NetPacks.h 57 KB

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  1. #pragma once
  2. #include "NetPacksBase.h"
  3. #include "BattleAction.h"
  4. //#include "HeroBonus.h"
  5. #include "mapObjects/CGHeroInstance.h"
  6. //#include "CCreatureSet.h"
  7. //#include "mapping/CMapInfo.h"
  8. //#include "StartInfo.h"
  9. #include "ConstTransitivePtr.h"
  10. #include "int3.h"
  11. #include "ResourceSet.h"
  12. //#include "CObstacleInstance.h"
  13. #include "CGameStateFwd.h"
  14. #include "mapping/CMapDefines.h"
  15. #include "CObstacleInstance.h"
  16. #include "spells/ViewSpellInt.h"
  17. /*
  18. * NetPacks.h, part of VCMI engine
  19. *
  20. * Authors: listed in file AUTHORS in main folder
  21. *
  22. * License: GNU General Public License v2.0 or later
  23. * Full text of license available in license.txt file, in main folder
  24. *
  25. */
  26. class CClient;
  27. class CGameState;
  28. class CGameHandler;
  29. class CConnection;
  30. class CCampaignState;
  31. class CArtifact;
  32. class CSelectionScreen;
  33. class CGObjectInstance;
  34. class CArtifactInstance;
  35. //class CMapInfo;
  36. struct StackLocation;
  37. struct ArtSlotInfo;
  38. struct QuestInfo;
  39. class CMapInfo;
  40. class StartInfo;
  41. struct CPackForClient : public CPack
  42. {
  43. CPackForClient(){type = 1;};
  44. CGameState* GS(CClient *cl);
  45. void applyFirstCl(CClient *cl)//called before applying to gs
  46. {}
  47. void applyCl(CClient *cl)//called after applying to gs
  48. {}
  49. };
  50. struct CPackForServer : public CPack
  51. {
  52. PlayerColor player;
  53. CConnection *c;
  54. CGameState* GS(CGameHandler *gh);
  55. CPackForServer():
  56. player(PlayerColor::NEUTRAL),
  57. c(nullptr)
  58. {
  59. type = 2;
  60. }
  61. bool applyGh(CGameHandler *gh) //called after applying to gs
  62. {
  63. logGlobal->errorStream() << "Should not happen... applying plain CPackForServer";
  64. return false;
  65. }
  66. };
  67. struct Query : public CPackForClient
  68. {
  69. QueryID queryID; // equals to -1 if it is not an actual query (and should not be answered)
  70. Query()
  71. {
  72. }
  73. };
  74. struct StackLocation
  75. {
  76. ConstTransitivePtr<CArmedInstance> army;
  77. SlotID slot;
  78. StackLocation()
  79. {}
  80. StackLocation(const CArmedInstance *Army, SlotID Slot):
  81. army(const_cast<CArmedInstance*>(Army)), //we are allowed here to const cast -> change will go through one of our packages... do not abuse!
  82. slot(Slot)
  83. {
  84. }
  85. DLL_LINKAGE const CStackInstance *getStack();
  86. template <typename Handler> void serialize(Handler &h, const int version)
  87. {
  88. h & army & slot;
  89. }
  90. };
  91. /***********************************************************************************************************/
  92. struct PackageApplied : public CPackForClient //94
  93. {
  94. PackageApplied() {type = 94;}
  95. PackageApplied(ui8 Result) : result(Result) {type = 94;}
  96. void applyCl(CClient *cl);
  97. ui8 result; //0 - something went wrong, request hasn't been realized; 1 - OK
  98. ui32 packType; //type id of applied package
  99. ui32 requestID; //an ID given by client to the request that was applied
  100. PlayerColor player;
  101. template <typename Handler> void serialize(Handler &h, const int version)
  102. {
  103. h & result & packType & requestID & player;
  104. }
  105. };
  106. struct SystemMessage : public CPackForClient //95
  107. {
  108. SystemMessage(const std::string & Text) : text(Text){type = 95;};
  109. SystemMessage(){type = 95;};
  110. void applyCl(CClient *cl);
  111. std::string text;
  112. template <typename Handler> void serialize(Handler &h, const int version)
  113. {
  114. h & text;
  115. }
  116. };
  117. struct PlayerBlocked : public CPackForClient //96
  118. {
  119. PlayerBlocked(){type = 96;};
  120. void applyCl(CClient *cl);
  121. enum EReason { UPCOMING_BATTLE, ONGOING_MOVEMENT };
  122. enum EMode { BLOCKADE_STARTED, BLOCKADE_ENDED };
  123. EReason reason;
  124. EMode startOrEnd;
  125. PlayerColor player;
  126. template <typename Handler> void serialize(Handler &h, const int version)
  127. {
  128. h & reason & startOrEnd & player;
  129. }
  130. };
  131. struct YourTurn : public CPackForClient //100
  132. {
  133. YourTurn(){type = 100;};
  134. void applyCl(CClient *cl);
  135. DLL_LINKAGE void applyGs(CGameState *gs);
  136. PlayerColor player;
  137. boost::optional<ui8> daysWithoutCastle;
  138. template <typename Handler> void serialize(Handler &h, const int version)
  139. {
  140. h & player & daysWithoutCastle;
  141. }
  142. };
  143. struct SetResource : public CPackForClient //102
  144. {
  145. SetResource(){type = 102;};
  146. void applyCl(CClient *cl);
  147. DLL_LINKAGE void applyGs(CGameState *gs);
  148. PlayerColor player;
  149. Res::ERes resid;
  150. TResourceCap val;
  151. template <typename Handler> void serialize(Handler &h, const int version)
  152. {
  153. h & player & resid & val;
  154. }
  155. };
  156. struct SetResources : public CPackForClient //104
  157. {
  158. SetResources(){type = 104;};
  159. void applyCl(CClient *cl);
  160. DLL_LINKAGE void applyGs(CGameState *gs);
  161. PlayerColor player;
  162. TResources res; //res[resid] => res amount
  163. template <typename Handler> void serialize(Handler &h, const int version)
  164. {
  165. h & player & res;
  166. }
  167. };
  168. struct SetPrimSkill : public CPackForClient //105
  169. {
  170. SetPrimSkill(){type = 105;};
  171. void applyCl(CClient *cl);
  172. DLL_LINKAGE void applyGs(CGameState *gs);
  173. ui8 abs; //0 - changes by value; 1 - sets to value
  174. ObjectInstanceID id;
  175. PrimarySkill::PrimarySkill which;
  176. si64 val;
  177. template <typename Handler> void serialize(Handler &h, const int version)
  178. {
  179. h & abs & id & which & val;
  180. }
  181. };
  182. struct SetSecSkill : public CPackForClient //106
  183. {
  184. SetSecSkill(){type = 106;};
  185. void applyCl(CClient *cl);
  186. DLL_LINKAGE void applyGs(CGameState *gs);
  187. ui8 abs; //0 - changes by value; 1 - sets to value
  188. ObjectInstanceID id;
  189. SecondarySkill which;
  190. ui16 val;
  191. template <typename Handler> void serialize(Handler &h, const int version)
  192. {
  193. h & abs & id & which & val;
  194. }
  195. };
  196. struct HeroVisitCastle : public CPackForClient //108
  197. {
  198. HeroVisitCastle(){flags=0;type = 108;};
  199. void applyCl(CClient *cl);
  200. DLL_LINKAGE void applyGs(CGameState *gs);
  201. ui8 flags; //1 - start
  202. ObjectInstanceID tid, hid;
  203. bool start() //if hero is entering castle (if false - leaving)
  204. {
  205. return flags & 1;
  206. }
  207. // bool garrison() //if hero is entering/leaving garrison (if false - it's only visiting hero)
  208. // {
  209. // return flags & 2;
  210. // }
  211. template <typename Handler> void serialize(Handler &h, const int version)
  212. {
  213. h & flags & tid & hid;
  214. }
  215. };
  216. struct ChangeSpells : public CPackForClient //109
  217. {
  218. ChangeSpells(){type = 109;};
  219. void applyCl(CClient *cl);
  220. DLL_LINKAGE void applyGs(CGameState *gs);
  221. ui8 learn; //1 - gives spell, 0 - takes
  222. ObjectInstanceID hid;
  223. std::set<SpellID> spells;
  224. template <typename Handler> void serialize(Handler &h, const int version)
  225. {
  226. h & learn & hid & spells;
  227. }
  228. };
  229. struct SetMana : public CPackForClient //110
  230. {
  231. SetMana(){type = 110;absolute=true;};
  232. void applyCl(CClient *cl);
  233. DLL_LINKAGE void applyGs(CGameState *gs);
  234. ObjectInstanceID hid;
  235. si32 val;
  236. bool absolute;
