25 #ifndef ENGINES_KOTOR_CREATURE_H 26 #define ENGINES_KOTOR_CREATURE_H 45 class CharacterGenerationInfo;
218 #endif // ENGINES_KOTOR_CREATURE_H void show()
Show the creature's model.
void createPC(const CharacterGenerationInfo &info)
Create a player character creature from a character info class.
void loadBody(PartModels &parts)
A map storing pointer to objects, with automatic deletion.
A class holding an UTF-8 string.
uint8 _face
The face of the creature.
void equipItem(Common::UString tag, EquipmentSlot slot)
void enqueueAction(const Action &action)
Append action to the character's action queue.
bool isPartyMember() const
const Common::UString & getConversation() const
std::vector< Action > _actionQueue
Skin _skin
The skin type of the creature.
Common::ScopedPtr< Graphics::Aurora::Model > _model
The creature's model.
bool isPC() const
Is the creature a player character?
void setDefaultAnimations()
Common::UString _modelType
void loadPortrait(const Aurora::GFF3Struct &gff)
const Action * peekAction() const
void changeWeapon(EquipmentSlot slot)
Inventory & getInventory()
Class getClassByPosition(int position) const
Get the class by its position in the level vector.
uint32 _appearance
The creature's general appearance.
bool _isPC
Is the creature a PC?
void playHeadAnimation(const Common::UString &anim, bool restart=true, float length=0.0f, float speed=1.0f)
A simple scoped smart pointer template.
bool click(Object *triggerer=0)
The creature was clicked.
Race getRace() const
Get the race of the creature.
void load(const Aurora::GFF3Struct &creature)
Common::UString bodyTexture
Basic Aurora graphics types.
void leave()
The cursor left the creature.
Creature action in Star Wars: Knights of the Old Republic.
void getPartModelsPC(PartModels &parts, uint32 state, uint8 textureVariation)
void loadProperties(const Aurora::GFF3Struct &gff)
void info(const char *s,...)
SubRace _subRace
The subrace of the creature.
void loadMovementRate(const Common::UString &name)
Gender getGender() const
Get the gender of the creature.
Low-level type definitions to handle fixed width types portably.
Graphics::Aurora::Model * _headModel
The creature's head model.
void playAnimation(const Common::UString &anim, bool restart=true, float length=0.0f, float speed=1.0f)
int getLevelByPosition(int position) const
Get the level by its position in the level vector.
static Common::UString getBodyMeshString(Gender gender, Class charClass, char state='b')
Generate a string for the body mesh.
Creature()
Create a dummy creature instance.
float getWalkRate() const
Basic type definitions to handle files used in BioWare's Aurora engine.
Common::PtrMap< EquipmentSlot, Item > _equipment
const Action * dequeueAction()
void playDefaultAnimation()
void hide()
Hide the creature's model.
void highlight(bool enabled)
(Un)Highlight the creature.
Parts of a creature's body.
void loadHead(PartModels &parts)
void getPartModels(PartModels &parts, uint32 state='a')
void setPosition(float x, float y, float z)
Set the creature's position.
Item * getEquipedItem(EquipmentSlot slot) const
An object in a Star Wars: Knights of the Old Republic area.
void playDefaultHeadAnimation()
SubRace getSubRace() const
Get the subrace of the creature.
float getCameraHeight() const
A map of pointer to objects, with automatic deletion.
std::vector< ClassLevel > _levels
The levels of the creature.
static Common::UString getHeadMeshString(Gender gender, Skin skin, uint32 faceId)
Generate a string for the head mesh.
bool isVisible() const
Is the creature's model visible?
int getLevel(const Class &c) const
Get the level of the creature regarding a specific class.
Race _race
The race of the creature.
Common::UString _conversation
void createFakePC()
Create a fake player character creature for testing purposes.
void enter()
The cursor entered the creature.
void setOrientation(float x, float y, float z, float angle)
Set the creature's orientation.