25 #ifndef ENGINES_JADE_MODULE_H 26 #define ENGINES_JADE_MODULE_H 103 Object &obj,
bool noWidescreen =
false,
bool resetZoom =
true);
113 void movePC(
float x,
float y,
float z);
184 void unload(
bool completeUnload =
true);
215 #endif // ENGINES_JADE_MODULE_H void movedPC()
Notify the module that the PC was moved.
void exit()
Exit the currently running module.
void unload(bool completeUnload=true)
Unload the whole shebang.
Common::UString _module
The current module's name.
bool startConversation(const Common::UString &conv, Creature &pc, Object &obj, bool noWidescreen=false, bool resetZoom=true)
Start a conversation.
A class holding an UTF-8 string.
The global config manager.
Aurora::NWScript::ObjectReference triggerer
Area * getCurrentArea()
Return the area the PC is currently in.
bool _exit
Should we exit the module?
Module(::Engines::Console &console)
std::multiset< Action > ActionQueue
Common::UString _newModule
The module we should change to.
Common::ScopedPtr< Creature > _pc
The player character we use.
A simple scoped smart pointer template.
Creature * getPC()
Return the currently playing PC.
A container of Jade Empire objects.
::Engines::Console * _console
void leave()
Leave the running module, quitting it.
Helper class to represent an undoable change.
void processEventQueue()
Process the current event queue.
An area in Jade Empire, holding all objects and rooms within, as well as general area properties like...
void changeModule(const Common::UString &module)
Schedule a change to a new module.
void replaceModule()
Actually replace the currently running module.
void loadModule(const Common::UString &module)
Load the actual module.
void enter()
Enter the loaded module, starting it.
Aurora::NWScript::ScriptState state
void usePC(Creature *pc)
Use this character as the player character.
A scoped plain pointer, allowing pointer-y access and normal deletion.
An object within a Jade area.
Reference to an NWScript object.
void showMenu()
Show the ingame main menu.
void movePC(float x, float y, float z)
Move the player character to this position within the current area.
std::list< Events::Event > EventQueue
void addEvent(const Events::Event &event)
Add a single event for consideration into the event queue.
void clear()
Clear the whole context.
Common::ScopedPtr< Area > _area
The current module's area.
const Common::UString & getName() const
Return the module's name.
Aurora::NWScript::ObjectReference owner
bool _hasModule
Do we have a module?
bool isLoaded() const
Is a module currently loaded and ready to run?
bool isRunning() const
Is a module currently running?
bool operator<(const Action &s) const
bool _running
Are we currently running a module?
std::list< Common::ChangeID > _resources
Resources added by the current module.
ActionQueue _delayedActions
void delayScript(const Common::UString &script, const Aurora::NWScript::ScriptState &state, Aurora::NWScript::Object *owner, Aurora::NWScript::Object *triggerer, uint32 delay)