  237. template <typename Handler> void serialize(Handler &h, const int version)
  238. {
  239. h & val & hid & absolute;
  240. }
  241. };
  242. struct SetMovePoints : public CPackForClient //111
  243. {
  244. SetMovePoints(){type = 111;};
  245. void applyCl(CClient *cl);
  246. DLL_LINKAGE void applyGs(CGameState *gs);
  247. ObjectInstanceID hid;
  248. si32 val;
  249. template <typename Handler> void serialize(Handler &h, const int version)
  250. {
  251. h & val & hid;
  252. }
  253. };
  254. struct FoWChange : public CPackForClient //112
  255. {
  256. FoWChange(){type = 112;waitForDialogs = false;};
  257. void applyCl(CClient *cl);
  258. DLL_LINKAGE void applyGs(CGameState *gs);
  259. std::unordered_set<int3, struct ShashInt3 > tiles;
  260. PlayerColor player;
  261. ui8 mode; //mode==0 - hide, mode==1 - reveal
  262. bool waitForDialogs;
  263. template <typename Handler> void serialize(Handler &h, const int version)
  264. {
  265. h & tiles & player & mode & waitForDialogs;
  266. }
  267. };
  268. struct SetAvailableHeroes : public CPackForClient //113
  269. {
  270. SetAvailableHeroes()
  271. {
  272. type = 113;
  273. for (int i = 0; i < GameConstants::AVAILABLE_HEROES_PER_PLAYER; i++)
  274. army[i].clear();
  275. }
  276. void applyCl(CClient *cl);
  277. DLL_LINKAGE void applyGs(CGameState *gs);
  278. PlayerColor player;
  279. si32 hid[GameConstants::AVAILABLE_HEROES_PER_PLAYER]; //-1 if no hero
  280. CSimpleArmy army[GameConstants::AVAILABLE_HEROES_PER_PLAYER];
  281. template <typename Handler> void serialize(Handler &h, const int version)
  282. {
  283. h & player & hid & army;
  284. }
  285. };
  286. struct GiveBonus : public CPackForClient //115
  287. {
  288. GiveBonus(ui8 Who = 0)
  289. {
  290. who = Who;
  291. type = 115;
  292. }
  293. void applyCl(CClient *cl);
  294. DLL_LINKAGE void applyGs(CGameState *gs);
  295. enum {HERO, PLAYER, TOWN};
  296. ui8 who; //who receives bonus, uses enum above
  297. si32 id; //hero. town or player id - whoever receives it
  298. Bonus bonus;
  299. MetaString bdescr;
  300. template <typename Handler> void serialize(Handler &h, const int version)
  301. {
  302. h & bonus & id & bdescr & who;
  303. assert( id != -1);
  304. }
  305. };
  306. struct ChangeObjPos : public CPackForClient //116
  307. {
  308. ChangeObjPos()
  309. {
  310. type = 116;
  311. flags = 0;
  312. }
  313. void applyFirstCl(CClient *cl);
  314. void applyCl(CClient *cl);
  315. DLL_LINKAGE void applyGs(CGameState *gs);
  316. ObjectInstanceID objid;
  317. int3 nPos;
  318. ui8 flags; //bit flags: 1 - redraw
  319. template <typename Handler> void serialize(Handler &h, const int version)
  320. {
  321. h & objid & nPos & flags;
  322. }
  323. };
  324. struct PlayerEndsGame : public CPackForClient //117
  325. {
  326. PlayerEndsGame()
  327. {
  328. type = 117;
  329. }
  330. void applyCl(CClient *cl);
  331. DLL_LINKAGE void applyGs(CGameState *gs);
  332. PlayerColor player;
  333. EVictoryLossCheckResult victoryLossCheckResult;
  334. template <typename Handler> void serialize(Handler &h, const int version)
  335. {
  336. h & player & victoryLossCheckResult;
  337. }
  338. };
  339. struct RemoveBonus : public CPackForClient //118
  340. {
  341. RemoveBonus(ui8 Who = 0)
  342. {
  343. who = Who;
  344. type = 118;
  345. }
  346. void applyCl(CClient *cl);
  347. DLL_LINKAGE void applyGs(CGameState *gs);
  348. enum {HERO, PLAYER, TOWN};
  349. ui8 who; //who receives bonus, uses enum above
  350. ui32 whoID; //hero, town or player id - whoever loses bonus
  351. //vars to identify bonus: its source
  352. ui8 source;
  353. ui32 id; //source id
  354. //used locally: copy of removed bonus
  355. Bonus bonus;
  356. template <typename Handler> void serialize(Handler &h, const int version)
  357. {
  358. h & source & id & who & whoID;
  359. }
  360. };
  361. struct UpdateCampaignState : public CPackForClient //119
  362. {
  363. UpdateCampaignState()
  364. {
  365. type = 119;
  366. }
  367. std::shared_ptr<CCampaignState> camp;
  368. void applyCl(CClient *cl);
  369. template <typename Handler> void serialize(Handler &h, const int version)
  370. {
  371. h & camp;
  372. }
  373. };
  374. struct SetCommanderProperty : public CPackForClient //120
  375. {
  376. enum ECommanderProperty {ALIVE, BONUS, SECONDARY_SKILL, EXPERIENCE, SPECIAL_SKILL};
  377. SetCommanderProperty(){type = 120;};
  378. void applyCl(CClient *cl){};
  379. DLL_LINKAGE void applyGs(CGameState *gs);
  380. ObjectInstanceID heroid; //for commander attached to hero
  381. StackLocation sl; //for commander not on the hero?
  382. ECommanderProperty which;
  383. TExpType amount; //0 for dead, >0 for alive
  384. si32 additionalInfo; //for secondary skills choice
  385. Bonus accumulatedBonus;
  386. template <typename Handler> void serialize(Handler &h, const int version)
  387. {
  388. h & heroid & sl & which & amount & additionalInfo & accumulatedBonus;
  389. }
  390. };
  391. struct AddQuest : public CPackForClient //121
  392. {
  393. AddQuest(){type = 121;};
  394. void applyCl(CClient *cl){};
  395. DLL_LINKAGE void applyGs(CGameState *gs);
  396. PlayerColor player;
  397. QuestInfo quest;
  398. template <typename Handler> void serialize(Handler &h, const int version)
  399. {
  400. h & player & quest;
  401. }
  402. };
  403. struct PrepareForAdvancingCampaign : public CPackForClient //122
  404. {
  405. PrepareForAdvancingCampaign() {type = 122;}
  406. void applyCl(CClient *cl);
  407. template <typename Handler> void serialize(Handler &h, const int version)
  408. {
  409. }
  410. };
  411. struct UpdateArtHandlerLists : public CPackForClient //123
  412. {
  413. UpdateArtHandlerLists(){type = 123;};
  414. std::vector<CArtifact*> treasures, minors, majors, relics;
  415. DLL_LINKAGE void applyGs(CGameState *gs);
  416. template <typename Handler> void serialize(Handler &h, const int version)
  417. {
  418. h & treasures & minors & majors & relics;
  419. }
  420. };
  421. struct UpdateMapEvents : public CPackForClient //124
  422. {
  423. UpdateMapEvents(){type = 124;}
  424. std::list<CMapEvent> events;
  425. DLL_LINKAGE void applyGs(CGameState *gs);
  426. template <typename Handler> void serialize(Handler &h, const int version)
  427. {
  428. h & events;
  429. }
  430. };
  431. struct UpdateCastleEvents : public CPackForClient //125
  432. {
  433. UpdateCastleEvents(){type = 125;}
  434. ObjectInstanceID town;
  435. std::list<CCastleEvent> events;
  436. DLL_LINKAGE void applyGs(CGameState *gs);
  437. template <typename Handler> void serialize(Handler &h, const int version)
  438. {
  439. h & town & events;
  440. }
  441. };
  442. struct RemoveObject : public CPackForClient //500
  443. {
  444. RemoveObject(){type = 500;};
  445. RemoveObject(ObjectInstanceID ID){id = ID;type = 500;};
  446. void applyFirstCl(CClient *cl);
  447. void applyCl(CClient *cl);
  448. DLL_LINKAGE void applyGs(CGameState *gs);
  449. ObjectInstanceID id;
  450. template <typename Handler> void serialize(Handler &h, const int version)
  451. {
  452. h & id;
  453. }
  454. };
  455. struct TryMoveHero : public CPackForClient //501
  456. {
  457. TryMoveHero(){type = 501;humanKnows=false;};
  458. void applyFirstCl(CClient *cl);
  459. void applyCl(CClient *cl);
  460. void applyGs(CGameState *gs);
  461. enum EResult
  462. {
  463. FAILED, SUCCESS, TELEPORTATION, RESERVED___, BLOCKING_VISIT, EMBARK, DISEMBARK
  464. };
  465. ObjectInstanceID id;
  466. ui32 movePoints;
  467. EResult result; //uses EResult
  468. int3 start, end; //h3m format
  469. std::unordered_set<int3, ShashInt3> fowRevealed; //revealed tiles
  470. boost::optional<int3> attackedFrom; // Set when stepping into endangered tile.
