2023-05-24 00:14:06 +02:00
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/*
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* CMapHeader.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 "../CModVersion.h"
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#include "../LogicalExpression.h"
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#include "../int3.h"
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2023-06-18 12:51:11 +02:00
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#include "../MetaString.h"
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2023-05-24 00:14:06 +02:00
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VCMI_LIB_NAMESPACE_BEGIN
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class CGObjectInstance;
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enum class EMapFormat : uint8_t;
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using ModCompatibilityInfo = std::map<std::string, CModVersion>;
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/// The hero name struct consists of the hero id and the hero name.
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struct DLL_LINKAGE SHeroName
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{
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SHeroName();
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int heroId;
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std::string heroName;
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template <typename Handler>
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void serialize(Handler & h, const int version)
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{
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h & heroId;
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h & heroName;
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}
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};
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/// The player info constains data about which factions are allowed, AI tactical settings,
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/// the main hero name, where to generate the hero, whether the faction should be selected randomly,...
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struct DLL_LINKAGE PlayerInfo
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{
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PlayerInfo();
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/// Gets the default faction id or -1 for a random faction.
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si8 defaultCastle() const;
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/// Gets the default hero id or -1 for a random hero.
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si8 defaultHero() const;
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bool canAnyonePlay() const;
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bool hasCustomMainHero() const;
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bool canHumanPlay;
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bool canComputerPlay;
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EAiTactic::EAiTactic aiTactic; /// The default value is EAiTactic::RANDOM.
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std::set<FactionID> allowedFactions;
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bool isFactionRandom;
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///main hero instance (VCMI maps only)
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std::string mainHeroInstance;
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/// Player has a random main hero
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bool hasRandomHero;
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/// The default value is -1.
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si32 mainCustomHeroPortrait;
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std::string mainCustomHeroName;
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/// ID of custom hero (only if portrait and hero name are set, otherwise unpredicted value), -1 if none (not always -1)
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si32 mainCustomHeroId;
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std::vector<SHeroName> heroesNames; /// list of placed heroes on the map
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bool hasMainTown; /// The default value is false.
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bool generateHeroAtMainTown; /// The default value is false.
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int3 posOfMainTown;
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TeamID team; /// The default value NO_TEAM
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template <typename Handler>
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void serialize(Handler & h, const int version)
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{
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h & hasRandomHero;
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h & mainCustomHeroId;
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h & canHumanPlay;
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h & canComputerPlay;
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h & aiTactic;
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h & allowedFactions;
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h & isFactionRandom;
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h & mainCustomHeroPortrait;
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h & mainCustomHeroName;
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h & heroesNames;
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h & hasMainTown;
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h & generateHeroAtMainTown;
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h & posOfMainTown;
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h & team;
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h & mainHeroInstance;
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}
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};
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/// The loss condition describes the condition to lose the game. (e.g. lose all own heroes/castles)
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struct DLL_LINKAGE EventCondition
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{
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enum EWinLoseType {
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//internal use, deprecated
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HAVE_ARTIFACT, // type - required artifact
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HAVE_CREATURES, // type - creatures to collect, value - amount to collect
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HAVE_RESOURCES, // type - resource ID, value - amount to collect
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HAVE_BUILDING, // position - town, optional, type - building to build
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CONTROL, // position - position of object, optional, type - type of object
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DESTROY, // position - position of object, optional, type - type of object
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TRANSPORT, // position - where artifact should be transported, type - type of artifact
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//map format version pre 1.0
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DAYS_PASSED, // value - number of days from start of the game
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IS_HUMAN, // value - 0 = player is AI, 1 = player is human
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DAYS_WITHOUT_TOWN, // value - how long player can live without town, 0=instakill
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STANDARD_WIN, // normal defeat all enemies condition
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CONST_VALUE, // condition that always evaluates to "value" (0 = false, 1 = true)
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//map format version 1.0+
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HAVE_0,
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HAVE_BUILDING_0,
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DESTROY_0
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};
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EventCondition(EWinLoseType condition = STANDARD_WIN);
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EventCondition(EWinLoseType condition, si32 value, si32 objectType, const int3 & position = int3(-1, -1, -1));
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const CGObjectInstance * object; // object that was at specified position or with instance name on start
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EMetaclass metaType;
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si32 value;
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si32 objectType;
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si32 objectSubtype;
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std::string objectInstanceName;
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int3 position;
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EWinLoseType condition;
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template <typename Handler>
