#ifndef GAME_MWCLASS_LIGHT_H #define GAME_MWCLASS_LIGHT_H #include "../mwworld/class.hpp" namespace MWClass { class Light : public MWWorld::Class { public: virtual void insertObjectRendering (const MWWorld::Ptr& ptr, MWRender::RenderingInterface& renderingInterface) const; ///< Add reference into a cell for rendering virtual void insertObject(const MWWorld::Ptr& ptr, MWWorld::PhysicsSystem& physics, MWWorld::Environment& environment) const; virtual void enable (const MWWorld::Ptr& ptr, MWWorld::Environment& environment) const; ///< Enable reference; only does the non-rendering part /// \attention This is not the same as the script instruction with the same name. References /// should only be enabled while in an active cell. virtual std::string getName (const MWWorld::Ptr& ptr) const; ///< \return name (the one that is to be presented to the user; not the internal one); /// can return an empty string. virtual boost::shared_ptr activate (const MWWorld::Ptr& ptr, const MWWorld::Ptr& actor, const MWWorld::Environment& environment) const; ///< Generate action for activation virtual std::string getScript (const MWWorld::Ptr& ptr) const; ///< Return name of the script attached to ptr virtual std::pair, bool> getEquipmentSlots (const MWWorld::Ptr& ptr) const; ///< \return first: Return IDs of the slot this object can be equipped in; second: can object /// stay stacked when equipped? static void registerSelf(); virtual std::string getUpSoundId (const MWWorld::Ptr& ptr, const MWWorld::Environment& environment) const; ///< Return the pick up sound Id virtual std::string getDownSoundId (const MWWorld::Ptr& ptr, const MWWorld::Environment& environment) const; ///< Return the put down sound Id }; } #endif