  471. bool humanKnows; //used locally during applying to client
  472. template <typename Handler> void serialize(Handler &h, const int version)
  473. {
  474. h & id & result & start & end & movePoints & fowRevealed & attackedFrom;
  475. }
  476. };
  477. // struct SetGarrisons : public CPackForClient //502
  478. // {
  479. // SetGarrisons(){type = 502;};
  480. // void applyCl(CClient *cl);
  481. // DLL_LINKAGE void applyGs(CGameState *gs);
  482. //
  483. // std::map<ui32,CCreatureSet> garrs;
  484. //
  485. // template <typename Handler> void serialize(Handler &h, const int version)
  486. // {
  487. // h & garrs;
  488. // }
  489. // };
  490. struct NewStructures : public CPackForClient //504
  491. {
  492. NewStructures(){type = 504;};
  493. void applyCl(CClient *cl);
  494. DLL_LINKAGE void applyGs(CGameState *gs);
  495. ObjectInstanceID tid;
  496. std::set<BuildingID> bid;
  497. si16 builded;
  498. template <typename Handler> void serialize(Handler &h, const int version)
  499. {
  500. h & tid & bid & builded;
  501. }
  502. };
  503. struct RazeStructures : public CPackForClient //505
  504. {
  505. RazeStructures() {type = 505;};
  506. void applyCl (CClient *cl);
  507. DLL_LINKAGE void applyGs(CGameState *gs);
  508. ObjectInstanceID tid;
  509. std::set<BuildingID> bid;
  510. si16 destroyed;
  511. template <typename Handler> void serialize(Handler &h, const int version)
  512. {
  513. h & tid & bid & destroyed;
  514. }
  515. };
  516. struct SetAvailableCreatures : public CPackForClient //506
  517. {
  518. SetAvailableCreatures(){type = 506;};
  519. void applyCl(CClient *cl);
  520. DLL_LINKAGE void applyGs(CGameState *gs);
  521. ObjectInstanceID tid;
  522. std::vector<std::pair<ui32, std::vector<CreatureID> > > creatures;
  523. template <typename Handler> void serialize(Handler &h, const int version)
  524. {
  525. h & tid & creatures;
  526. }
  527. };
  528. struct SetHeroesInTown : public CPackForClient //508
  529. {
  530. SetHeroesInTown(){type = 508;};
  531. void applyCl(CClient *cl);
  532. DLL_LINKAGE void applyGs(CGameState *gs);
  533. ObjectInstanceID tid, visiting, garrison; //id of town, visiting hero, hero in garrison
  534. template <typename Handler> void serialize(Handler &h, const int version)
  535. {
  536. h & tid & visiting & garrison;
  537. }
  538. };
  539. // struct SetHeroArtifacts : public CPackForClient //509
  540. // {
  541. // SetHeroArtifacts(){type = 509;};
  542. // void applyCl(CClient *cl);
  543. // DLL_LINKAGE void applyGs(CGameState *gs);
  544. // DLL_LINKAGE void setArtAtPos(ui16 pos, const CArtifact* art);
  545. //
  546. // si32 hid;
  547. // std::vector<const CArtifact*> artifacts; //hero's artifacts from bag
  548. // std::map<ui16, const CArtifact*> artifWorn; //map<position,artifact_id>; positions: 0 - head; 1 - shoulders; 2 - neck; 3 - right hand; 4 - left hand; 5 - torso; 6 - right ring; 7 - left ring; 8 - feet; 9 - misc1; 10 - misc2; 11 - misc3; 12 - misc4; 13 - mach1; 14 - mach2; 15 - mach3; 16 - mach4; 17 - spellbook; 18 - misc5
  549. //
  550. // template <typename Handler> void serialize(Handler &h, const int version)
  551. // {
  552. // h & hid & artifacts & artifWorn;
  553. // }
  554. //
  555. // std::vector<const CArtifact*> equipped, unequipped; //used locally
  556. // BonusList gained, lost; //used locally as hlp when applying
  557. // };
  558. struct HeroRecruited : public CPackForClient //515
  559. {
  560. HeroRecruited(){type = 515;};
  561. void applyCl(CClient *cl);
  562. DLL_LINKAGE void applyGs(CGameState *gs);
  563. si32 hid;//subID of hero
  564. ObjectInstanceID tid;
  565. int3 tile;
  566. PlayerColor player;
  567. template <typename Handler> void serialize(Handler &h, const int version)
  568. {
  569. h & hid & tid & tile & player;
  570. }
  571. };
  572. struct GiveHero : public CPackForClient //516
  573. {
  574. GiveHero(){type = 516;};
  575. void applyFirstCl(CClient *cl);
  576. void applyCl(CClient *cl);
  577. DLL_LINKAGE void applyGs(CGameState *gs);
  578. ObjectInstanceID id; //object id
  579. PlayerColor player;
  580. template <typename Handler> void serialize(Handler &h, const int version)
  581. {
  582. h & id & player;
  583. }
  584. };
  585. struct OpenWindow : public CPackForClient //517
  586. {
  587. OpenWindow(){type = 517;};
  588. void applyCl(CClient *cl);
  589. enum EWindow {EXCHANGE_WINDOW, RECRUITMENT_FIRST, RECRUITMENT_ALL, SHIPYARD_WINDOW, THIEVES_GUILD,
  590. UNIVERSITY_WINDOW, HILL_FORT_WINDOW, MARKET_WINDOW, PUZZLE_MAP, TAVERN_WINDOW};
  591. ui8 window;
  592. si32 id1, id2;
  593. template <typename Handler> void serialize(Handler &h, const int version)
  594. {
  595. h & window & id1 & id2;
  596. }
  597. };
  598. struct NewObject : public CPackForClient //518
  599. {
  600. NewObject()
  601. {
  602. type = 518;
  603. }
  604. void applyCl(CClient *cl);
  605. DLL_LINKAGE void applyGs(CGameState *gs);
  606. Obj ID;
  607. ui32 subID;
  608. int3 pos;
  609. ObjectInstanceID id; //used locally, filled during applyGs
  610. template <typename Handler> void serialize(Handler &h, const int version)
  611. {
  612. h & ID & subID & pos;
  613. }
  614. };
  615. struct SetAvailableArtifacts : public CPackForClient //519
  616. {
  617. SetAvailableArtifacts(){type = 519;};
  618. void applyCl(CClient *cl);
  619. DLL_LINKAGE void applyGs(CGameState *gs);
  620. si32 id; //two variants: id < 0: set artifact pool for Artifact Merchants in towns; id >= 0: set pool for adv. map Black Market (id is the id of Black Market instance then)
  621. std::vector<const CArtifact *> arts;
  622. template <typename Handler> void serialize(Handler &h, const int version)
  623. {
  624. h & id & arts;
  625. }
  626. };
  627. struct NewArtifact : public CPackForClient //520
  628. {
  629. NewArtifact(){type = 520;};
  630. //void applyCl(CClient *cl);
  631. DLL_LINKAGE void applyGs(CGameState *gs);
  632. ConstTransitivePtr<CArtifactInstance> art;
  633. template <typename Handler> void serialize(Handler &h, const int version)
  634. {
  635. h & art;
  636. }
  637. };
  638. struct CGarrisonOperationPack : CPackForClient
  639. {
  640. };
  641. struct CArtifactOperationPack : CPackForClient
  642. {
  643. };
  644. struct ChangeStackCount : CGarrisonOperationPack //521
  645. {
  646. StackLocation sl;
  647. TQuantity count;
  648. ui8 absoluteValue; //if not -> count will be added (or subtracted if negative)
  649. void applyCl(CClient *cl);
  650. DLL_LINKAGE void applyGs(CGameState *gs);
  651. template <typename Handler> void serialize(Handler &h, const int version)
  652. {
  653. h & sl & count & absoluteValue;
  654. }
  655. };
  656. struct SetStackType : CGarrisonOperationPack //522
  657. {
  658. StackLocation sl;
  659. const CCreature *type;
  660. void applyCl(CClient *cl);
  661. DLL_LINKAGE void applyGs(CGameState *gs);
  662. template <typename Handler> void serialize(Handler &h, const int version)
  663. {
  664. h & sl & type;
  665. }
  666. };
  667. struct EraseStack : CGarrisonOperationPack //523
  668. {
  669. StackLocation sl;
  670. void applyCl(CClient *cl);
  671. DLL_LINKAGE void applyGs(CGameState *gs);
  672. template <typename Handler> void serialize(Handler &h, const int version)
  673. {
  674. h & sl;
  675. }
  676. };
  677. struct SwapStacks : CGarrisonOperationPack //524
  678. {
  679. StackLocation sl1, sl2;
  680. void applyCl(CClient *cl);
  681. DLL_LINKAGE void applyGs(CGameState *gs);
  682. template <typename Handler> void serialize(Handler &h, const int version)
  683. {
  684. h & sl1 & sl2;
  685. }
  686. };
  687. struct InsertNewStack : CGarrisonOperationPack //525
  688. {
  689. StackLocation sl;
  690. CStackBasicDescriptor stack;
  691. void applyCl(CClient *cl);
  692. DLL_LINKAGE void applyGs(CGameState *gs);
  693. template <typename Handler> void serialize(Handler &h, const int version)
  694. {
  695. h & sl & stack;
  696. }
  697. };
  698. //moves creatures from src stack to dst slot, may be used for merging/splittint/moving stacks
  699. struct RebalanceStacks : CGarrisonOperationPack //526
  700. {
  701. StackLocation src, dst;
  702. TQuantity count;
  703. void applyCl(CClient *cl);
  704. DLL_LINKAGE void applyGs(CGameState *gs);
  705. template <typename Handler> void serialize(Handler &h, const int version)
  706. {
  707. h & src & dst & count;
  708. }
  709. };
  710. struct GetEngagedHeroIds : boost::static_visitor<boost::optional<ObjectInstanceID>>
