25 #ifndef ENGINES_DRAGONAGE_OBJECT_H 26 #define ENGINES_DRAGONAGE_OBJECT_H 60 const std::list<uint32> &
getIDs()
const;
93 virtual void getPosition(
float &x,
float &y,
float &z)
const;
95 virtual void getOrientation(
float &x,
float &y,
float &z,
float &angle)
const;
98 virtual void setPosition(
float x,
float y,
float z);
100 virtual void setOrientation(
float x,
float y,
float z,
float angle);
104 virtual void enter();
105 virtual void leave();
150 #endif // ENGINES_DRAGONAGE_OBJECT_H
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.
const Aurora::LocString & getDescription() const
Return the object's description.
Aurora::LocString _description
The object's description.
Common::UString _soundSet
The object's sound set.
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.
ObjectType getType() const
Return the exact type of the object.
const Aurora::LocString & getName() const
Return the object's name.
float _position[3]
The object's position.
Low-level type definitions to handle fixed width types portably.
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.
Handling BioWare's localized strings.
std::vector< const GFF3Struct * > GFF3List
Aurora::LocString _name
The object's display name.
void readVarTable(const Aurora::GFF3List &varTable)
Basic type definitions to handle files used in BioWare's Aurora engine.
ObjectType _type
The object's type.
virtual void hide()
Hide the object's model(s).
An object containing scripts.
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).
Basic Dragon Age: Origins type definitions.
bool isStatic() const
Is the object static (not manipulable at all)?
bool isClickable() const
Can the player click the object?
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.
ObjectType
Object type, matches the bitfield in script.ldf.