25 #ifndef ENGINES_WITCHER_DOOR_H 26 #define ENGINES_WITCHER_DOOR_H 103 #endif // ENGINES_WITCHER_DOOR_H
bool close(Object *closer)
The closer object closes this door.
State
The state of a door.
A class holding an UTF-8 string.
An object within a Witcher area.
void highlight(bool enabled)
(Un)Highlight the door.
Module * _module
The module the door is in.
void leave()
The cursor left the door.
State _state
The current state of the door.
Common::UString _linkedToModule
The module the waypoint this door links to is in.
A situated object in a The Witcher area.
void load(const Aurora::GFF3Struct &door)
Load from a door instance.
void hide()
Hide the door's model.
void setModelState()
Sync the model's state with the door's state.
void loadObject(const Aurora::GFF3Struct &gff)
Load door-specific properties.
Common::UString _linkedTo
The waypoint tag this door links to.
void show()
Show the door's model.
void enter()
The cursor entered the door.
Basic type definitions to handle files used in BioWare's Aurora engine.
Opened in one direction (normally clock-wise).
Opened in the other direction (normally counter-clock-wise).
Door(Module &module, const Aurora::GFF3Struct &door)
Load from a door instance.
bool isOpen() const
Is the door open?
bool open(Object *opener)
The opener object opens this door.
bool click(Object *triggerer=0)
The door was clicked.