25 #ifndef ENGINES_DRAGONAGE_CREATURE_H 26 #define ENGINES_DRAGONAGE_CREATURE_H 103 typedef std::vector<EquipItem>
Items;
142 uint8 *armorType = 0)
const;
153 #endif // ENGINES_DRAGONAGE_CREATURE_H void loadModelsHead(const Aurora::GDAFile &gda, size_t row)
Models _models
The models making up this creature.
InventorySlot slot
The equipment slot the item occupies.
void loadModelsHeadMorph(bool loadHair=true)
InventorySlot
Slot in a creature's inventory.
void setPosition(float x, float y, float z)
Set the creature's position.
A class holding an UTF-8 string.
uint32 _appearanceID
The creature's appearance; index into the Appearances MGDA.
void highlight(bool enabled)
(Un)Highlight the creature.
static Common::UString createModelPrefix(const Aurora::GDAFile &gda, size_t row, uint8 gender)
void loadModelsParts(const Aurora::GDAFile &gda, size_t row)
static Common::UString createModelPart(const Aurora::GDAFile &gda, size_t row, const Common::UString &prefix)
An item equipped by the creature.
bool _isPC
Is the creature a PC?
A list storing pointer to objects, with automatic deletion.
Common::PtrList< Graphics::Aurora::Model > Models
static const size_t kPartVariationCount
Max number of model parts for a creature's head.
void loadProperties(const Aurora::GFF3Struct &gff)
uint32 _partVariation[kPartVariationCount]
Indices into the MGDAs describing the creature's head model parts.
Basic Aurora graphics types.
void loadModelsHeadList(const Aurora::GDAFile &gda, size_t row, bool loadHair=true)
Creature()
Create a dummy creature instance.
void loadModelsSimple(const Aurora::GDAFile &gda, size_t row)
Common::UString resRef
Name of the item blueprint resource.
Basic type definitions to handle files used in BioWare's Aurora engine.
Common::UString _headMorph
Name of the morph file describing the creature's head.
An object in a Dragon Age: Origins area.
bool droopable
Does this item drop with the creature's death?
Items _items
All item the creature has currently equipped.
Common::UString findEquipModel(InventorySlot slot, const Common::UString &prefix, uint8 *armorType=0) const
void loadModelsWelded(const Aurora::GDAFile &gda, size_t row)
void enter()
The cursor entered the creature.
std::vector< EquipItem > Items
Basic Dragon Age: Origins type definitions.
bool click(Object *triggerer=0)
The creature was clicked.
void load(const Aurora::GFF3Struct &placeable)
int32 setNumber
ID of the set the item belongs to.
void setOrientation(float x, float y, float z, float angle)
Set the creature's orientation.
bool isPC() const
Is the creature a player character?
bool stealable
Can this item be stolen?
void show()
Show the creature's model.
void createFakePC()
Create a fake player character creature for testing purposes.
uint8 _appearanceGender
The gender of the creature's model files.
void leave()
The cursor left the creature.
Class to hold the GFF'd two-dimensional array of a GDA file.
void hide()
Hide the creature's model.