83 _model->setPosition(x, y, z);
91 _model->setOrientation(x, y, z, angle);
105 e.
add(
"Creature \"%s\" has no blueprint", temp.
c_str());
196 _name =
"Fakoo McFakeston";
211 _model->drawBound(enabled);
int64 getSint(const Common::UString &field, int64 def=0) const
Handling version V3.2/V3.3 of BioWare's GFFs (generic file format).
void enter()
The cursor entered the creature.
#define MKTAG(a0, a1, a2, a3)
A wrapper macro used around four character constants, like 'DATA', to ensure portability.
Common::UString _conversation
The object's default conversation.
void add(const char *s,...) GCC_PRINTF(2
const Common::UString & getString(size_t column) const
Return the contents of a cell as a string.
bool getBool(const Common::UString &field, bool def=false) const
void setPosition(float x, float y, float z)
Set the creature's position.
A class holding an UTF-8 string.
uint32 _headType
The creature's type of head if separate from the model.
void reset(PointerType o=0)
Resets the pointer with the new value.
void loadPositional(const Aurora::GFF3Struct &gff)
Load the object's positional gff struct which contains the position and orientation.
bool hasField(const Common::UString &field) const
Does this specific field exist?
virtual void setPosition(float x, float y, float z)
Set the object's position within its area.
void show()
Show the creature's model.
void hide()
Hide the creature's model.
void loadInstance(const Aurora::GFF3Struct &gff)
void readScripts(const Aurora::GFF3Struct &gff)
void createFakePC()
Create a fake player character creature for testing purposes.
Exception that provides a stack of explanations.
bool isClickable() const
Can the player click the object?
Basic exceptions to throw.
const char * c_str() const
Return the (utf8 encoded) string data.
static UString format(const char *s,...) GCC_PRINTF(1
Print formatted data into an UString object, similar to sprintf().
void leave()
The cursor left the creature.
Utility templates and functions.
int32 getAutoBalance() const
virtual void getOrientation(float &x, float &y, float &z, float &angle) const
Return the object's orientation.
Handling BioWare's 2DAs (two-dimensional array).
Creature()
Create a dummy creature instance.
A GFF (generic file format) V3.2/V3.3 file, found in all Aurora games except Sonic Chronicles: The Da...
A node within a 3D model.
void load(const Aurora::GFF3Struct &creature)
bool _active
Is the object currently active/available/visible?
bool empty() const
Is the string empty?
#define TwoDAReg
Shortcut for accessing the 2da registry.
bool _isPC
Is the creature a PC?
virtual void getPosition(float &x, float &y, float &z) const
Return the object's position within its area.
Handling BioWare's localized strings.
An object within a Jade area.
std::list< uint32 > _ids
The object's model IDs.
virtual void highlight(bool enabled)
(Un)Highlight the creature.
Common::ScopedPtr< Graphics::Aurora::Model > _model
The creature's model.
void setOrientation(float x, float y, float z, float angle)
Set the creature's orientation.
const GFF3Struct & getStruct(const Common::UString &field) const
static const uint32 kFieldIDInvalid
uint32 _appearance
The creature's general appearance.
Common::UString getString(const Common::UString &field, const Common::UString &def="") const
Generic Aurora engines utility functions.
Common::UString _name
The object's display name.
Graphics::Aurora::Model * loadModelObject(const Common::UString &resref, const Common::UString &texture)
void loadBlueprint(const Aurora::GFF3Struct &gff)
virtual void setOrientation(float x, float y, float z, float angle)
Set the object's orientation.
bool isPC() const
Is the creature a player character?
A creature in a Jade Empire area.
Generic Aurora engines model functions.