59 object->speakString(
TalkMan.getString(strRef).c_str(), volume);
70 object->speakOneLiner(dlg, tokenTarget);
102 warning(
"Functions::beginConversation(): " 103 "Object \"%s\" already in conversation with PC \"%s\"",
110 if (conversation.
empty())
121 speaker =
object->getPCSpeaker();
135 ctx.
getReturn() =
object ? (
object->getPCSpeaker() != 0) : 0;
Creature * getPC()
Return the currently playing PC.
#define TalkMan
Shortcut for accessing the talk manager.
A container of Neverwinter Nights objects.
Object * getTriggerer() const
A class holding an UTF-8 string.
const Common::UString & getConversation() const
Return the object's default conversation (DLG).
const Common::UString & getName() const
Return the object's name.
Context of an NWScript function.
void unimplementedFunction(Aurora::NWScript::FunctionContext &ctx)
Object * getCaller() const
static NWN::Object * toObject(::Aurora::NWScript::Object *object)
void speakStringByStrRef(Aurora::NWScript::FunctionContext &ctx)
virtual void speakString(const Common::UString &string, uint32 volume)
Speak the specified string.
const Common::UString & getTag() const
The context needed to run a Neverwinter Nights module.
static Aurora::NWScript::Object * getParamObject(const Aurora::NWScript::FunctionContext &ctx, size_t n)
const char * c_str() const
Return the (utf8 encoded) string data.
Utility templates and functions.
static Creature * toPC(Aurora::NWScript::Object *object)
void isInConversation(Aurora::NWScript::FunctionContext &ctx)
Aurora::NWScript::Object * getPCSpeaker() const
Return the PC currently speaking with this object.
bool empty() const
Is the string empty?
void warning(const char *s,...)
An object in a Neverwinter Nights area.
void getLastSpeaker(Aurora::NWScript::FunctionContext &ctx)
The global talk manager for Aurora strings.
A creature in a Neverwinter Nights area.
void getPCSpeaker(Aurora::NWScript::FunctionContext &ctx)
bool startConversation(const Common::UString &conv, Creature &pc, NWN::Object &obj, bool playHello=true)
Start a conversation.
void speakString(Aurora::NWScript::FunctionContext &ctx)
The context handling the gameplay in Neverwinter Nights.
void speakOneLinerConversation(Aurora::NWScript::FunctionContext &ctx)
void beginConversation(Aurora::NWScript::FunctionContext &ctx)
void getListenPatternNumber(Aurora::NWScript::FunctionContext &ctx)
Neverwinter Nights engine functions.
Module & getModule()
Return the module context.