  711. {
  712. boost::optional<ObjectInstanceID> operator()(const ConstTransitivePtr<CGHeroInstance> &h) const
  713. {
  714. return h->id;
  715. }
  716. boost::optional<ObjectInstanceID> operator()(const ConstTransitivePtr<CStackInstance> &s) const
  717. {
  718. if(s->armyObj && s->armyObj->ID == Obj::HERO)
  719. return s->armyObj->id;
  720. return boost::optional<ObjectInstanceID>();
  721. }
  722. };
  723. struct PutArtifact : CArtifactOperationPack //526
  724. {
  725. ArtifactLocation al;
  726. ConstTransitivePtr<CArtifactInstance> art;
  727. void applyCl(CClient *cl);
  728. DLL_LINKAGE void applyGs(CGameState *gs);
  729. template <typename Handler> void serialize(Handler &h, const int version)
  730. {
  731. h & al & art;
  732. }
  733. };
  734. struct EraseArtifact : CArtifactOperationPack //527
  735. {
  736. ArtifactLocation al;
  737. void applyCl(CClient *cl);
  738. DLL_LINKAGE void applyGs(CGameState *gs);
  739. template <typename Handler> void serialize(Handler &h, const int version)
  740. {
  741. h & al;
  742. }
  743. };
  744. struct MoveArtifact : CArtifactOperationPack //528
  745. {
  746. ArtifactLocation src, dst;
  747. void applyCl(CClient *cl);
  748. DLL_LINKAGE void applyGs(CGameState *gs);
  749. template <typename Handler> void serialize(Handler &h, const int version)
  750. {
  751. h & src & dst;
  752. }
  753. };
  754. struct AssembledArtifact : CArtifactOperationPack //529
  755. {
  756. ArtifactLocation al; //where assembly will be put
  757. CArtifact *builtArt;
  758. //std::vector<CArtifactInstance *> constituents;
  759. void applyCl(CClient *cl);
  760. DLL_LINKAGE void applyGs(CGameState *gs);
  761. template <typename Handler> void serialize(Handler &h, const int version)
  762. {
  763. h & al & builtArt/* & constituents*/;
  764. }
  765. };
  766. struct DisassembledArtifact : CArtifactOperationPack //530
  767. {
  768. ArtifactLocation al;
  769. void applyCl(CClient *cl);
  770. DLL_LINKAGE void applyGs(CGameState *gs);
  771. template <typename Handler> void serialize(Handler &h, const int version)
  772. {
  773. h & al;
  774. }
  775. };
  776. struct HeroVisit : CPackForClient //531
  777. {
  778. const CGHeroInstance *hero;
  779. const CGObjectInstance *obj;
  780. PlayerColor player; //if hero was killed during the visit, its color is already reset
  781. bool starting; //false -> ending
  782. void applyCl(CClient *cl);
  783. DLL_LINKAGE void applyGs(CGameState *gs);
  784. template <typename Handler> void serialize(Handler &h, const int version)
  785. {
  786. h & hero & obj & player & starting;
  787. }
  788. };
  789. struct NewTurn : public CPackForClient //101
  790. {
  791. enum weekType {NORMAL, DOUBLE_GROWTH, BONUS_GROWTH, DEITYOFFIRE, PLAGUE, NO_ACTION};
  792. void applyCl(CClient *cl);
  793. DLL_LINKAGE void applyGs(CGameState *gs);
  794. struct Hero
  795. {
  796. ObjectInstanceID id;
  797. ui32 move, mana; //id is a general serial id
  798. template <typename Handler> void serialize(Handler &h, const int version)
  799. {
  800. h & id & move & mana;
  801. }
  802. bool operator<(const Hero&h)const{return id < h.id;}
  803. };
  804. std::set<Hero> heroes; //updates movement and mana points
  805. //std::vector<SetResources> res;//resource list
  806. std::map<PlayerColor, TResources> res; //player ID => resource value[res_id]
  807. std::map<ObjectInstanceID, SetAvailableCreatures> cres;//creatures to be placed in towns
  808. ui32 day;
  809. ui8 specialWeek; //weekType
  810. CreatureID creatureid; //for creature weeks
  811. NewTurn(){type = 101;};
  812. template <typename Handler> void serialize(Handler &h, const int version)
  813. {
  814. h & heroes & cres & res & day & specialWeek & creatureid;
  815. }
  816. };
  817. struct InfoWindow : public CPackForClient //103 - displays simple info window
  818. {
  819. void applyCl(CClient *cl);
  820. MetaString text;
  821. std::vector<Component> components;
  822. PlayerColor player;
  823. ui16 soundID;
  824. template <typename Handler> void serialize(Handler &h, const int version)
  825. {
  826. h & text & components & player & soundID;
  827. }
  828. InfoWindow()
  829. {
  830. type = 103;
  831. soundID = 0;
  832. }
  833. };
  834. namespace ObjProperty
  835. {
  836. enum {OWNER = 1, BLOCKVIS = 2, PRIMARY_STACK_COUNT = 3, VISITORS = 4, VISITED = 5, ID = 6, AVAILABLE_CREATURE = 7, SUBID = 8,
  837. MONSTER_COUNT = 10, MONSTER_POWER = 11, MONSTER_EXP = 12, MONSTER_RESTORE_TYPE = 13, MONSTER_REFUSED_JOIN,
  838. //town-specific
  839. STRUCTURE_ADD_VISITING_HERO, STRUCTURE_CLEAR_VISITORS, STRUCTURE_ADD_GARRISONED_HERO, //changing buildings state
  840. BONUS_VALUE_FIRST, BONUS_VALUE_SECOND, //used in Rampart for special building that generates resources (storing resource type and quantity)
  841. //creature-bank specific
  842. BANK_DAYCOUNTER, BANK_RESET, BANK_CLEAR,
  843. //object with reward
  844. REWARD_RESET, REWARD_SELECT
  845. };
  846. }
  847. struct SetObjectProperty : public CPackForClient//1001
  848. {
  849. DLL_LINKAGE void applyGs(CGameState *gs);
  850. void applyCl(CClient *cl);
  851. ObjectInstanceID id;
  852. ui8 what; // see ObjProperty enum
  853. ui32 val;
  854. SetObjectProperty(){type = 1001;};
  855. SetObjectProperty(ObjectInstanceID ID, ui8 What, ui32 Val):id(ID),what(What),val(Val){type = 1001;};
  856. template <typename Handler> void serialize(Handler &h, const int version)
  857. {
  858. h & id & what & val;
  859. }
  860. };
  861. struct ChangeObjectVisitors : public CPackForClient // 1003
  862. {
  863. enum VisitMode
  864. {
  865. VISITOR_ADD, // mark hero as one that have visited this object
  866. VISITOR_REMOVE, // unmark visitor, reversed to ADD
  867. VISITOR_CLEAR // clear all visitors from this object (object reset)
  868. };
  869. ui32 mode; // uses VisitMode enum
  870. ObjectInstanceID object;
  871. ObjectInstanceID hero; // note: hero owner will be also marked as "visited" this object
  872. DLL_LINKAGE void applyGs(CGameState *gs);
  873. ChangeObjectVisitors()
  874. { type = 1003; }
  875. ChangeObjectVisitors(ui32 mode, ObjectInstanceID object, ObjectInstanceID heroID = ObjectInstanceID(-1)):
  876. mode(mode),
  877. object(object),
  878. hero(heroID)
  879. { type = 1003; }
  880. template <typename Handler> void serialize(Handler &h, const int version)
  881. {
  882. h & object & hero & mode;
  883. }
  884. };
  885. struct HeroLevelUp : public Query//2000
  886. {
  887. void applyCl(CClient *cl);
  888. DLL_LINKAGE void applyGs(CGameState *gs);
  889. const CGHeroInstance *hero;
  890. PrimarySkill::PrimarySkill primskill;
  891. std::vector<SecondarySkill> skills;
  892. HeroLevelUp(){type = 2000;};
  893. template <typename Handler> void serialize(Handler &h, const int version)
  894. {
  895. h & queryID & hero & primskill & skills;
  896. }
  897. };
  898. struct CommanderLevelUp : public Query
  899. {
  900. void applyCl(CClient *cl);
  901. DLL_LINKAGE void applyGs(CGameState *gs);
  902. const CGHeroInstance *hero;
  903. std::vector<ui32> skills; //0-5 - secondary skills, val-100 - special skill
  904. CommanderLevelUp(){type = 2005;};
  905. template <typename Handler> void serialize(Handler &h, const int version)
  906. {
  907. h & queryID & hero & skills;
  908. }
  909. };
  910. struct TradeComponents : public CPackForClient, public CPackForServer
  911. {
  912. ///used to handle info about components available in shops
  913. void applyCl(CClient *cl);
  914. DLL_LINKAGE void applyGs(CGameState *gs);
  915. si32 heroid;
  916. ui32 objectid;
  917. std::map<ui16, Component> available, chosen, bought;
  918. template <typename Handler> void serialize(Handler &h, const int version)
  919. {
  920. h & heroid & objectid & available & chosen & bought;
  921. }
  922. };
  923. //A dialog that requires making decision by player - it may contain components to choose between or has yes/no options
  924. //Client responds with QueryReply, where answer: 0 - cancel pressed, choice doesn't matter; 1/2/... - first/second/... component selected and OK pressed
  925. //Until sending reply player won't be allowed to take any actions
  926. struct BlockingDialog : public Query//2003
  927. {
  928. enum {ALLOW_CANCEL = 1, SELECTION = 2};
  929. void applyCl(CClient *cl);
  930. MetaString text;
  931. std::vector<Component> components;
  932. PlayerColor player;
  933. ui8 flags;
  934. ui16 soundID;
