42 using ::Aurora::GFF3File;
43 using ::Aurora::GFF3Struct;
46 using ::Aurora::GFF4File;
47 using ::Aurora::GFF4Struct;
155 float x, y, z, angle;
175 for (GFF3List::const_iterator v = varTable.begin(); v != varTable.end(); ++v) {
177 const uint8 type = (*v)->getUint (
"Type");
193 setVariable(name, (
float) (*v)->getDouble(
"Value"));
213 for (GFF4List::const_iterator v = varTable.begin(); v != varTable.end(); ++v) {
214 if (!*v || ((*v)->getLabel() !=
kVARSID))
221 if (name.
empty() || (type == 0) || !value || !value->hasField(0))
Handling version V3.2/V3.3 of BioWare's GFFs (generic file format).
#define MKTAG(a0, a1, a2, a3)
A wrapper macro used around four character constants, like 'DATA', to ensure portability.
virtual void leave()
The cursor left the object.
const std::list< uint32 > & getIDs() const
Return the object's model IDs.
bool _static
Is the object static?
A class holding an UTF-8 string.
virtual void enter()
The cursor entered the object.
bool hasField(const Common::UString &field) const
Does this specific field exist?
const Aurora::LocString & getDescription() const
Return the object's description.
Utility functions for generating unique IDs.
Aurora::LocString _description
The object's description.
const Common::UString & getResRef() const
Return the object's resource reference.
bool _usable
Is the object usable?
std::vector< const GFF4Struct * > GFF4List
float _orientation[4]
The object's orientation.
Handling version V4.0/V4.1 of BioWare's GFFs (generic file format).
ObjectType getType() const
Return the exact type of the object.
Basic exceptions to throw.
const char * c_str() const
Return the (utf8 encoded) string data.
const Aurora::LocString & getName() const
Return the object's name.
Utility templates and functions.
float _position[3]
The object's position.
bool hasField(uint32 field) const
Does this specific field exist?
bool empty() const
Is the string empty?
virtual void getOrientation(float &x, float &y, float &z, float &angle) const
Return the object's orientation.
Common::UString _nonLocalizedName
The object's non-localized name.
Common::UString _resRef
The object's resource reference.
virtual bool click(Object *triggerer=0)
The object was clicked.
virtual void highlight(bool enabled)
(Un)Highlight the object.
std::vector< const GFF3Struct * > GFF3List
Aurora::LocString _name
The object's display name.
void readVarTable(const Aurora::GFF3List &varTable)
static const uint32 kVARSID
ObjectType _type
The object's type.
virtual void hide()
Hide the object's model(s).
const GFF3List & getList(const Common::UString &field) const
An object in a Dragon Age: Origins area.
std::list< uint32 > _ids
The object's model IDs.
virtual void setPosition(float x, float y, float z)
Set the object's position within its area.
void setNonLocalizedName(const Common::UString &name)
Set the object's non-localized name.
const Common::UString & getConversation() const
Return the object's default conversation (DLG).
bool isStatic() const
Is the object static (not manipulable at all)?
void setVariable(const Common::UString &var, const Variable &value)
bool isClickable() const
Can the player click the object?
const GFF4List & getList(uint32 field) const
bool isUsable() const
Can the object be used by the PC?
virtual void show()
Show the object's model(s).
virtual void getPosition(float &x, float &y, float &z) const
Return the object's position within its area.
Common::UString _conversation
The object's default conversation.
const Common::UString & getNonLocalizedName() const
Return the object's non-localized name.
virtual void setOrientation(float x, float y, float z, float angle)
Set the object's orientation.
uint32 generateIDNumber()
ObjectType
Object type, matches the bitfield in script.ldf.