25 #ifndef ENGINES_NWN2_SITUATED_H 26 #define ENGINES_NWN2_SITUATED_H 55 virtual bool isOpen()
const = 0;
117 #endif // ENGINES_NWN2_SITUATED_H uint32 _soundAppType
The index within the situated sounds 2DA.
Situated(ObjectType type)
A class holding an UTF-8 string.
void loadModel()
Load the situated object's model.
bool isLocked() const
Is the situated object locked?
An object within a NWN2 area.
void setPosition(float x, float y, float z)
Set the situated object's position.
Object * _lastOpenedBy
The object that last opened this situated object.
A simple scoped smart pointer template.
Common::UString _soundClosed
The sound the object makes when closed.
Object * getLastOpenedBy() const
Return the object that last opened this situated object.
bool _locked
Is the situated object locked?
Common::UString _modelName
The model's resource name.
void show()
Show the situated object's model.
Basic Aurora graphics types.
void unloadModel()
Unload the situated object's model.
void loadProperties(const Aurora::GFF3Struct &gff)
Common::ScopedPtr< Graphics::Aurora::Model > _model
The situated object's model.
uint32 _appearanceID
The index within the situated appearance 2DA.
Basic type definitions to handle files used in BioWare's Aurora engine.
Common::UString _soundUsed
The sound the object makes when used.
virtual bool isOpen() const =0
Is the situated object open?
Object * _lastClosedBy
The object that last closed this situated object.
Object * getLastUsedBy() const
Return the object that last used this situated object.
An object in a Neverwinter Nights 2 area.
Object * _lastUsedBy
The object that last used this situated object.
virtual void loadObject(const Aurora::GFF3Struct &gff)=0
Load object-specific properties.
Common::UString _soundDestroyed
The sound the object makes when destroyed.
ObjectType
Object type, matches the bitfield in nwscript.nss.
Object * getLastClosedBy() const
Return the object that last closed this situated object.
void load(const Aurora::GFF3Struct &instance, const Aurora::GFF3Struct *blueprint=0)
Load the situated object from an instance and its blueprint.
void hide()
Hide the situated object's model.
virtual void setLocked(bool locked)
Lock/Unlock the situated object.
Common::UString _soundOpened
The sound the object makes when opened.
Common::UString _soundLocked
The sound the object makes when locked.
void setOrientation(float x, float y, float z, float angle)
Set the situated object's orientation.
virtual void loadAppearance()=0
Load appearance-specific properties.