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Split some map object files into smaller files. Reduced includes usage.
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107
lib/mapObjects/IObjectInterface.h
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107
lib/mapObjects/IObjectInterface.h
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/*
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* IObjectInterface.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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#pragma once
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#include "../NetPacksBase.h"
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VCMI_LIB_NAMESPACE_BEGIN
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struct BattleResult;
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class CGObjectInstance;
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class CRandomGenerator;
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class IGameCallback;
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class ResourceSet;
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class int3;
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class DLL_LINKAGE IObjectInterface
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{
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public:
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static IGameCallback *cb;
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virtual ~IObjectInterface() = default;
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virtual int32_t getObjGroupIndex() const = 0;
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virtual int32_t getObjTypeIndex() const = 0;
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virtual PlayerColor getOwner() const = 0;
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virtual int3 visitablePos() const = 0;
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virtual int3 getPosition() const = 0;
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virtual void onHeroVisit(const CGHeroInstance * h) const;
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virtual void onHeroLeave(const CGHeroInstance * h) const;
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virtual void newTurn(CRandomGenerator & rand) const;
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virtual void initObj(CRandomGenerator & rand); //synchr
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virtual void setProperty(ui8 what, ui32 val);//synchr
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//Called when queries created DURING HERO VISIT are resolved
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//First parameter is always hero that visited object and triggered the query
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virtual void battleFinished(const CGHeroInstance *hero, const BattleResult &result) const;
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virtual void blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const;
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virtual void garrisonDialogClosed(const CGHeroInstance *hero) const;
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virtual void heroLevelUpDone(const CGHeroInstance *hero) const;
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//unified helper to show info dialog for object owner
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virtual void showInfoDialog(const ui32 txtID, const ui16 soundID = 0, EInfoWindowMode mode = EInfoWindowMode::AUTO) const;
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//unified helper to show a specific window
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static void openWindow(const EOpenWindowMode type, const int id1, const int id2 = -1);
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//unified interface, AI helpers
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virtual bool wasVisited (PlayerColor player) const;
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virtual bool wasVisited (const CGHeroInstance * h) const;
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static void preInit(); //called before objs receive their initObj
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static void postInit();//called after objs receive their initObj
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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logGlobal->error("IObjectInterface serialized, unexpected, should not happen!");
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}
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};
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class DLL_LINKAGE IBoatGenerator
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{
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public:
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const CGObjectInstance *o;
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IBoatGenerator(const CGObjectInstance *O);
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virtual ~IBoatGenerator() = default;
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virtual BoatId getBoatType() const; //0 - evil (if a ship can be evil...?), 1 - good, 2 - neutral
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virtual void getOutOffsets(std::vector<int3> &offsets) const =0; //offsets to obj pos when we boat can be placed
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int3 bestLocation() const; //returns location when the boat should be placed
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enum EGeneratorState {GOOD, BOAT_ALREADY_BUILT, TILE_BLOCKED, NO_WATER};
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EGeneratorState shipyardStatus() const; //0 - can buid, 1 - there is already a boat at dest tile, 2 - dest tile is blocked, 3 - no water
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void getProblemText(MetaString &out, const CGHeroInstance *visitor = nullptr) const;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & o;
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}
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};
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class DLL_LINKAGE IShipyard : public IBoatGenerator
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{
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public:
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IShipyard(const CGObjectInstance *O);
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virtual void getBoatCost(ResourceSet & cost) const;
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static const IShipyard *castFrom(const CGObjectInstance *obj);
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static IShipyard *castFrom(CGObjectInstance *obj);
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & static_cast<IBoatGenerator&>(*this);
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}
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};
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VCMI_LIB_NAMESPACE_END
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