#ifndef GAME_MWCLASS_DOOR_H #define GAME_MWCLASS_DOOR_H #include #include "../mwworld/class.hpp" namespace MWClass { class Door : public MWWorld::Class { void ensureCustomData (const MWWorld::Ptr& ptr) const; MWWorld::Ptr copyToCellImpl(const MWWorld::ConstPtr &ptr, MWWorld::CellStore &cell) const override; public: void insertObjectRendering (const MWWorld::Ptr& ptr, const std::string& model, MWRender::RenderingInterface& renderingInterface) const override; ///< Add reference into a cell for rendering 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; bool useAnim() const override; std::string getName (const MWWorld::ConstPtr& ptr) const override; ///< \return name or ID; can return an empty string. std::shared_ptr activate (const MWWorld::Ptr& ptr, const MWWorld::Ptr& actor) const override; ///< Generate action for activation 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& door); ///< @return destination cell name or token 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 std::string getScript (const MWWorld::ConstPtr& ptr) const override; ///< Return name of the script attached to ptr static void registerSelf(); std::string 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. }; } #endif