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#ifndef GAME_MWCLASS_DOOR_H
#define GAME_MWCLASS_DOOR_H
#include <components/esm3/loaddoor.hpp>
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#include "../mwworld/registeredclass.hpp"
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namespace MWClass
{
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class Door : public MWWorld::RegisteredClass<Door>
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{
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friend MWWorld::RegisteredClass<Door>;
Door();
void ensureCustomData(const MWWorld::Ptr& ptr) const;
MWWorld::Ptr copyToCellImpl(const MWWorld::ConstPtr& ptr, MWWorld::CellStore& cell) const override;
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public:
void insertObjectRendering(const MWWorld::Ptr& ptr, const std::string& model,
MWRender::RenderingInterface& renderingInterface) const override;
///< Add reference into a cell for rendering
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void insertObject(const MWWorld::Ptr& ptr, const std::string& model, const osg::Quat& rotation,
MWPhysics::PhysicsSystem& physics) const override;
void insertObjectPhysics(const MWWorld::Ptr& ptr, const std::string& model, const osg::Quat& rotation,
MWPhysics::PhysicsSystem& physics) const override;
bool isDoor() const override;
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bool useAnim() const override;
std::string_view getName(const MWWorld::ConstPtr& ptr) const override;
///< \return name or ID; can return an empty string.
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std::unique_ptr<MWWorld::Action> activate(const MWWorld::Ptr& ptr, const MWWorld::Ptr& actor) const override;
///< Generate action for activation
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MWGui::ToolTipInfo getToolTipInfo(const MWWorld::ConstPtr& ptr, int count) const override;
///< @return the content of the tool tip to be displayed. raises exception if the object has no tooltip.
static std::string getDestination(const MWWorld::LiveCellRef<ESM::Door>& door);
///< @return destination cell name or token
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bool canLock(const MWWorld::ConstPtr& ptr) const override;
bool allowTelekinesis(const MWWorld::ConstPtr& ptr) const override;
///< Return whether this class of object can be activated with telekinesis
ESM::RefId getScript(const MWWorld::ConstPtr& ptr) const override;
///< Return name of the script attached to ptr
std::string_view getModel(const MWWorld::ConstPtr& ptr) const override;
MWWorld::DoorState getDoorState(const MWWorld::ConstPtr& ptr) const override;
/// This does not actually cause the door to move. Use World::activateDoor instead.
void setDoorState(const MWWorld::Ptr& ptr, MWWorld::DoorState state) const override;
void readAdditionalState(const MWWorld::Ptr& ptr, const ESM::ObjectState& state) const override;
///< Read additional state from \a state into \a ptr.
void writeAdditionalState(const MWWorld::ConstPtr& ptr, ESM::ObjectState& state) const override;
///< Write additional state from \a ptr into \a state.
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};
}
#endif