing access to the area.
std::map< uint32, Object * > ObjectMap