25 #ifndef ENGINES_DRAGONAGE2_OBJECT_H 26 #define ENGINES_DRAGONAGE2_OBJECT_H 44 namespace DragonAge2 {
60 const std::list<uint32> &
getIDs()
const;
93 virtual void getPosition(
float &x,
float &y,
float &z)
const;
95 virtual void getOrientation(
float &x,
float &y,
float &z,
float &angle)
const;
98 virtual void setPosition(
float x,
float y,
float z);
100 virtual void setOrientation(
float x,
float y,
float z,
float angle);
104 virtual void enter();
105 virtual void leave();
150 #endif // ENGINES_DRAGONAGE2_OBJECT_H
virtual void show()
Show the object's model(s).
bool _usable
Is the object usable?
bool isUsable() const
Can the object be used by the PC?
A class holding an UTF-8 string.
virtual void enter()
The cursor entered the object.
virtual void setOrientation(float x, float y, float z, float angle)
Set the object's orientation.
const Aurora::LocString & getDescription() const
Return the object's description.
virtual void setPosition(float x, float y, float z)
Set the object's position within its area.
Common::UString _soundSet
The object's sound set.
An object containing scripts.
bool isClickable() const
Can the player click the object?
Common::UString _resRef
The object's resource reference.
bool _static
Is the object static?
ObjectType getType() const
Return the exact type of the object.
Common::UString _conversation
The object's default conversation.
float _orientation[4]
The object's orientation.
const Common::UString & getConversation() const
Return the object's default conversation (DLG).
std::vector< const GFF4Struct * > GFF4List
void setNonLocalizedName(const Common::UString &name)
Set the object's non-localized name.
virtual void getOrientation(float &x, float &y, float &z, float &angle) const
Return the object's orientation.
const std::list< uint32 > & getIDs() const
Return the object's model IDs.
Low-level type definitions to handle fixed width types portably.
virtual void hide()
Hide the object's model(s).
Handling BioWare's localized strings.
virtual void highlight(bool enabled)
(Un)Highlight the object.
std::vector< const GFF3Struct * > GFF3List
Basic type definitions to handle files used in BioWare's Aurora engine.
ObjectType
Object type, matches the bitfield in script.ldf.
const Common::UString & getNonLocalizedName() const
Return the object's non-localized name.
Common::UString _nonLocalizedName
The object's non-localized name.
ObjectType _type
The object's type.
const Common::UString & getResRef() const
Return the object's resource reference.
virtual void getPosition(float &x, float &y, float &z) const
Return the object's position within its area.
Aurora::LocString _name
The object's display name.
virtual void leave()
The cursor left the object.
Aurora::LocString _description
The object's description.
virtual bool click(Object *triggerer=0)
The object was clicked.
Basic Dragon Age II type definitions.
const Aurora::LocString & getName() const
Return the object's name.
float _position[3]
The object's position.
void readVarTable(const Aurora::GFF3List &varTable)
std::list< uint32 > _ids
The object's model IDs.
bool isStatic() const
Is the object static (not manipulable at all)?