25 #ifndef ENGINES_WITCHER_AREA_H 26 #define ENGINES_WITCHER_AREA_H 120 typedef std::map<uint32, Engines::Witcher::Object *>
ObjectMap;
185 void click(
int x,
int y);
192 #endif // ENGINES_WITCHER_AREA_H void loadGIT(const Aurora::GFF3Struct &git)
void setMusicBattleTrack(uint32 track)
Set the music track ID playing in battle.
An area in The Witcher, holding all objects and area geometry within, as well as general area propert...
A class holding an UTF-8 string.
An object within a Witcher area.
void loadObject(Engines::Witcher::Object &object)
void playAmbientMusic(Common::UString music="")
Play the specified music (or the area's default) as ambient music.
Engines::Witcher::Object * _activeObject
The currently active (highlighted) object.
void loadARE(const Aurora::GFF3Struct &are)
uint32 getMusicNightTrack() const
Return the music track ID playing by night.
void removeFocus()
Forcibly remove the focus from the currently highlighted object.
const Common::UString & getResRef() const
Return the area's resref (resource ID).
uint32 getMusicDayTrack() const
Return the music track ID playing by day.
void highlightAll(bool enabled)
Common::UString _musicNight
Music that plays by night.
Engines::Witcher::Object * getObjectAt(int x, int y)
A simple scoped smart pointer template.
void hide()
Hide the area.
A list storing pointer to objects, with automatic deletion.
void processEventQueue()
Process the current event queue.
uint32 _musicDayTrack
Music track ID that plays by day.
ObjectMap _objectMap
Map of all non-static objects in the area.
Basic Aurora graphics types.
void show()
Show the area.
An object in a The Witcher area.
bool _highlightAll
Are we currently highlighting all objects?
Low-level type definitions to handle fixed width types portably.
void checkActive(int x=-1, int y=-1)
A class that can be notified by the NotificationManager.
Common::UString _resRef
The area's resref (resource ID).
bool _visible
Is the area currently visible?
std::list< Events::Event > _eventQueue
The event queue.
Handling BioWare's localized strings.
void stopAmbientMusic()
Stop the ambient music.
Common::UString _musicDay
Music that plays by day.
std::vector< const GFF3Struct * > GFF3List
void loadProperties(const Aurora::GFF3Struct &props)
Basic type definitions to handle files used in BioWare's Aurora engine.
uint32 getMusicBattleTrack() const
Return the music track ID playing in battle.
uint32 _musicBattleTrack
Music track ID that plays in battle.
Common::PtrList< Engines::Witcher::Object > ObjectList
Common::UString _musicBattle
Music that plays in battle.
void loadDoors(const Aurora::GFF3List &list)
Common::Mutex _mutex
Mutex securing access to the area.
Common::ScopedPtr< Graphics::Aurora::Model > _model
The actual area geometry model.
A handle to a sound channel.
Common::UString _modelName
Name of area geometry ("tile") model.
void setActive(Engines::Witcher::Object *object)
Sound::ChannelHandle _ambientMusic
Sound handle of the currently playing music.
void refreshLocalized()
Refresh all localized strings.
uint32 _musicNightTrack
Music track ID that plays by night.
void addEvent(const Events::Event &event)
Add a single event for consideration into the area event queue.
ObjectList _objects
List of all objects in the area.
void loadPlaceables(const Aurora::GFF3List &list)
const Aurora::LocString & getName() const
Return the area's name.
std::map< uint32, Engines::Witcher::Object * > ObjectMap
void notifyCameraMoved()
Notify the area that the camera has been moved.
void setMusicDayTrack(uint32 track)
Set the music track ID playing by day.
void loadWaypoints(const Aurora::GFF3List &list)
void setMusicNightTrack(uint32 track)
Set the music track ID playing by night.
Area(Module &module, const Common::UString &resRef)