25 #ifndef ENGINES_JADE_OBJECT_H 26 #define ENGINES_JADE_OBJECT_H 70 const std::list<uint32> &
getIDs()
const;
108 virtual void getPosition(
float &x,
float &y,
float &z)
const;
110 virtual void getOrientation(
float &x,
float &y,
float &z,
float &angle)
const;
113 virtual void setPosition(
float x,
float y,
float z);
115 virtual void setOrientation(
float x,
float y,
float z,
float angle);
122 virtual void enter();
123 virtual void leave();
179 #endif // ENGINES_JADE_OBJECT_H
float _orientation[4]
The object's orientation.
virtual void highlight(bool enabled)
(Un)Highlight the object.
Common::UString _description
The object's description.
Common::UString _conversation
The object's default conversation.
Location getLocation() const
Create a Location out of the object's area, position and orientation.
bool isNoCollide() const
Is collision checking disabled?
An object containing scripts.
Area * getArea() const
Return the area this object is currently in.
A class holding an UTF-8 string.
virtual void show()
Show the object's model(s).
void loadPositional(const Aurora::GFF3Struct &gff)
Load the object's positional gff struct which contains the position and orientation.
virtual void setPosition(float x, float y, float z)
Set the object's position within its area.
const Common::UString & getDescription() const
Return the object's description.
virtual void playAnimation(const Common::UString &animation="", bool restart=true, int32 loopCount=0)
Play an object animation.
Area * _area
The area the object is currently in.
Aurora::NWScript::Object * getPCSpeaker() const
Return the PC currently speaking with this object.
void setNoCollide(bool noCollide)
Enable or disable collision checking.
bool isClickable() const
Can the player click the object?
const Common::UString & getConversation() const
Return the object's default conversation (DLG).
virtual void enter()
The cursor entered the object.
float _position[3]
The object's position.
bool _static
Is the object static?
bool isUsable() const
Can the object be used by the PC?
Basic Jade Empire type definitions.
bool _usable
Is the object usable?
An area in Jade Empire, holding all objects and rooms within, as well as general area properties like...
virtual void getOrientation(float &x, float &y, float &z, float &angle) const
Return the object's orientation.
void speakString(int32 resref)
Speak the specified string.
bool _active
Is the object currently active/available/visible?
Low-level type definitions to handle fixed width types portably.
virtual bool click(Object *triggerer=0)
The object was clicked.
void setPCSpeaker(Aurora::NWScript::Object *pc)
Set the PC currently speaking with this object.
virtual void getPosition(float &x, float &y, float &z) const
Return the object's position within its area.
bool isStatic() const
Is the object static (not manipulable at all)?
Object * getLastTriggerer() const
Return the object that last triggered this object.
An object within a Jade area.
std::list< uint32 > _ids
The object's model IDs.
A location within a Jade Empire area.
bool isActive() const
Is the object currently active/available/visible?
virtual void hide()
Hide the object's model(s).
virtual void loadModel()
Load the object's model(s).
bool _noCollide
Is collision checking for the object disabled?
void setArea(Area *)
Set the area this object is currently in.
virtual void leave()
The cursor left the object.
virtual void unloadModel()
Unload the object's model(s).
Common::UString _name
The object's display name.
const std::list< uint32 > & getIDs() const
Return the object's model IDs.
ObjectType getType() const
Return the exact type of the object.
Object * _lastTriggerer
The object that last used this object.
const Common::UString & getName() const
Return the object's name.
virtual void setOrientation(float x, float y, float z, float angle)
Set the object's orientation.
Aurora::NWScript::Object * _pcSpeaker
The current PC speaking with the object.
ObjectType _type
The object's type.