25 #ifndef ENGINES_KOTOR2_MODULE_H 26 #define ENGINES_KOTOR2_MODULE_H 107 void movePC(
float x,
float y,
float z);
216 void unload(
bool completeUnload =
true);
244 float &entryX,
float &entryY,
float &entryZ,
float &entryAngle);
261 #endif // ENGINES_KOTOR2_MODULE_H
void addEvent(const Events::Event &event)
Add a single event for consideration into the event queue.
Common::ScopedPtr< Area > _area
The current module's area.
Common::UString _newModule
The module we should change to.
A class holding an UTF-8 string.
The global config manager.
ActionQueue _delayedActions
bool _exit
Should we exit the module?
A container of Star Wars: Knights of the Old Republic II - The Sith Lords objects.
Common::UString _module
The current module's name.
void movePC(float x, float y, float z)
Move the player character to this position within the current area.
Area * getCurrentArea()
Return the area the PC is currently in.
bool _hasModule
Do we have a module?
void unload(bool completeUnload=true)
Unload the whole shebang.
Conversation/cutscene GUI for Star Wars: Knights of the Old Republic II: The Sith Lords...
bool getEntryObjectLocation(float &entryX, float &entryY, float &entryZ, float &entryAngle)
std::list< Events::Event > EventQueue
std::multiset< Action > ActionQueue
A simple scoped smart pointer template.
bool isRunning() const
Is a module currently running?
void getEntryIFOLocation(float &entryX, float &entryY, float &entryZ, float &entryAngle)
::Engines::Console * _console
An object in a Star Wars: Knights of the Old Republic II - The Sith Lords area.
Loader for the module.ifo file.
bool _running
Are we currently running a module?
Helper class to represent an undoable change.
Common::ScopedPtr< Engines::KotOR2::IngameGUI > _ingame
The ingame gui.
An IFO (module information) file, describing global module properties in many Aurora games...
std::list< Common::ChangeID > _resources
Resources added by the current module.
void loadModule(const Common::UString &module, const Common::UString &entryLocation, ObjectType entryLocationType)
Load the actual module.
void movedPC()
Notify the module that the PC was moved.
Aurora::IFOFile _ifo
The current module's IFO.
ObjectType _entryLocationType
The type(s) of the object in the start location for this module.
void enter()
Enter the loaded module, starting it.
Creature * getPC()
Return the currently playing PC.
const Aurora::IFOFile & getIFO() const
Return the IFO of the currently loaded module.
bool getObjectLocation(const Common::UString &object, ObjectType location, float &entryX, float &entryY, float &entryZ, float &entryAngle)
void changeModule(const Common::UString &module, const Common::UString &entryLocation, ObjectType entryLocationType)
Schedule a change to a new module.
void usePC(Creature *pc)
Use this character as the player character.
void processEventQueue()
Process the current event queue.
Common::ScopedPtr< Creature > _pc
The player character we use.
A scoped plain pointer, allowing pointer-y access and normal deletion.
Common::UString _entryLocation
The tag of the object in the start location for this module.
void replaceModule()
Actually replace the currently running module.
Aurora::NWScript::ScriptState state
Reference to an NWScript object.
void clear()
Clear the whole context.
void showMenu()
Show the ingame main menu.
Aurora::NWScript::ObjectReference owner
ObjectType
Object type, matches the bitfield in nwscript.nss.
A class representing an undoable change.
Module(::Engines::Console &console)
float _backwardsBtnPressed
bool isLoaded() const
Is a module currently loaded and ready to run?
void toggleFreeRoamCamera()
const Common::UString & getName() const
Return the module's name.
Common::ChangeID _textures
Resources added by the current texture pack.
void exit()
Exit the currently running module.
void clickObject(Object *object)
Aurora::NWScript::ObjectReference triggerer
void delayScript(const Common::UString &script, const Aurora::NWScript::ScriptState &state, Aurora::NWScript::Object *owner, Aurora::NWScript::Object *triggerer, uint32 delay)
bool operator<(const Action &s) const
void leave()
Leave the running module, quitting it.
void playAnimationOnActiveObject(const Common::UString &baseAnim, const Common::UString &headAnim)
Common::ScopedPtr< DialogGUI > _dialog
Conversation/cutscene GUI.
An area in Star Wars: Knights of the Old Republic II - The Sith Lords, holding all objects and rooms ...
int _currentTexturePack
The current texture pack.
void startConversation(const Common::UString &name, Aurora::NWScript::Object *owner=0)