25 #ifndef ENGINES_NWN_DOOR_H 26 #define ENGINES_NWN_DOOR_H 87 float length = 0.0f,
float speed = 1.0f);
90 float length = 0.0f,
float speed = 1.0f);
139 #endif // ENGINES_NWN_DOOR_H LinkedToFlag _linkedToFlag
Does this door link to anything?
Class to hold the two-dimensional array of a 2DA file.
Door(Module &module, const Aurora::GFF3Struct &door)
Load from a door instance.
This door links to a waypoint.
This door links to nothing.
A class holding an UTF-8 string.
Object * _link
The object this door links to.
Opened in one direction (normally clock-wise).
void hide()
Hide the door's model.
const Common::UString & getAnimationSound(Animation animation)
void setModelState()
Sync the model's state with the door's state.
uint32 _genericType
Index into the generic door types.
Waypoint * _linkedWaypoint
The waypoint this door links to.
This door links to another door.
void highlight(bool enabled)
(Un)Highlight the door.
State _state
The current state of the door.
Opened in the other direction (normally counter-clock-wise).
void evaluateLink()
Evaluate our link.
void setLocked(bool locked)
Lock/Unlock the door.
bool open(Object *opener)
The opener object opens this door.
Module * _module
The module the door is in.
bool isOpen() const
Is the door open?
void enter()
The cursor entered the door.
bool close(Object *closer)
The closer object closes this door.
void show()
Show the door's model.
Door * _linkedDoor
The door this door links to.
bool _invisible
Is the door invisible?
void leave()
The cursor left the door.
Basic type definitions to handle files used in BioWare's Aurora engine.
bool _evaluatedLink
Have we already tried to evaluate our link?
void playAnimation(const Common::UString &animation="", bool restart=true, float length=0.0f, float speed=1.0f)
Play a door animation.
Common::UString _linkedTo
The object tag this door links to.
void loadAppearance()
Load appearance-specific properties.
A situated object in a Neverwinter Nights area.
bool click(Object *triggerer=0)
The door was clicked.
State
The state of a door.
void load(const Aurora::GFF3Struct &door)
Load from a door instance.
void loadObject(const Aurora::GFF3Struct &gff)
Load door-specific properties.