25 #ifndef ENGINES_KOTOR_SITUATED_H 26 #define ENGINES_KOTOR_SITUATED_H 28 #include "glm/vec3.hpp" 56 virtual bool isOpen()
const = 0;
80 virtual bool testCollision(
const glm::vec3 &orig,
const glm::vec3 &dest)
const;
134 #endif // ENGINES_KOTOR_SITUATED_H void show()
Show the situated object's model.
void playAnimation(const Common::UString &anim, bool restart=true, float length=0.0f, float speed=1.0f)
void loadProperties(const Aurora::GFF3Struct &gff)
Common::UString _soundDestroyed
The sound the object makes when destroyed.
A class holding an UTF-8 string.
void setWalkmeshInvisible(bool invisible)
virtual void loadObject(const Aurora::GFF3Struct &gff)=0
Load object-specific properties.
virtual bool isOpen() const =0
Is the situated object open?
ObjectType
Object type, matches the bitfield in nwscript.nss.
Common::UString _conversation
The optional conversation with this situated object.
Object * _lastClosedBy
The object that last closed this situated object.
A simple scoped smart pointer template.
Object * getLastUsedBy() const
Return the object that last used this situated object.
Common::UString _modelName
The model's resource name.
Basic Aurora graphics types.
Situated(ObjectType type)
const Common::UString & getConversation() const
Get the conversation for this object.
void load(const Aurora::GFF3Struct &instance, const Aurora::GFF3Struct *blueprint=0)
Load the situated object from an instance and its blueprint.
Common::UString _soundOpened
The sound the object makes when opened.
uint32 _appearanceID
The index within the situated appearance 2DA.
Object * _lastUsedBy
The object that last used this situated object.
Object * _lastOpenedBy
The object that last opened this situated object.
bool isVisible() const
Is the situated object's model visible?
virtual void setLocked(bool locked)
Lock/Unlock the situated object.
virtual bool testCollision(const glm::vec3 &orig, const glm::vec3 &dest) const
Common::UString _soundUsed
The sound the object makes when used.
Basic type definitions to handle files used in BioWare's Aurora engine.
void hide()
Hide the situated object's model.
void setPosition(float x, float y, float z)
Set the situated object's position.
void loadPortrait(const Aurora::GFF3Struct &gff)
virtual void loadAppearance()=0
Load appearance-specific properties.
Object * getLastClosedBy() const
Return the object that last closed this situated object.
An object in a Star Wars: Knights of the Old Republic area.
Object * getLastOpenedBy() const
Return the object that last opened this situated object.
bool _locked
Is the situated object locked?
Common::ScopedPtr< Graphics::Aurora::Model > _model
The situated object's model.
void setOrientation(float x, float y, float z, float angle)
Set the situated object's orientation.
Common::UString _soundLocked
The sound the object makes when locked.
uint32 _soundAppType
The index within the situated sounds 2DA.
Common::UString _soundClosed
The sound the object makes when closed.
bool isLocked() const
Is the situated object locked?