25 #ifndef ENGINES_DRAGONAGE2_CREATURE_H 26 #define ENGINES_DRAGONAGE2_CREATURE_H 47 namespace DragonAge2 {
103 typedef std::vector<EquipItem>
Items;
140 uint8 *armorType = 0)
const;
143 uint8 *armorType = 0)
const;
154 #endif // ENGINES_DRAGONAGE2_CREATURE_H void loadModelsParts(const Aurora::GDAFile &gda, size_t row)
void enter()
The cursor entered the creature.
void loadModelsSimple(const Aurora::GDAFile &gda, size_t row)
bool stealable
Can this item be stolen?
A class holding an UTF-8 string.
InventorySlot
Slot in a creature's inventory.
Common::UString findEquipModel(InventorySlot slot, const Common::UString &prefix, uint8 *armorType=0) const
void loadModelsHead(const Aurora::GDAFile &gda, size_t row)
bool click(Object *triggerer=0)
The creature was clicked.
void setPosition(float x, float y, float z)
Set the creature's position.
int32 setNumber
ID of the set the item belongs to.
bool _isPC
Is the creature a PC?
Common::UString _headMorph
Name of the morph file describing the creature's head.
static const size_t kPartVariationCount
Max number of model parts for a creature's head.
void highlight(bool enabled)
(Un)Highlight the creature.
Items _items
All item the creature has currently equipped.
An object in a Dragon Age II area.
A list storing pointer to objects, with automatic deletion.
static Common::UString createModelPart(const Aurora::GDAFile &gda, size_t row, const Common::UString &prefix)
void show()
Show the creature's model.
Common::UString resRef
Name of the item blueprint resource.
bool droopable
Does this item drop with the creature's death?
Models _models
The models making up this creature.
Basic Aurora graphics types.
std::vector< EquipItem > Items
void loadModelsHeadMorph(bool loadHair=true)
void load(const Aurora::GFF3Struct &placeable)
void loadModelsWelded(const Aurora::GDAFile &gda, size_t row)
Creature()
Create a dummy creature instance.
void leave()
The cursor left the creature.
void setOrientation(float x, float y, float z, float angle)
Set the creature's orientation.
An item equipped by the creature.
bool isPC() const
Is the creature a player character?
Basic type definitions to handle files used in BioWare's Aurora engine.
static Common::UString createModelPrefix(const Aurora::GDAFile &gda, size_t row)
Common::UString getItemModel(uint32 variation, const Common::UString &prefix, uint8 *armorType=0) const
uint32 _appearanceID
The creature's appearance; index into the Appearances MGDA.
Common::PtrList< Graphics::Aurora::Model > Models
void loadProperties(const Aurora::GFF3Struct &gff)
void loadModelsHeadList(const Aurora::GDAFile &gda, size_t row, bool loadHair=true)
uint32 _partVariation[kPartVariationCount]
Indices into the MGDAs describing the creature's head model parts.
Basic Dragon Age: Origins type definitions.
InventorySlot slot
The equipment slot the item occupies.
void hide()
Hide the creature's model.
void createFakePC()
Create a fake player character creature for testing purposes.
Class to hold the GFF'd two-dimensional array of a GDA file.