  935. bool cancel() const
  936. {
  937. return flags & ALLOW_CANCEL;
  938. }
  939. bool selection() const
  940. {
  941. return flags & SELECTION;
  942. }
  943. BlockingDialog(bool yesno, bool Selection)
  944. {
  945. type = 2003;
  946. flags = 0;
  947. soundID = 0;
  948. if(yesno) flags |= ALLOW_CANCEL;
  949. if(Selection) flags |= SELECTION;
  950. }
  951. BlockingDialog()
  952. {
  953. type = 2003;
  954. flags = 0;
  955. soundID = 0;
  956. };
  957. void addResourceComponents(TResources resources)
  958. {
  959. for(TResources::nziterator i(resources); i.valid(); i++)
  960. components.push_back(Component(Component::RESOURCE, i->resType, i->resVal, 0));
  961. }
  962. template <typename Handler> void serialize(Handler &h, const int version)
  963. {
  964. h & queryID & text & components & player & flags & soundID;
  965. }
  966. };
  967. struct GarrisonDialog : public Query//2004
  968. {
  969. GarrisonDialog(){type = 2004;}
  970. void applyCl(CClient *cl);
  971. ObjectInstanceID objid, hid;
  972. bool removableUnits;
  973. template <typename Handler> void serialize(Handler &h, const int version)
  974. {
  975. h & queryID & objid & hid & removableUnits;
  976. }
  977. };
  978. struct ExchangeDialog : public Query//2005
  979. {
  980. ExchangeDialog(){type = 2005;}
  981. void applyCl(CClient *cl);
  982. std::array<const CGHeroInstance*, 2> heroes;
  983. template <typename Handler> void serialize(Handler &h, const int version)
  984. {
  985. h & queryID & heroes;
  986. }
  987. };
  988. struct TeleportDialog : public Query//2006
  989. {
  990. TeleportDialog() {type = 2006;}
  991. TeleportDialog(const CGHeroInstance *Hero, TeleportChannelID Channel)
  992. : hero(Hero), channel(Channel), impassable(false)
  993. {
  994. type = 2006;
  995. }
  996. void applyCl(CClient *cl);
  997. const CGHeroInstance *hero;
  998. TeleportChannelID channel;
  999. TTeleportExitsList exits;
  1000. bool impassable;
  1001. template <typename Handler> void serialize(Handler &h, const int version)
  1002. {
  1003. h & queryID & hero & channel & exits & impassable;
  1004. }
  1005. };
  1006. struct BattleInfo;
  1007. struct BattleStart : public CPackForClient//3000
  1008. {
  1009. BattleStart(){type = 3000;};
  1010. void applyFirstCl(CClient *cl);
  1011. void applyCl(CClient *cl);
  1012. DLL_LINKAGE void applyGs(CGameState *gs);
  1013. BattleInfo * info;
  1014. template <typename Handler> void serialize(Handler &h, const int version)
  1015. {
  1016. h & info;
  1017. }
  1018. };
  1019. struct BattleNextRound : public CPackForClient//3001
  1020. {
  1021. BattleNextRound(){type = 3001;};
  1022. void applyFirstCl(CClient *cl);
  1023. void applyCl(CClient *cl);
  1024. DLL_LINKAGE void applyGs( CGameState *gs );
  1025. si32 round;
  1026. template <typename Handler> void serialize(Handler &h, const int version)
  1027. {
  1028. h & round;
  1029. }
  1030. };
  1031. struct BattleSetActiveStack : public CPackForClient//3002
  1032. {
  1033. BattleSetActiveStack()
  1034. {
  1035. type = 3002;
  1036. askPlayerInterface = true;
  1037. }
  1038. void applyCl(CClient *cl);
  1039. DLL_LINKAGE void applyGs(CGameState *gs);
  1040. ui32 stack;
  1041. ui8 askPlayerInterface;
  1042. template <typename Handler> void serialize(Handler &h, const int version)
  1043. {
  1044. h & stack & askPlayerInterface;
  1045. }
  1046. };
  1047. struct BattleResult : public CPackForClient//3003
  1048. {
  1049. enum EResult {NORMAL = 0, ESCAPE = 1, SURRENDER = 2};
  1050. BattleResult(){type = 3003;};
  1051. void applyFirstCl(CClient *cl);
  1052. void applyGs(CGameState *gs);
  1053. EResult result;
  1054. ui8 winner; //0 - attacker, 1 - defender, [2 - draw (should be possible?)]
  1055. std::map<ui32,si32> casualties[2]; //first => casualties of attackers - map crid => number
  1056. TExpType exp[2]; //exp for attacker and defender
  1057. std::set<ArtifactInstanceID> artifacts; //artifacts taken from loser to winner - currently unused
  1058. template <typename Handler> void serialize(Handler &h, const int version)
  1059. {
  1060. h & result & winner & casualties[0] & casualties[1] & exp & artifacts;
  1061. }
  1062. };
  1063. struct BattleStackMoved : public CPackForClient//3004
  1064. {
  1065. ui32 stack;
  1066. std::vector<BattleHex> tilesToMove;
  1067. ui8 distance, teleporting;
  1068. BattleStackMoved(){type = 3004;};
  1069. void applyFirstCl(CClient *cl);
  1070. void applyGs(CGameState *gs);
  1071. template <typename Handler> void serialize(Handler &h, const int version)
  1072. {
  1073. h & stack & tilesToMove & distance;
  1074. }
  1075. };
  1076. struct StacksHealedOrResurrected : public CPackForClient //3013
  1077. {
  1078. StacksHealedOrResurrected(){type = 3013;}
  1079. DLL_LINKAGE void applyGs(CGameState *gs);
  1080. void applyCl(CClient *cl);
  1081. struct HealInfo
  1082. {
  1083. ui32 stackID;
  1084. ui32 healedHP;
  1085. bool lowLevelResurrection; //in case this stack is resurrected by this heal, it will be marked as SUMMONED //TODO: replace with separate counter
  1086. template <typename Handler> void serialize(Handler &h, const int version)
  1087. {
  1088. h & stackID & healedHP & lowLevelResurrection;
  1089. }
  1090. };
  1091. std::vector<HealInfo> healedStacks;
  1092. bool lifeDrain; //if true, this heal is an effect of life drain
  1093. bool tentHealing; //if true, than it's healing via First Aid Tent
  1094. si32 drainedFrom; //if life drain - then stack life was drain from, if tentHealing - stack that is a healer
  1095. template <typename Handler> void serialize(Handler &h, const int version)
  1096. {
  1097. h & healedStacks & lifeDrain & tentHealing & drainedFrom;
  1098. }
  1099. };
  1100. struct BattleStackAttacked : public CPackForClient//3005
  1101. {
  1102. BattleStackAttacked():
  1103. flags(0), spellID(SpellID::NONE){type=3005;};
  1104. void applyFirstCl(CClient * cl);
  1105. //void applyCl(CClient *cl);
  1106. DLL_LINKAGE void applyGs(CGameState *gs);
  1107. ui32 stackAttacked, attackerID;
  1108. ui32 newAmount, newHP, killedAmount, damageAmount;
  1109. enum EFlags {KILLED = 1, EFFECT = 2/*deprecated */, SECONDARY = 4, REBIRTH = 8, CLONE_KILLED = 16, SPELL_EFFECT = 32 /*, BONUS_EFFECT = 64 */};
  1110. ui32 flags; //uses EFlags (above)
  1111. ui32 effect; //set only if flag EFFECT is set
  1112. SpellID spellID; //only if flag SPELL_EFFECT is set
  1113. std::vector<StacksHealedOrResurrected> healedStacks; //used when life drain
  1114. bool killed() const//if target stack was killed
  1115. {
  1116. return flags & KILLED || flags & CLONE_KILLED;
  1117. }
  1118. bool cloneKilled() const
  1119. {
  1120. return flags & CLONE_KILLED;
  1121. }
  1122. bool isEffect() const//if stack has been attacked by a spell
  1123. {
  1124. return flags & EFFECT;
  1125. }
  1126. bool isSecondary() const//if stack was not a primary target (receives no spell effects)
  1127. {
  1128. return flags & SECONDARY;
  1129. }
  1130. ///Attacked with spell (SPELL_LIKE_ATTACK)
  1131. bool isSpell() const
  1132. {
  1133. return flags & SPELL_EFFECT;
  1134. }
  1135. bool willRebirth() const//resurrection, e.g. Phoenix
  1136. {
  1137. return flags & REBIRTH;
  1138. }
  1139. bool lifeDrain() const //if this attack involves life drain effect
  1140. {
  1141. return healedStacks.size() > 0;
  1142. }
  1143. template <typename Handler> void serialize(Handler &h, const int version)
  1144. {
  1145. h & stackAttacked & attackerID & newAmount & newHP & flags & killedAmount & damageAmount & effect
  1146. & healedStacks;
  1147. h & spellID;
  1148. }
  1149. bool operator<(const BattleStackAttacked &b) const
  1150. {
  1151. return stackAttacked < b.stackAttacked;
  1152. }
  1153. };
  1154. struct BattleAttack : public CPackForClient//3006
  1155. {
  1156. BattleAttack(): flags(0), spellID(SpellID::NONE){type = 3006;};
  1157. void applyFirstCl(CClient *cl);
  1158. DLL_LINKAGE void applyGs(CGameState *gs);
  1159. void applyCl(CClient *cl);
  1160. std::vector<BattleStackAttacked> bsa;
  1161. ui32 stackAttacking;
  1162. ui32 flags; //uses Eflags (below)
  1163. enum EFlags{SHOT = 1, COUNTER = 2, LUCKY = 4, UNLUCKY = 8, BALLISTA_DOUBLE_DMG = 16, DEATH_BLOW = 32, SPELL_LIKE = 64};
  1164. SpellID spellID; //for SPELL_LIKE
  1165. bool shot() const//distance attack - decrease number of shots
  1166. {
  1167. return flags & SHOT;
  1168. }
  1169. bool counter() const//is it counterattack?
