25 #ifndef ENGINES_NWN2_DOOR_H 26 #define ENGINES_NWN2_DOOR_H 128 #endif // ENGINES_NWN2_DOOR_H Class to hold the two-dimensional array of a 2DA file.
This door links to nothing.
bool _evaluatedLink
Have we already tried to evaluate our link?
A class holding an UTF-8 string.
void setLocked(bool locked)
Lock/Unlock the door.
Opened in one direction (normally clock-wise).
Common::UString _linkedTo
The object tag this door links to.
void highlight(bool enabled)
(Un)Highlight the door.
This door links to another door.
Waypoint * _linkedWaypoint
The waypoint this door links to.
bool isOpen() const
Is the door open?
void leave()
The cursor left the door.
Opened in the other direction (normally counter-clock-wise).
An object within a NWN2 area.
State
The state of a door.
void enter()
The cursor entered the door.
void loadObject(const Aurora::GFF3Struct &gff)
Load door-specific properties.
bool click(Object *triggerer=0)
The door was clicked.
bool open(Object *opener)
The opener object opens this door.
Door * _linkedDoor
The door this door links to.
LinkedToFlag _linkedToFlag
Does this door link to anything?
This door links to a waypoint.
Door(Module &module, const Aurora::GFF3Struct &door)
Load from a door instance.
Module * _module
The module the door is in.
void load(const Aurora::GFF3Struct &door)
Load from a door instance.
State _state
The current state of the door.
Object * _link
The object this door links to.
void evaluateLink()
Evaluate our link.
void setModelState()
Sync the model's state with the door's state.
uint32 _genericType
Index into the generic door types.
Basic type definitions to handle files used in BioWare's Aurora engine.
A situated object in a Neverwinter Nights 2 area.
void hide()
Hide the door's model.
void show()
Show the door's model.
bool close(Object *closer)
The closer object closes this door.
void loadAppearance()
Load appearance-specific properties.
bool _invisible
Is the door invisible?