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void serialize(Handler & h, const int version)
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{
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h & object;
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h & value;
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h & objectType;
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h & position;
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h & condition;
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h & objectSubtype;
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h & objectInstanceName;
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h & metaType;
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}
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};
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using EventExpression = LogicalExpression<EventCondition>;
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struct DLL_LINKAGE EventEffect
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{
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enum EType
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{
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VICTORY,
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DEFEAT
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};
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/// effect type, using EType enum
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si8 type;
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/// message that will be sent to other players
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MetaString toOtherMessage;
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template <typename Handler>
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void serialize(Handler & h, const int version)
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{
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h & type;
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h & toOtherMessage;
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}
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};
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struct DLL_LINKAGE TriggeredEvent
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{
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/// base condition that must be evaluated
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EventExpression trigger;
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/// string identifier read from config file (e.g. captureKreelah)
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std::string identifier;
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/// string-description, for use in UI (capture town to win)
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MetaString description;
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/// Message that will be displayed when this event is triggered (You captured town. You won!)
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MetaString onFulfill;
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/// Effect of this event. TODO: refactor into something more flexible
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EventEffect effect;
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template <typename Handler>
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void serialize(Handler & h, const int version)
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{
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h & identifier;
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h & trigger;
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h & description;
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h & onFulfill;
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h & effect;
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}
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};
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/// The map header holds information about loss/victory condition,map format, version, players, height, width,...
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class DLL_LINKAGE CMapHeader
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{
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void setupEvents();
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public:
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static const int MAP_SIZE_SMALL = 36;
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static const int MAP_SIZE_MIDDLE = 72;
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static const int MAP_SIZE_LARGE = 108;
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static const int MAP_SIZE_XLARGE = 144;
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static const int MAP_SIZE_HUGE = 180;
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static const int MAP_SIZE_XHUGE = 216;
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static const int MAP_SIZE_GIANT = 252;
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CMapHeader();
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virtual ~CMapHeader() = default;
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ui8 levels() const;
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EMapFormat version; /// The default value is EMapFormat::SOD.
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ModCompatibilityInfo mods; /// set of mods required to play a map
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si32 height; /// The default value is 72.
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si32 width; /// The default value is 72.
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bool twoLevel; /// The default value is true.
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std::string name;
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std::string description;
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ui8 difficulty; /// The default value is 1 representing a normal map difficulty.
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/// Specifies the maximum level to reach for a hero. A value of 0 states that there is no
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/// maximum level for heroes. This is the default value.
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ui8 levelLimit;
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2023-06-18 12:51:11 +02:00
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MetaString victoryMessage;
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MetaString defeatMessage;
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ui16 victoryIconIndex;
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ui16 defeatIconIndex;
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std::vector<PlayerInfo> players; /// The default size of the vector is PlayerColor::PLAYER_LIMIT.
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ui8 howManyTeams;
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std::vector<bool> allowedHeroes;
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std::vector<HeroTypeID> reservedCampaignHeroes; /// Heroes that have placeholders in this map and are reserverd for campaign
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bool areAnyPlayers; /// Unused. True if there are any playable players on the map.
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/// "main quests" of the map that describe victory and loss conditions
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std::vector<TriggeredEvent> triggeredEvents;
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template <typename Handler>
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void serialize(Handler & h, const int Version)
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{
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h & version;
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if(Version >= 821)
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h & mods;
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h & name;
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h & description;
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h & width;
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h & height;
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h & twoLevel;
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h & difficulty;
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h & levelLimit;
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h & areAnyPlayers;
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h & players;
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h & howManyTeams;
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h & allowedHeroes;
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h & reservedCampaignHeroes;
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//Do not serialize triggeredEvents in header as they can contain information about heroes and armies
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h & victoryMessage;
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h & victoryIconIndex;
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h & defeatMessage;
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h & defeatIconIndex;
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}
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};
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VCMI_LIB_NAMESPACE_END
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