  1170. {
  1171. return flags & COUNTER;
  1172. }
  1173. bool lucky() const
  1174. {
  1175. return flags & LUCKY;
  1176. }
  1177. bool unlucky() const
  1178. {
  1179. return flags & UNLUCKY;
  1180. }
  1181. bool ballistaDoubleDmg() const //if it's ballista attack and does double dmg
  1182. {
  1183. return flags & BALLISTA_DOUBLE_DMG;
  1184. }
  1185. bool deathBlow() const
  1186. {
  1187. return flags & DEATH_BLOW;
  1188. }
  1189. bool spellLike() const
  1190. {
  1191. return flags & SPELL_LIKE;
  1192. }
  1193. //bool killed() //if target stack was killed
  1194. //{
  1195. // return bsa.killed();
  1196. //}
  1197. template <typename Handler> void serialize(Handler &h, const int version)
  1198. {
  1199. h & bsa & stackAttacking & flags & spellID;
  1200. }
  1201. };
  1202. struct StartAction : public CPackForClient//3007
  1203. {
  1204. StartAction(){type = 3007;};
  1205. StartAction(const BattleAction &act){ba = act; type = 3007;};
  1206. void applyFirstCl(CClient *cl);
  1207. DLL_LINKAGE void applyGs(CGameState *gs);
  1208. BattleAction ba;
  1209. template <typename Handler> void serialize(Handler &h, const int version)
  1210. {
  1211. h & ba;
  1212. }
  1213. };
  1214. struct EndAction : public CPackForClient//3008
  1215. {
  1216. EndAction(){type = 3008;};
  1217. void applyCl(CClient *cl);
  1218. template <typename Handler> void serialize(Handler &h, const int version)
  1219. {
  1220. }
  1221. };
  1222. struct BattleSpellCast : public CPackForClient//3009
  1223. {
  1224. ///custom effect (resistance, reflection, etc)
  1225. struct CustomEffect
  1226. {
  1227. /// WoG AC format
  1228. ui32 effect;
  1229. ui32 stack;
  1230. template <typename Handler> void serialize(Handler &h, const int version)
  1231. {
  1232. h & effect & stack;
  1233. }
  1234. };
  1235. BattleSpellCast(){type = 3009; casterStack = -1;};
  1236. DLL_LINKAGE void applyGs(CGameState *gs);
  1237. void applyCl(CClient *cl);
  1238. si32 dmgToDisplay; //this amount will be displayed as amount of damage dealt by spell
  1239. ui8 side; //which hero did cast spell: 0 - attacker, 1 - defender
  1240. ui32 id; //id of spell
  1241. ui8 skill; //caster's skill level
  1242. ui8 manaGained; //mana channeling ability
  1243. BattleHex tile; //destination tile (may not be set in some global/mass spells
  1244. std::vector<CustomEffect> customEffects;
  1245. std::set<ui32> affectedCres; //ids of creatures affected by this spell, generally used if spell does not set any effect (like dispel or cure)
  1246. si32 casterStack;// -1 if not cated by creature, >=0 caster stack ID
  1247. bool castByHero; //if true - spell has been cast by hero, otherwise by a creature
  1248. template <typename Handler> void serialize(Handler &h, const int version)
  1249. {
  1250. h & dmgToDisplay & side & id & skill & manaGained & tile & customEffects & affectedCres & casterStack & castByHero;
  1251. }
  1252. };
  1253. struct SetStackEffect : public CPackForClient //3010
  1254. {
  1255. SetStackEffect(){type = 3010;};
  1256. DLL_LINKAGE void applyGs(CGameState *gs);
  1257. void applyCl(CClient *cl);
  1258. std::vector<ui32> stacks; //affected stacks (IDs)
  1259. std::vector<Bonus> effect; //bonuses to apply
  1260. std::vector<std::pair<ui32, Bonus> > uniqueBonuses; //bonuses per single stack
  1261. template <typename Handler> void serialize(Handler &h, const int version)
  1262. {
  1263. h & stacks & effect & uniqueBonuses;
  1264. }
  1265. };
  1266. struct StacksInjured : public CPackForClient //3011
  1267. {
  1268. StacksInjured(){type = 3011;}
  1269. DLL_LINKAGE void applyGs(CGameState *gs);
  1270. void applyCl(CClient *cl);
  1271. std::vector<BattleStackAttacked> stacks;
  1272. template <typename Handler> void serialize(Handler &h, const int version)
  1273. {
  1274. h & stacks;
  1275. }
  1276. };
  1277. struct BattleResultsApplied : public CPackForClient //3012
  1278. {
  1279. BattleResultsApplied(){type = 3012;}
  1280. PlayerColor player1, player2;
  1281. void applyCl(CClient *cl);
  1282. template <typename Handler> void serialize(Handler &h, const int version)
  1283. {
  1284. h & player1 & player2;
  1285. }
  1286. };
  1287. struct ObstaclesRemoved : public CPackForClient //3014
  1288. {
  1289. ObstaclesRemoved(){type = 3014;}
  1290. DLL_LINKAGE void applyGs(CGameState *gs);
  1291. void applyCl(CClient *cl);
  1292. std::set<si32> obstacles; //uniqueIDs of removed obstacles
  1293. template <typename Handler> void serialize(Handler &h, const int version)
  1294. {
  1295. h & obstacles;
  1296. }
  1297. };
  1298. struct ELF_VISIBILITY CatapultAttack : public CPackForClient //3015
  1299. {
  1300. struct AttackInfo
  1301. {
  1302. si16 destinationTile;
  1303. ui8 attackedPart;
  1304. ui8 damageDealt;
  1305. DLL_LINKAGE std::string toString() const;
  1306. template <typename Handler> void serialize(Handler &h, const int version)
  1307. {
  1308. h & destinationTile & attackedPart & damageDealt;
  1309. }
  1310. };
  1311. DLL_LINKAGE CatapultAttack();
  1312. DLL_LINKAGE ~CatapultAttack();
  1313. DLL_LINKAGE void applyGs(CGameState *gs);
  1314. void applyCl(CClient *cl);
  1315. DLL_LINKAGE std::string toString() const override;
  1316. std::vector< AttackInfo > attackedParts;
  1317. int attacker; //if -1, then a spell caused this
  1318. template <typename Handler> void serialize(Handler &h, const int version)
  1319. {
  1320. h & attackedParts & attacker;
  1321. }
  1322. };
  1323. DLL_LINKAGE std::ostream & operator<<(std::ostream & out, const CatapultAttack::AttackInfo & attackInfo);
  1324. struct BattleStacksRemoved : public CPackForClient //3016
  1325. {
  1326. BattleStacksRemoved(){type = 3016;}
  1327. DLL_LINKAGE void applyGs(CGameState *gs);
  1328. void applyFirstCl(CClient *cl);//inform client before stack objects are destroyed
  1329. std::set<ui32> stackIDs; //IDs of removed stacks
  1330. template <typename Handler> void serialize(Handler &h, const int version)
  1331. {
  1332. h & stackIDs;
  1333. }
  1334. };
  1335. struct BattleStackAdded : public CPackForClient //3017
  1336. {
  1337. BattleStackAdded(){type = 3017;};
  1338. DLL_LINKAGE void applyGs(CGameState *gs);
  1339. void applyCl(CClient *cl);
  1340. int attacker; // if true, stack belongs to attacker
  1341. CreatureID creID;
  1342. int amount;
  1343. int pos;
  1344. int summoned; //if true, remove it afterwards
  1345. ///Actual stack ID, set on apply, do not serialize
  1346. int newStackID;
  1347. template <typename Handler> void serialize(Handler &h, const int version)
  1348. {
  1349. h & attacker & creID & amount & pos & summoned;
  1350. }
  1351. };
  1352. struct BattleSetStackProperty : public CPackForClient //3018
  1353. {
  1354. BattleSetStackProperty(){type = 3018;};
  1355. enum BattleStackProperty {CASTS, ENCHANTER_COUNTER, UNBIND, CLONED, HAS_CLONE};
  1356. DLL_LINKAGE void applyGs(CGameState *gs);
  1357. int stackID;
  1358. BattleStackProperty which;
  1359. int val;
  1360. int absolute;
  1361. template <typename Handler> void serialize(Handler &h, const int version)
  1362. {
  1363. h & stackID & which & val & absolute;
  1364. }
  1365. };
  1366. struct BattleTriggerEffect : public CPackForClient //3019
  1367. { //activated at the beginning of turn
  1368. BattleTriggerEffect(){type = 3019;};
  1369. DLL_LINKAGE void applyGs(CGameState *gs); //effect
  1370. void applyCl(CClient *cl); //play animations & stuff
  1371. //enum BattleEffect {REGENERATION, MANA_DRAIN, FEAR, MANA_CHANNELING, ENCHANTER, UNBIND, POISON, ENCHANTED, SUMMONER};
  1372. int stackID;
  1373. int effect; //use enumBattleEffect or corresponding Bonus type for sanity?
