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Moved all object-related files to lib/mapObjects directory.
Renamed some classes to more readable names
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79
lib/mapObjects/ObjectTemplate.h
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79
lib/mapObjects/ObjectTemplate.h
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#pragma once
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#include "GameConstants.h"
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/*
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* ObjectTemplate.h, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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class CBinaryReader;
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class CLegacyConfigParser;
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class JsonNode;
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class DLL_LINKAGE ObjectTemplate
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{
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enum EBlockMapBits
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{
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VISIBLE = 1,
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VISITABLE = 2,
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BLOCKED = 4
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};
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/// tiles that are covered by this object, uses EBlockMapBits enum as flags
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std::vector<std::vector<ui8>> usedTiles;
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/// directions from which object can be entered, format same as for moveDir in CGHeroInstance(but 0 - 7)
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ui8 visitDir;
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/// list of terrains on which this object can be placed
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std::set<ETerrainType> allowedTerrains;
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public:
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/// H3 ID/subID of this object
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Obj id;
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si32 subid;
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/// print priority, objects with higher priority will be print first, below everything else
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si32 printPriority;
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/// animation file that should be used to display object
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std::string animationFile;
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/// string ID, equals to def base name for h3m files (lower case, no extension) or specified in mod data
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std::string stringID;
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ui32 getWidth() const;
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ui32 getHeight() const;
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void setSize(ui32 width, ui32 height);
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bool isVisitable() const;
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// Checks object used tiles
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// Position is relative to bottom-right corner of the object, can not be negative
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bool isWithin(si32 X, si32 Y) const;
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bool isVisitableAt(si32 X, si32 Y) const;
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bool isVisibleAt(si32 X, si32 Y) const;
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bool isBlockedAt(si32 X, si32 Y) const;
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// Checks if object is visitable from certain direction. X and Y must be between -1..+1
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bool isVisitableFrom(si8 X, si8 Y) const;
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// Checks if object can be placed on specific terrain
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bool canBePlacedAt(ETerrainType terrain) const;
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ObjectTemplate();
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void readTxt(CLegacyConfigParser & parser);
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void readMsk();
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void readMap(CBinaryReader & reader);
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void readJson(const JsonNode & node);
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & usedTiles & allowedTerrains & animationFile & stringID;
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h & id & subid & printPriority & visitDir;
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}
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};
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