25 #ifndef ENGINES_DRAGONAGE2_AREA_H 26 #define ENGINES_DRAGONAGE2_AREA_H 49 namespace DragonAge2 {
75 float &orientX,
float &orientY,
float &orientZ,
float &orientAngle)
const;
99 typedef std::map<uint32, DragonAge2::Object *>
ObjectMap;
146 void click(
int x,
int y);
155 #endif // ENGINES_DRAGONAGE2_AREA_H
Generic Aurora engines resource utility functions.
Common::PtrVector< Room > Rooms
const Common::UString & getResRef() const
void loadPlaceables(const Aurora::GFF3List &list)
A class holding an UTF-8 string.
void removeFocus()
Forcibly remove the focus from the currently highlighted object.
void loadCreatures(const Aurora::GFF3List &list)
An area in Dragon Age II, holding all objects and rooms within, as well as general area properties li...
DragonAge2::Object * _activeObject
The currently active (highlighted) object.
Objects _objects
List of all objects in the area.
Common::UString _environmentName
An object in a Dragon Age II area.
void checkActive(int x=-1, int y=-1)
void highlightAll(bool enabled)
std::list< Common::ChangeID > ChangeList
A list storing pointer to objects, with automatic deletion.
void loadObject(DragonAge2::Object &object)
void processEventQueue()
Process the current event queue.
void load(const Common::UString &resRef, const Common::UString &env, const Common::UString &rim)
Area(Campaign &campaign, const Common::UString &resRef, const Common::UString &env, const Common::UString &rim)
ObjectMap _objectMap
Map of objects by their model IDs.
void addEvent(const Events::Event &event)
Add a single event for consideration into the area event queue.
void loadWaypoints(const Aurora::GFF3List &list)
void loadARE(const Common::UString &resRef)
A class that can be notified by the NotificationManager.
std::map< uint32, DragonAge2::Object * > ObjectMap
A vector storing pointer to objects, with automatic deletion.
bool _highlightAll
Are we currently highlighting all objects?
Handling BioWare's localized strings.
std::vector< const GFF3Struct * > GFF3List
Basic type definitions to handle files used in BioWare's Aurora engine.
void getEntryLocation(float &posX, float &posY, float &posZ, float &orientX, float &orientY, float &orientZ, float &orientAngle) const
Return the position and orientation the PC should enter this area.
Common::PtrList< DragonAge2::Object > Objects
void hide()
Hide the object's model(s).
void setActive(DragonAge2::Object *object)
std::list< Events::Event > _eventQueue
Common::UString _startPoint
void show()
Show the object's model(s).
void loadEnvironment(const Common::UString &resRef)
const Aurora::LocString & getName() const
DragonAge2::Object * getObjectAt(int x, int y)