25 #ifndef ENGINES_KOTOR_DOOR_H 26 #define ENGINES_KOTOR_DOOR_H 78 bool testCollision(
const glm::vec3 &orig,
const glm::vec3 &dest)
const;
118 #endif // ENGINES_KOTOR_DOOR_H Class to hold the two-dimensional array of a 2DA file.
void loadObject(const Aurora::GFF3Struct &gff)
Load door-specific properties.
bool isOpen() const
Is the door open?
A class holding an UTF-8 string.
bool close(Object *closer)
The closer object closes this door.
This door links to a waypoint.
Opened in the other direction (normally counter-clock-wise).
State
The state of a door.
ObjectType
Object type, matches the bitfield in nwscript.nss.
This door links to another door.
State _state
The current state of the door.
void load(const Aurora::GFF3Struct &door)
Load from a door instance.
bool testCollision(const glm::vec3 &orig, const glm::vec3 &dest) const
This door links to nothing.
A situated object in a Star Wars: Knights of the Old Republic area.
LinkedToFlag _linkedToFlag
Does this door link to anything?
uint32 _genericType
Index into the generic door types.
Common::UString _transitionDestination
A localized string describing where this door leads to.
Opened in one direction (normally clock-wise).
void hideSoft()
Hide the door's model if applicable.
Door(Module &module, const Aurora::GFF3Struct &door)
Load from a door instance.
bool click(Object *triggerer=0)
The door was clicked.
Basic type definitions to handle files used in BioWare's Aurora engine.
void highlight(bool enabled)
(Un)Highlight the door.
void enter()
The cursor entered the door.
void leave()
The cursor left the door.
Module * _module
The module the door is in.
Common::UString _linkedTo
The object tag this door links to.
Common::UString _linkedToModule
The module the object this door links to is in.
bool open(Object *opener)
The opener object opens this door.
void hide()
Hide the door's model.
void loadAppearance()
Load appearance-specific properties.
ObjectType _linkedToType
The type of the object this door links to.