25 #ifndef ENGINES_KOTOR2_SITUATED_H 26 #define ENGINES_KOTOR2_SITUATED_H 28 #include "glm/vec3.hpp" 57 virtual bool isOpen()
const = 0;
78 virtual bool testCollision(
const glm::vec3 &orig,
const glm::vec3 &dest)
const;
130 #endif // ENGINES_KOTOR2_SITUATED_H Object * getLastOpenedBy() const
Return the object that last opened this situated object.
A class holding an UTF-8 string.
Object * getLastUsedBy() const
Return the object that last used this situated object.
void loadProperties(const Aurora::GFF3Struct &gff)
virtual void loadObject(const Aurora::GFF3Struct &gff)=0
Load object-specific properties.
Common::UString _soundClosed
The sound the object makes when closed.
void setPosition(float x, float y, float z)
Set the situated object's position.
void show()
Show the situated object's model.
Common::UString _soundUsed
The sound the object makes when used.
uint32 _appearanceID
The index within the situated appearance 2DA.
Object * _lastOpenedBy
The object that last opened this situated object.
void loadPortrait(const Aurora::GFF3Struct &gff)
A simple scoped smart pointer template.
Object * _lastUsedBy
The object that last used this situated object.
Common::UString _soundLocked
The sound the object makes when locked.
An object in a Star Wars: Knights of the Old Republic II - The Sith Lords area.
Basic Aurora graphics types.
Common::ScopedPtr< Graphics::Aurora::Model > _model
The situated object's model.
Situated(ObjectType type)
bool _locked
Is the situated object locked?
bool isLocked() const
Is the situated object locked?
uint32 _soundAppType
The index within the situated sounds 2DA.
void hide()
Hide the situated object's model.
Basic type definitions to handle files used in BioWare's Aurora engine.
Engines::KotOR::Walkmesh _walkmesh
void load(const Aurora::GFF3Struct &instance, const Aurora::GFF3Struct *blueprint=0)
Load the situated object from an instance and its blueprint.
void playAnimation(const Common::UString &anim, bool restart=true, float length=0.0f, float speed=1.0f)
virtual bool isOpen() const =0
Is the situated object open?
ObjectType
Object type, matches the bitfield in nwscript.nss.
virtual void loadAppearance()=0
Load appearance-specific properties.
Common::UString _soundDestroyed
The sound the object makes when destroyed.
void setWalkmeshInvisible(bool invisible)
Common::UString _soundOpened
The sound the object makes when opened.
virtual void setLocked(bool locked)
Lock/Unlock the situated object.
Object * _lastClosedBy
The object that last closed this situated object.
void setOrientation(float x, float y, float z, float angle)
Set the situated object's orientation.
Common::UString _modelName
The model's resource name.
bool isVisible() const
Is the situated object's model visible?
Object * getLastClosedBy() const
Return the object that last closed this situated object.
virtual bool testCollision(const glm::vec3 &orig, const glm::vec3 &dest) const