60 _hasXP1(false), _hasXP2(false), _hasXP3(false) {
70 std::vector<Aurora::Language> &languages)
const {
88 languages.push_back(language);
138 progress.
step(
"Declare languages");
144 warning(
"Failed to detect this game's language");
148 progress.
step(
"Loading user game config");
155 progress.
step(
"Loading game cursors");
160 progress.
step(
"Initializing internal game config");
163 progress.
step(
"Successfully initialized the engine");
180 LangMan.addLanguages(kLanguageDeclarations,
ARRAYSIZE(kLanguageDeclarations));
212 progress.
step(
"Setting base directory");
215 progress.
step(
"Adding extra archive directories");
220 progress.
step(
"Loading main resource files");
241 progress.
step(
"Loading expansion 1 resource files");
264 progress.
step(
"Loading expansion 2 resource files");
287 progress.
step(
"Loading patch resource files");
320 progress.
step(
"Indexing extra sound resources");
324 progress.
step(
"Indexing extra music resources");
328 progress.
step(
"Indexing extra movie resources");
330 progress.
step(
"Indexing extra effects resources");
332 progress.
step(
"Indexing extra character resources");
334 progress.
step(
"Indexing extra UI resources");
337 progress.
step(
"Indexing Windows-specific resources");
340 progress.
step(
"Indexing override files");
343 progress.
step(
"Loading main talk table");
344 TalkMan.addTable(
"dialog",
"dialogf",
false, 0);
346 progress.
step(
"Registering file formats");
352 CursorMan.add(
"cursor0" ,
"default" ,
"up" );
353 CursorMan.add(
"cursor1" ,
"default" ,
"down");
#define ResMan
Shortcut for accessing the sound manager.
void playVideo(const Common::UString &video)
Play this video resource.
Generic Aurora engines resource utility functions.
The context handling the gameplay in Neverwinter Nights 2.
#define TalkMan
Shortcut for accessing the talk manager.
Neverwinter Nights 2 (debug) console.
A class holding an UTF-8 string.
Temporary game settings/properties.
The global config manager.
Common::ScopedPtr< Console > _console
bool indexOptionalArchive(const Common::UString &file, uint32 priority, const std::vector< byte > &password, Common::ChangeID *changeID)
bool evaluateLanguage(bool find, Aurora::Language &language) const
Utility functions to handle files used in BioWare's Aurora engine.
Common::ScopedPtr< Game > _game
#define ARRAYSIZE(x)
Macro which determines the number of entries in a fixed size array.
bool indexOptionalDirectory(const Common::UString &dir, const char *glob, int depth, uint32 priority, Common::ChangeID *changeID)
Add a directory to the resource manager, if it exists.
Face bone definitions, FaceFX Actor.
UString findFirst(const UString &str, bool caseInsensitive) const
Find the first file ending with the given string.
Basic exceptions to throw.
Extensible Markup Language.
void indexMandatoryArchive(const Common::UString &file, uint32 priority, const std::vector< byte > &password, Common::ChangeID *changeID)
void initResources(LoadProgress &progress)
#define ConfigMan
Shortcut for accessing the config manager.
Windows codepage 950 (Traditional Chinese, similar to Big5).
Utility templates and functions.
Tree template (user), GFF.
The global events manager.
bool detectLanguages(Aurora::GameID game, const Common::UString &target, Aurora::Platform platform, std::vector< Aurora::Language > &languages) const
Detect which languages this game instance supports.
Types and functions related to language.
Light template (user), GFF.
Aurora::Language _language
bool empty() const
Is the string empty?
Neverwinter Nights 2 model loader.
Handling BioWare's TLK talk tables.
void warning(const char *s,...)
#define CursorMan
Shortcut for accessing the cursor manager.
Basic reading stream interfaces.
#define EventMan
Shortcut for accessing the events manager.
The Aurora cursor manager.
Displaying the progress in loading a game.
void indexMandatoryDirectory(const Common::UString &dir, const char *glob, int depth, uint32 priority, Common::ChangeID *changeID)
Add a directory to the resource manager, erroring out if it does not exist.
void registerModelLoader(ModelLoader *loader)
Application or game defaults.
#define LangMan
Shortcut for accessing the language manager.
Windows codepage 932 (Japanese, extended Shift-JIS).
The global talk manager for Aurora strings.
void step(const Common::UString &description)
Take a step in advancing the progress.
FileType
Various file types used by the Aurora engine and found in archives.
void status(const char *s,...)
Windows codepage 1250 (Eastern European, Latin alphabet).
Game & getGame()
Return the context running the actual game.
bool addDirectory(const UString &directory, int recurseDepth=0)
Add a directory to the list.
bool getLanguage(Aurora::Language &language) const
Return the game's current language.
Generic Aurora engines utility functions.
Engine class handling Neverwinter Nights 2.
Windows codepage 1252 (Western European, Latin alphabet).
bool changeLanguage()
Change the game's current language.
Windows codepage 949 (Korean, similar to EUC-KR).
uint32 getLanguageID() const
Return the language ID (ungendered) of the talk table.
Windows codepage 936 (Simplified Chinese, extended GB2312 with GBK codepoints).
The global resource manager for Aurora resources.
Utility class for manipulating file paths.
#define FontMan
Shortcut for accessing the font manager.
static UString findSubDirectory(const UString &directory, const UString &subDirectory, bool caseInsensitive=false)
Find a directory's subdirectory.
Generic Aurora engines model functions.