201 for (Aurora::GFF3List::const_iterator v = varTable.begin(); v != varTable.end(); ++v) {
203 const int32 type = (*v)->getSint (
"Type");
218 setVariable(name, (
float) (*v)->getDouble(
"Value"));
230 warning(
"TODO: Object::readVarTable(), \"%s\" has location type", name.
c_str());
Sound::ChannelHandle _sound
The currently playing object sound.
Class to hold the two-dimensional array of a 2DA file.
void stopSound()
Stop the current object sound.
Handling version V3.2/V3.3 of BioWare's GFFs (generic file format).
bool isClickable() const
Can the player click the object?
Handling BioWare's SSFs (sound set file).
const Common::UString & getString(size_t column) const
Return the contents of a cell as a string.
float _orientation[4]
The object's orientation.
A class holding an UTF-8 string.
Area * getArea() const
Return the area this object is currently in.
void reset(PointerType o=0)
Resets the pointer with the new value.
An area in Neverwinter Nights 2, holding all objects, room tiles and terrain within, as well as general area properties like the current background music and ambient sounds.
Class to hold a sound set.
Context of an NWScript function.
virtual void loadModel()
Load the object's model(s).
bool hasField(const Common::UString &field) const
Does this specific field exist?
const Common::UString & getDescription() const
Return the object's description.
virtual void getOrientation(float &x, float &y, float &z, float &angle) const
Return the object's orientation.
void speakOneLiner(Common::UString conv, Object *tokenTarget=0)
Speak an one-liner from the specified conversation file.
Utility functions for generating unique IDs.
uint32 _soundSet
The object's sound set, as an index into soundset.2da.
virtual void highlight(bool enabled)
(Un)Highlight the object.
Common::UString _name
The object's display name.
An object within a NWN2 area.
void readVarTable(const Aurora::GFF3List &varTable)
Read the object's variable table.
const Common::UString & getString(Language language, LanguageGender gender=kLanguageGenderCurrent) const
Get the string of that language.
The NWScript function manager.
Common::UString sound
ResRef of the sound to play while speaking this entry.
ObjectType _type
The object's type.
virtual void leave()
The cursor left the object.
virtual void hide()
Hide the object's model(s).
bool _usable
Is the object usable?
void exceptionDispatcherWarning(const char *s,...)
Exception dispatcher that prints the exception as a warning, and adds another reason on top...
std::list< uint32 > _ids
The object's model IDs.
const Line * getOneLiner() const
Return the first active non-branching entry.
Basic exceptions to throw.
void setPosition(float x, float y, float z)
Set the location's position.
const char * c_str() const
Return the (utf8 encoded) string data.
float _position[3]
The object's position.
Utility templates and functions.
Basic Neverwinter Nights 2 type definitions.
void speakString(const Common::UString &string, uint32 volume)
Speak the specified string.
Handling BioWare's 2DAs (two-dimensional array).
const Common::UString & getConversation() const
Return the object's default conversation (DLG).
Common::UString _conversation
The object's default conversation.
The global sound manager, handling all sound output.
bool empty() const
Is the string empty?
#define TwoDAReg
Shortcut for accessing the 2da registry.
#define SoundMan
Shortcut for accessing the sound manager.
void setArea(Area *area)
Set the location's area.
const std::list< uint32 > & getIDs() const
Return the object's model IDs.
const Aurora::SSFFile * getSSF()
Return the object's sound set.
void warning(const char *s,...)
virtual void enter()
The cursor entered the object.
const Common::UString & getName() const
Return the object's name.
std::vector< const GFF3Struct * > GFF3List
Sound::ChannelHandle playSound(const Common::UString &sound, Sound::SoundType soundType, bool loop, float volume, bool pitchVariance)
Play this sound resource.
virtual void setOrientation(float x, float y, float z, float angle)
Set the object's orientation.
bool isStatic() const
Is the object static (not manipulable at all)?
PointerType get() const
Returns the plain pointer value.
void playSound(const Common::UString &sound, bool pitchVariance=false)
Play an object sound.
const GFF3List & getList(const Common::UString &field) const
const TwoDARow & getRow(size_t row) const
Get a row.
Area * _area
The area the object is currently in.
virtual void setPosition(float x, float y, float z)
Set the object's position within its area.
virtual void unloadModel()
Unload the object's model(s).
static const uint32 kFieldIDInvalid
void status(const char *s,...)
virtual void getPosition(float &x, float &y, float &z) const
Return the object's position within its area.
An object in a Neverwinter Nights 2 area.
void loadSSF()
Load the object's sound set.
bool isUsable() const
Can the object be used by the PC?
bool _static
Is the object static?
void setArea(Area *)
Set the area this object is currently in.
Generic Aurora engines utility functions.
ObjectType
Object type, matches the bitfield in nwscript.nss.
Common::ScopedPtr< Aurora::SSFFile > _ssf
The object's sound set.
void setVariable(const Common::UString &var, const Variable &value)
void setFacing(float facing)
Set the location's orientation.
virtual void show()
Show the object's model(s).
Location getLocation() const
Create a Location out of the object's area, position and orientation.
Manager for tokens in Aurora engines text strings.
virtual bool click(Object *triggerer=0)
The object was clicked.
NWScript utility functions.
Handling BioWare's DLGs (dialog / conversation files).
ObjectType getType() const
Return the exact type of the object.
uint32 generateIDNumber()
LocString text
The actual text of the entry.
Common::UString _description
The object's description.