  1374. int val;
  1375. int additionalInfo;
  1376. template <typename Handler> void serialize(Handler &h, const int version)
  1377. {
  1378. h & stackID & effect & val & additionalInfo;
  1379. }
  1380. };
  1381. struct BattleObstaclePlaced : public CPackForClient //3020
  1382. { //activated at the beginning of turn
  1383. BattleObstaclePlaced(){type = 3020;};
  1384. DLL_LINKAGE void applyGs(CGameState *gs); //effect
  1385. void applyCl(CClient *cl); //play animations & stuff
  1386. std::shared_ptr<CObstacleInstance> obstacle;
  1387. template <typename Handler> void serialize(Handler &h, const int version)
  1388. {
  1389. h & obstacle;
  1390. }
  1391. };
  1392. struct BattleUpdateGateState : public CPackForClient//3021
  1393. {
  1394. BattleUpdateGateState(){type = 3021;};
  1395. void applyFirstCl(CClient *cl);
  1396. DLL_LINKAGE void applyGs(CGameState *gs);
  1397. EGateState state;
  1398. template <typename Handler> void serialize(Handler &h, const int version)
  1399. {
  1400. h & state;
  1401. }
  1402. };
  1403. struct ShowInInfobox : public CPackForClient //107
  1404. {
  1405. ShowInInfobox(){type = 107;};
  1406. PlayerColor player;
  1407. Component c;
  1408. MetaString text;
  1409. void applyCl(CClient *cl);
  1410. template <typename Handler> void serialize(Handler &h, const int version)
  1411. {
  1412. h & player & c & text;
  1413. }
  1414. };
  1415. struct AdvmapSpellCast : public CPackForClient //108
  1416. {
  1417. AdvmapSpellCast(){type = 108;}
  1418. const CGHeroInstance * caster;
  1419. SpellID spellID;
  1420. void applyCl(CClient *cl);
  1421. template <typename Handler> void serialize(Handler &h, const int version)
  1422. {
  1423. h & caster & spellID;
  1424. }
  1425. };
  1426. struct ShowWorldViewEx : public CPackForClient //4000
  1427. {
  1428. PlayerColor player;
  1429. std::vector<ObjectPosInfo> objectPositions;
  1430. ShowWorldViewEx(){type = 4000;}
  1431. void applyCl(CClient *cl);
  1432. template <typename Handler> void serialize(Handler &h, const int version)
  1433. {
  1434. h & player & objectPositions;
  1435. }
  1436. };
  1437. /***********************************************************************************************************/
  1438. struct CommitPackage : public CPackForServer
  1439. {
  1440. bool freePack; //for local usage, DO NOT serialize
  1441. bool applyGh(CGameHandler *gh);
  1442. CPackForClient *packToCommit;
  1443. CommitPackage()
  1444. {
  1445. freePack = true;
  1446. }
  1447. ~CommitPackage()
  1448. {
  1449. if(freePack)
  1450. delete packToCommit;
  1451. }
  1452. template <typename Handler> void serialize(Handler &h, const int version)
  1453. {
  1454. h & packToCommit;
  1455. }
  1456. };
  1457. struct CloseServer : public CPackForServer
  1458. {
  1459. bool applyGh(CGameHandler *gh);
  1460. template <typename Handler> void serialize(Handler &h, const int version)
  1461. {}
  1462. };
  1463. struct EndTurn : public CPackForServer
  1464. {
  1465. bool applyGh(CGameHandler *gh);
  1466. template <typename Handler> void serialize(Handler &h, const int version)
  1467. {}
  1468. };
  1469. struct DismissHero : public CPackForServer
  1470. {
  1471. DismissHero(){};
  1472. DismissHero(ObjectInstanceID HID) : hid(HID) {};
  1473. ObjectInstanceID hid;
  1474. bool applyGh(CGameHandler *gh);
  1475. template <typename Handler> void serialize(Handler &h, const int version)
  1476. {
  1477. h & hid;
  1478. }
  1479. };
  1480. struct MoveHero : public CPackForServer
  1481. {
  1482. MoveHero(){};
  1483. MoveHero(const int3 &Dest, ObjectInstanceID HID, bool Transit) : dest(Dest), hid(HID), transit(Transit) {};
  1484. int3 dest;
  1485. ObjectInstanceID hid;
  1486. bool transit;
  1487. bool applyGh(CGameHandler *gh);
  1488. template <typename Handler> void serialize(Handler &h, const int version)
  1489. {
  1490. h & dest & hid & transit;
  1491. }
  1492. };
  1493. struct CastleTeleportHero : public CPackForServer
  1494. {
  1495. CastleTeleportHero(){};
  1496. CastleTeleportHero(const ObjectInstanceID HID, ObjectInstanceID Dest, ui8 Source ) : dest(Dest), hid(HID), source(Source){};
  1497. ObjectInstanceID dest;
  1498. ObjectInstanceID hid;
  1499. si8 source;//who give teleporting, 1=castle gate
  1500. bool applyGh(CGameHandler *gh);
  1501. template <typename Handler> void serialize(Handler &h, const int version)
  1502. {
  1503. h & dest & hid;
  1504. }
  1505. };
  1506. struct ArrangeStacks : public CPackForServer
  1507. {
  1508. ArrangeStacks(){};
  1509. ArrangeStacks(ui8 W, SlotID P1, SlotID P2, ObjectInstanceID ID1, ObjectInstanceID ID2, si32 VAL)
  1510. :what(W),p1(P1),p2(P2),id1(ID1),id2(ID2),val(VAL) {};
  1511. ui8 what; //1 - swap; 2 - merge; 3 - split
  1512. SlotID p1, p2; //positions of first and second stack
  1513. ObjectInstanceID id1, id2; //ids of objects with garrison
  1514. si32 val;
  1515. bool applyGh(CGameHandler *gh);
  1516. template <typename Handler> void serialize(Handler &h, const int version)
  1517. {
  1518. h & what & p1 & p2 & id1 & id2 & val;
  1519. }
  1520. };
  1521. struct DisbandCreature : public CPackForServer
  1522. {
  1523. DisbandCreature(){};
  1524. DisbandCreature(SlotID Pos, ObjectInstanceID ID):pos(Pos),id(ID){};
  1525. SlotID pos; //stack pos
  1526. ObjectInstanceID id; //object id
  1527. bool applyGh(CGameHandler *gh);
  1528. template <typename Handler> void serialize(Handler &h, const int version)
  1529. {
  1530. h & pos & id;
  1531. }
  1532. };
  1533. struct BuildStructure : public CPackForServer
  1534. {
  1535. BuildStructure(){};
  1536. BuildStructure(ObjectInstanceID TID, BuildingID BID):tid(TID), bid(BID){};
  1537. ObjectInstanceID tid; //town id
  1538. BuildingID bid; //structure id
  1539. bool applyGh(CGameHandler *gh);
  1540. template <typename Handler> void serialize(Handler &h, const int version)
  1541. {
  1542. h & tid & bid;
  1543. }
  1544. };
  1545. struct RazeStructure : public BuildStructure
  1546. {
  1547. RazeStructure(){};
  1548. //RazeStructure(si32 TID, si32 BID):bid(BID),tid(TID){};
  1549. bool applyGh(CGameHandler *gh);
  1550. };
  1551. struct RecruitCreatures : public CPackForServer
  1552. {
  1553. RecruitCreatures(){};
  1554. RecruitCreatures(ObjectInstanceID TID, ObjectInstanceID DST, CreatureID CRID, si32 Amount, si32 Level):
  1555. tid(TID), dst(DST), crid(CRID), amount(Amount), level(Level){};
  1556. ObjectInstanceID tid; //dwelling id, or town
  1557. ObjectInstanceID dst; //destination ID, e.g. hero
  1558. CreatureID crid;
  1559. ui32 amount;//creature amount
  1560. si32 level;//dwelling level to buy from, -1 if any
  1561. bool applyGh(CGameHandler *gh);
  1562. template <typename Handler> void serialize(Handler &h, const int version)
  1563. {
  1564. h & tid & dst & crid & amount & level;
  1565. }
  1566. };
  1567. struct UpgradeCreature : public CPackForServer
  1568. {
  1569. UpgradeCreature(){};
  1570. UpgradeCreature(SlotID Pos, ObjectInstanceID ID, CreatureID CRID):pos(Pos),id(ID), cid(CRID){};
  1571. SlotID pos; //stack pos
  1572. ObjectInstanceID id; //object id
  1573. CreatureID cid; //id of type to which we want make upgrade
  1574. bool applyGh(CGameHandler *gh);
  1575. template <typename Handler> void serialize(Handler &h, const int version)
  1576. {
  1577. h & pos & id & cid;
  1578. }
  1579. };
  1580. struct GarrisonHeroSwap : public CPackForServer
  1581. {
  1582. GarrisonHeroSwap(){};
  1583. GarrisonHeroSwap(ObjectInstanceID TID):tid(TID){};
  1584. ObjectInstanceID tid;
  1585. bool applyGh(CGameHandler *gh);
  1586. template <typename Handler> void serialize(Handler &h, const int version)
  1587. {
  1588. h & tid;
  1589. }
  1590. };
  1591. struct ExchangeArtifacts : public CPackForServer
  1592. //TODO: allow exchange between heroes, stacks and commanders
  1593. {
  1594. ArtifactLocation src, dst;
  1595. ExchangeArtifacts(){};
  1596. bool applyGh(CGameHandler *gh);
  1597. template <typename Handler> void serialize(Handler &h, const int version)
  1598. {
  1599. h & src & dst;
  1600. }
  1601. };
  1602. struct AssembleArtifacts : public CPackForServer
  1603. {
  1604. AssembleArtifacts(){};
  1605. AssembleArtifacts(ObjectInstanceID _heroID, ArtifactPosition _artifactSlot, bool _assemble, ArtifactID _assembleTo)
  1606. : heroID(_heroID), artifactSlot(_artifactSlot), assemble(_assemble), assembleTo(_assembleTo){};
  1607. ObjectInstanceID heroID;
  1608. ArtifactPosition artifactSlot;
  1609. bool assemble; // True to assemble artifact, false to disassemble.
