#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; virtual MWWorld::Ptr copyToCellImpl(const MWWorld::Ptr &ptr, MWWorld::CellStore &cell) const; public: /// Return ID of \a ptr virtual std::string getId (const MWWorld::Ptr& ptr) const; virtual void insertObjectRendering (const MWWorld::Ptr& ptr, const std::string& model, MWRender::RenderingInterface& renderingInterface) const; ///< Add reference into a cell for rendering virtual void insertObject(const MWWorld::Ptr& ptr, const std::string& model, MWWorld::PhysicsSystem& physics) const; 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; ///< Generate action for activation virtual bool hasToolTip (const MWWorld::Ptr& ptr) const; ///< @return true if this object has a tooltip when focused (default implementation: false) virtual MWGui::ToolTipInfo getToolTipInfo (const MWWorld::Ptr& ptr) const; ///< @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 virtual void lock (const MWWorld::Ptr& ptr, int lockLevel = 0) const; ///< Lock object virtual void unlock (const MWWorld::Ptr& ptr) const; ///< Unlock object virtual std::string getScript (const MWWorld::Ptr& ptr) const; ///< Return name of the script attached to ptr static void registerSelf(); virtual std::string getModel(const MWWorld::Ptr &ptr) const; /// 0 = nothing, 1 = opening, 2 = closing virtual int getDoorState (const MWWorld::Ptr &ptr) const; /// This does not actually cause the door to move. Use World::activateDoor instead. virtual void setDoorState (const MWWorld::Ptr &ptr, int state) const; virtual void readAdditionalState (const MWWorld::Ptr& ptr, const ESM::ObjectState& state) const; ///< Read additional state from \a state into \a ptr. virtual void writeAdditionalState (const MWWorld::Ptr& ptr, ESM::ObjectState& state) const; ///< Write additional state from \a ptr into \a state. }; } #endif