Dawn of Light - Class documentation 2900
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DOL.GS.GameDoor Class Reference

GameDoor is class for regular door. More...

Inheritance diagram for DOL.GS.GameDoor:
DOL.GS.GameLiving DOL.GS.IDoor DOL.GS.GameObject DOL.GS.IPoint3D DOL.GS.Point3D DOL.GS.IPoint2D DOL.GS.Point2D DOL.GS.IPoint3D DOL.GS.IPoint2D DOL.GS.IPoint2D

List of all members.

Classes

class  CloseDoorAction
 The action that closes the door after specified duration. More...

Public Member Functions

 GameDoor ()
 Creates a new GameDoor object.
override void LoadFromDatabase (DataObject obj)
 Loads this door from a door table slot.
override void SaveIntoDatabase ()
 save this door to a door table slot
void Open ()
 Call this function to open the door.
void Close ()
 Call this function to close the door.
void NPCManipulateDoorRequest (GameNPC npc, bool open)
 Allow a NPC to manipulate the door.
override void Die (GameObject killer)
 No regeneration over time of the door.
virtual void BroadcastUpdate ()
void RegenDoorHealth ()
void StartHealthRegen (object param)
override void TakeDamage (GameObject source, eDamageType damageType, int damageAmount, int criticalAmount)
 This method is called whenever this living should take damage from some source.

Protected Attributes

volatile uint m_lastUpdateTickCount = uint.MinValue
const int CLOSE_DOOR_TIME = 8000
 The time interval after which door will be closed, in milliseconds On live this is usually 5 seconds.
GameTimer m_closeDoorAction
 The timed action that will close the door.
eDoorState m_state
 This hold the state of door.

Properties

int Locked [get, set]
 door open = 0 / lock = 1
int DoorID [get, set]
 door index which is unique
ushort ZoneID [get]
 Get the ZoneID of this door.
int Type [get, set]
 Door Type.
uint Flag [get, set]
 This is used to identify what sound a door makes when open / close.
eDoorState State [get, set]
 The state of door (open or close)
byte Status [get]
override int Health [get, set]
 Gets/sets the object health.
override int MaxHealth [get]
 Get the solidity of the door.

Detailed Description

GameDoor is class for regular door.


Constructor & Destructor Documentation

DOL.GS.GameDoor.GameDoor ( )

Creates a new GameDoor object.


Member Function Documentation

void DOL.GS.GameDoor.Close ( )

Call this function to close the door.

Implements DOL.GS.IDoor.

override void DOL.GS.GameDoor.Die ( GameObject  killer) [virtual]

No regeneration over time of the door.

Parameters:
killer

Reimplemented from DOL.GS.GameLiving.

override void DOL.GS.GameDoor.LoadFromDatabase ( DataObject  obj)

Loads this door from a door table slot.

Parameters:
objDBDoor

Implements DOL.GS.IDoor.

void DOL.GS.GameDoor.NPCManipulateDoorRequest ( GameNPC  npc,
bool  open 
)

Allow a NPC to manipulate the door.

Parameters:
npc
open

Implements DOL.GS.IDoor.

void DOL.GS.GameDoor.Open ( )

Call this function to open the door.

Implements DOL.GS.IDoor.

override void DOL.GS.GameDoor.SaveIntoDatabase ( ) [virtual]

save this door to a door table slot

Reimplemented from DOL.GS.GameObject.

override void DOL.GS.GameDoor.TakeDamage ( GameObject  source,
eDamageType  damageType,
int  damageAmount,
int  criticalAmount 
) [virtual]

This method is called whenever this living should take damage from some source.

Parameters:
sourcethe damage source
damageTypethe damage type
damageAmountthe amount of damage
criticalAmountthe amount of critical damage

Reimplemented from DOL.GS.GameLiving.


Member Data Documentation

const int DOL.GS.GameDoor.CLOSE_DOOR_TIME = 8000 [protected]

The time interval after which door will be closed, in milliseconds On live this is usually 5 seconds.

The timed action that will close the door.

eDoorState DOL.GS.GameDoor.m_state [protected]

This hold the state of door.


Property Documentation

int DOL.GS.GameDoor.DoorID [get, set]

door index which is unique

Implements DOL.GS.IDoor.

uint DOL.GS.GameDoor.Flag [get, set]

This is used to identify what sound a door makes when open / close.

Implements DOL.GS.IDoor.

override int DOL.GS.GameDoor.Health [get, set]

Gets/sets the object health.

Reimplemented from DOL.GS.GameLiving.

int DOL.GS.GameDoor.Locked [get, set]

door open = 0 / lock = 1

override int DOL.GS.GameDoor.MaxHealth [get]

Get the solidity of the door.

Reimplemented from DOL.GS.GameLiving.

eDoorState DOL.GS.GameDoor.State [get, set]

The state of door (open or close)

Implements DOL.GS.IDoor.

int DOL.GS.GameDoor.Type [get, set]

Door Type.

ushort DOL.GS.GameDoor.ZoneID [get]

Get the ZoneID of this door.

Implements DOL.GS.IDoor.


The documentation for this class was generated from the following file:
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