25 #ifndef ENGINES_NWN_MODULE_H 26 #define ENGINES_NWN_MODULE_H 126 void movePC(
float x,
float y,
float z);
130 void movePC(
Area *area,
float x,
float y,
float z);
221 void unload(
bool completeUnload =
true);
268 #endif // ENGINES_NWN_MODULE_H
void checkHAKs()
Do we have all HAKs needed for the module?
AreaMap _areas
The areas in the current module.
void showMenu()
Show the ingame main menu.
Creature * getPC()
Return the currently playing PC.
void preparePremiumModule(const Common::UString &module)
Check if this is premium module, and if so, prepare its loading.
Generic Aurora engines resource utility functions.
void unloadAreas()
Unload the areas.
A container of Neverwinter Nights objects.
A map storing pointer to objects, with automatic deletion.
A class holding an UTF-8 string.
void replaceModule()
Actually replace the currently running module.
void changeModule(const Common::UString &module)
Schedule a change to a new module.
void enterArea()
Enter a new area.
bool _exit
Should we exit the module?
void unloadHAKs()
Unload the HAKs required by the module.
void loadTLK()
Load the TLK used by the module.
Common::PtrMap< Common::UString, Area > AreaMap
Aurora::NWScript::ObjectReference owner
void unloadTLK()
Unload the TLK used by the module.
void loadHAKs()
Load the HAKs required by the module.
void movePC(const Common::UString &area)
Move the player character to this area.
const Common::UString & getDescription() const
Return the object's description.
void clear()
Clear the whole context.
const Version & getGameVersion() const
void exit()
Exit the currently running module.
An area in Neverwinter Nights, holding all objects and room tiles within, as well as general area pro...
bool _running
Are we currently running a module?
void delayScript(const Common::UString &script, const Aurora::NWScript::ScriptState &state, Aurora::NWScript::Object *owner, Aurora::NWScript::Object *triggerer, uint32 delay)
A simple scoped smart pointer template.
std::list< Common::ChangeID > ChangeList
ChangeList _resHAKs
Resources added by the HAKs of the module.
Aurora::NWScript::ObjectReference triggerer
Common::ChangeID _resModule
Resources added by the module.
void loadTexturePack()
Load the texture pack.
std::list< Events::Event > EventQueue
void load(const Common::UString &module)
Load a module.
Common::ScopedPtr< IngameGUI > _ingameGUI
The ingame GUI elements.
Loader for the module.ifo file.
ActionQueue _delayedActions
Common::ChangeID _resTP[4]
Basic Aurora graphics types.
void enter()
Enter the loaded module, starting it.
Helper class to represent an undoable change.
An IFO (module information) file, describing global module properties in many Aurora games...
Area * getCurrentArea()
Return the area the PC is currently in.
const Aurora::IFOFile & getIFO() const
Return the IFO of the currently loaded module.
bool operator<(const Action &s) const
bool isLoaded() const
Is a module currently loaded and ready to run?
void loadModule(const Common::UString &module)
Load the actual module.
bool isRunning() const
Is a module currently running?
Area * _currentArea
The current area.
Aurora::IFOFile _ifo
The module's IFO.
A scoped plain pointer, allowing pointer-y access and normal deletion.
Common::UString _newArea
The new area to enter.
Common::ScopedPtr< Creature > _pc
The player character we use.
Module(::Engines::Console &console, const Version &gameVersion)
void usePC(const Common::UString &bic, bool local)
Use this character as the player character.
An object in a Neverwinter Nights area.
void loadAreas()
Load the areas.
Reference to an NWScript object.
bool _hasModule
Do we have a module?
void unloadModule()
Unload the module.
static Common::UString getDescriptionCampaign(Common::UString module)
std::multiset< Action > ActionQueue
A class representing an undoable change.
static Common::UString getDescriptionExtra(Common::UString module)
void processEventQueue()
Process the current event queue.
Common::UString _newModule
The module we should change to.
bool startConversation(const Common::UString &conv, Creature &pc, NWN::Object &obj, bool playHello=true)
Start a conversation.
Common::ChangeID _resTLK
Resources added for the custom TLK.
void checkXPs()
Do we have all expansions needed for the module?
void unloadPC()
Unload the PC.
Aurora::NWScript::ScriptState state
void leave()
Leave the running module, quitting it.
void movedPC()
Notify the module that the PC was moved.
::Engines::Console * _console
void addEvent(const Events::Event &event)
Add a single event for consideration into the event queue.
const Version * _gameVersion
void unload(bool completeUnload=true)
Unload the whole shebang.
void unloadTexturePack()
Unload the texture pack.