25 #ifndef ENGINES_KOTOR2_AREA_H 26 #define ENGINES_KOTOR2_AREA_H 110 bool testCollision(
const glm::vec3 &orig,
const glm::vec3 &dest)
const;
123 void getCameraStyle(
float &distance,
float &pitch,
float &height)
const;
238 void click(
int x,
int y);
250 #endif // ENGINES_KOTOR2_AREA_H uint32 _musicNightTrack
Music track ID that plays by night.
std::list< Events::Event > _eventQueue
The event queue.
float _ambientDayVol
Day ambient sound volume.
void loadCreatures(const Aurora::GFF3List &list)
KotOR2::Object * getObjectByTag(const Common::UString &tag)
Module * _module
The module this area is in.
void stopSound()
Stop all sounds.
A class holding an UTF-8 string.
Sound::ChannelHandle _ambientSound
Sound handle of the currently playing sound.
bool _highlightAll
Are we currently highlighting all objects?
Trigger in a Star Wars: Knights of the Old Republic II: The Sith Lords area.
An LYT, BioWare's Layout Format.
Common::UString _resRef
The area's resref (resource ID).
Common::UString _musicNight
Music that plays by night.
void evaluateTriggers(float x, float y)
void setMusicNightTrack(uint32 track)
Set the music track ID playing by night.
void show()
Show the object's model(s).
Common::UString _displayName
The area's localized display name.
Common::PtrList< KotOR2::Object > ObjectList
Common::UString _ambientDay
Ambient sound that plays by day.
std::list< Situated * > _situatedObjects
Aurora::LYTFile _lyt
The area's layout description.
bool testCollision(const glm::vec3 &orig, const glm::vec3 &dest) const
A list storing pointer to objects, with automatic deletion.
void setActive(KotOR2::Object *object)
Aurora::VISFile _vis
The area's inter-room visibility description.
void loadTriggers(const Aurora::GFF3List &list)
An object in a Star Wars: Knights of the Old Republic II - The Sith Lords area.
uint32 _musicDayTrack
Music track ID that plays by day.
void loadDoors(const Aurora::GFF3List &list)
void setMusicDayTrack(uint32 track)
Set the music track ID playing by day.
Common::PtrList< Room > RoomList
ObjectList _objects
List of all objects in the area.
const std::vector< Common::UString > & getRoomsVisibleFrom(const Common::UString &room) const
void loadCameraStyle(uint32 id)
void stopAmbientSound()
Stop the ambient sound.
Common::Mutex _mutex
Mutex securing access to the area.
ObjectMap _objectMap
Map of all non-static objects in the area.
void hide()
Hide the object's model(s).
void playAmbientSound(Common::UString sound="")
Play the specified sound (or the area's default) as ambient sound.
Common::UString _ambientNight
Ambient sound that plays by night.
const Common::UString & getResRef()
Return the area's resref (resource ID).
void stopAmbientMusic()
Stop the ambient music.
void loadPlaceables(const Aurora::GFF3List &list)
uint32 _musicBattleTrack
Music track ID that plays in battle.
void loadWaypoints(const Aurora::GFF3List &list)
Handling BioWare's VISs (Visibility files).
void highlightAll(bool enabled)
uint32 getMusicDayTrack() const
Return the music track ID playing by day.
A class that can be notified by the NotificationManager.
RoomList _rooms
All rooms in the area.
void loadGIT(const Aurora::GFF3Struct &git)
std::vector< const GFF3Struct * > GFF3List
float evaluateElevation(float x, float y)
A VIS, BioWare's Visibility Format.
void addEvent(const Events::Event &event)
Add a single event for consideration into the area event queue.
void loadProperties(const Aurora::GFF3Struct &props)
std::vector< Trigger * > _triggers
.— Triggers
Basic type definitions to handle files used in BioWare's Aurora engine.
void setMusicBattleTrack(uint32 track)
Set the music track ID playing in battle.
void processEventQueue()
Process the current event queue.
Common::UString _musicDay
Music that plays by day.
bool _visible
Is the area currently visible?
A handle to a sound channel.
void loadARE(const Aurora::GFF3Struct &are)
KotOR2::Object * _activeObject
The currently active (highlighted) object.
void loadObject(KotOR2::Object &object)
void playAmbientMusic(Common::UString music="")
Play the specified music (or the area's default) as ambient music.
uint32 getMusicBattleTrack() const
Return the music track ID playing in battle.
KotOR2::Object * getActiveObject()
Sound::ChannelHandle _ambientMusic
Sound handle of the currently playing music.
void notifyObjectMoved(Object &o)
uint32 getMusicNightTrack() const
Return the music track ID playing by night.
KotOR2::Object * getObjectAt(int x, int y)
void checkActive(int x=-1, int y=-1)
float _ambientNightVol
Night ambient sound volume.
Area(Module &module, const Common::UString &resRef)
Room * getRoomAt(float x, float y) const
void removeFocus()
Forcibly remove the focus from the currently highlighted object.
std::map< uint32, KotOR2::Object * > ObjectMap
An area in Star Wars: Knights of the Old Republic II - The Sith Lords, holding all objects and rooms ...
Handling BioWare's LYTs (Layout files).
CameraStyle _cameraStyle
'—
void getCameraStyle(float &distance, float &pitch, float &height) const
Common::UString _musicBattle
Music that plays in battle.
std::vector< Common::UString > _musicBattleStinger
Battle music stingers.