  1610. ArtifactID assembleTo; // Artifact to assemble into.
  1611. bool applyGh(CGameHandler *gh);
  1612. template <typename Handler> void serialize(Handler &h, const int version)
  1613. {
  1614. h & heroID & artifactSlot & assemble & assembleTo;
  1615. }
  1616. };
  1617. struct BuyArtifact : public CPackForServer
  1618. {
  1619. BuyArtifact(){};
  1620. BuyArtifact(ObjectInstanceID HID, ArtifactID AID):hid(HID),aid(AID){};
  1621. ObjectInstanceID hid;
  1622. ArtifactID aid;
  1623. bool applyGh(CGameHandler *gh);
  1624. template <typename Handler> void serialize(Handler &h, const int version)
  1625. {
  1626. h & hid & aid;
  1627. }
  1628. };
  1629. struct TradeOnMarketplace : public CPackForServer
  1630. {
  1631. TradeOnMarketplace(){};
  1632. const CGObjectInstance *market;
  1633. const CGHeroInstance *hero; //needed when trading artifacts / creatures
  1634. EMarketMode::EMarketMode mode;
  1635. ui32 r1, r2; //mode 0: r1 - sold resource, r2 - bought res (exception: when sacrificing art r1 is art id [todo: make r2 preferred slot?]
  1636. ui32 val; //units of sold resource
  1637. bool applyGh(CGameHandler *gh);
  1638. template <typename Handler> void serialize(Handler &h, const int version)
  1639. {
  1640. h & market & hero & mode & r1 & r2 & val;
  1641. }
  1642. };
  1643. struct SetFormation : public CPackForServer
  1644. {
  1645. SetFormation(){};
  1646. SetFormation(ObjectInstanceID HID, ui8 Formation):hid(HID),formation(Formation){};
  1647. ObjectInstanceID hid;
  1648. ui8 formation;
  1649. bool applyGh(CGameHandler *gh);
  1650. template <typename Handler> void serialize(Handler &h, const int version)
  1651. {
  1652. h & hid & formation;
  1653. }
  1654. };
  1655. struct HireHero : public CPackForServer
  1656. {
  1657. HireHero(){};
  1658. HireHero(si32 HID, ObjectInstanceID TID):hid(HID),tid(TID){};
  1659. si32 hid; //available hero serial
  1660. ObjectInstanceID tid; //town (tavern) id
  1661. PlayerColor player;
  1662. bool applyGh(CGameHandler *gh);
  1663. template <typename Handler> void serialize(Handler &h, const int version)
  1664. {
  1665. h & hid & tid & player;
  1666. }
  1667. };
  1668. struct BuildBoat : public CPackForServer
  1669. {
  1670. BuildBoat(){};
  1671. ObjectInstanceID objid; //where player wants to buy a boat
  1672. bool applyGh(CGameHandler *gh);
  1673. template <typename Handler> void serialize(Handler &h, const int version)
  1674. {
  1675. h & objid;
  1676. }
  1677. };
  1678. struct QueryReply : public CPackForServer
  1679. {
  1680. QueryReply(){type = 6000;};
  1681. QueryReply(QueryID QID, ui32 Answer):qid(QID),answer(Answer){type = 6000;};
  1682. QueryID qid;
  1683. ui32 answer; //hero and artifact id
  1684. PlayerColor player;
  1685. bool applyGh(CGameHandler *gh);
  1686. template <typename Handler> void serialize(Handler &h, const int version)
  1687. {
  1688. h & qid & answer & player;
  1689. }
  1690. };
  1691. struct MakeAction : public CPackForServer
  1692. {
  1693. MakeAction(){};
  1694. MakeAction(const BattleAction &BA):ba(BA){};
  1695. BattleAction ba;
  1696. bool applyGh(CGameHandler *gh);
  1697. template <typename Handler> void serialize(Handler &h, const int version)
  1698. {
  1699. h & ba;
  1700. }
  1701. };
  1702. struct MakeCustomAction : public CPackForServer
  1703. {
  1704. MakeCustomAction(){};
  1705. MakeCustomAction(const BattleAction &BA):ba(BA){};
  1706. BattleAction ba;
  1707. bool applyGh(CGameHandler *gh);
  1708. template <typename Handler> void serialize(Handler &h, const int version)
  1709. {
  1710. h & ba;
  1711. }
  1712. };
  1713. struct DigWithHero : public CPackForServer
  1714. {
  1715. DigWithHero(){}
  1716. ObjectInstanceID id; //digging hero id
  1717. bool applyGh(CGameHandler *gh);
  1718. template <typename Handler> void serialize(Handler &h, const int version)
  1719. {
  1720. h & id;
  1721. }
  1722. };
  1723. struct CastAdvSpell : public CPackForServer
  1724. {
  1725. CastAdvSpell(){}
  1726. ObjectInstanceID hid; //hero id
  1727. SpellID sid; //spell id
  1728. int3 pos; //selected tile (not always used)
  1729. bool applyGh(CGameHandler *gh);
  1730. template <typename Handler> void serialize(Handler &h, const int version)
  1731. {
  1732. h & hid & sid & pos;
  1733. }
  1734. };
  1735. /***********************************************************************************************************/
  1736. struct SaveGame : public CPackForClient, public CPackForServer
  1737. {
  1738. SaveGame(){};
  1739. SaveGame(const std::string &Fname) :fname(Fname){};
  1740. std::string fname;
  1741. void applyCl(CClient *cl);
  1742. void applyGs(CGameState *gs){};
  1743. bool applyGh(CGameHandler *gh);
  1744. template <typename Handler> void serialize(Handler &h, const int version)
  1745. {
  1746. h & fname;
  1747. }
  1748. };
  1749. struct PlayerMessage : public CPackForClient, public CPackForServer //513
  1750. {
  1751. PlayerMessage(){CPackForClient::type = 513;};
  1752. PlayerMessage(PlayerColor Player, const std::string &Text, ObjectInstanceID obj)
  1753. :player(Player),text(Text), currObj(obj)
  1754. {CPackForClient::type = 513;};
  1755. void applyCl(CClient *cl);
  1756. void applyGs(CGameState *gs){};
  1757. bool applyGh(CGameHandler *gh);
  1758. PlayerColor player;
  1759. std::string text;
  1760. ObjectInstanceID currObj; // optional parameter that specifies current object. For cheats :)
  1761. template <typename Handler> void serialize(Handler &h, const int version)
  1762. {
  1763. h & text & player & currObj;
  1764. }
  1765. };
  1766. struct CenterView : public CPackForClient//515
  1767. {
  1768. CenterView(){CPackForClient::type = 515;};
  1769. void applyCl(CClient *cl);
  1770. PlayerColor player;
  1771. int3 pos;
  1772. ui32 focusTime; //ms
  1773. template <typename Handler> void serialize(Handler &h, const int version)
  1774. {
  1775. h & pos & player & focusTime;
  1776. }
  1777. };
  1778. /***********************************************************************************************************/
  1779. struct CPackForSelectionScreen : public CPack
  1780. {
  1781. void apply(CSelectionScreen *selScreen){}; //that functions are implemented in CPreGame.cpp
  1782. };
  1783. class CPregamePackToPropagate : public CPackForSelectionScreen
  1784. {};
  1785. class CPregamePackToHost : public CPackForSelectionScreen
  1786. {};
  1787. struct ChatMessage : public CPregamePackToPropagate
  1788. {
  1789. std::string playerName, message;
  1790. void apply(CSelectionScreen *selScreen);
  1791. template <typename Handler> void serialize(Handler &h, const int version)
  1792. {
  1793. h & playerName & message;
  1794. }
  1795. };
  1796. struct QuitMenuWithoutStarting : public CPregamePackToPropagate
  1797. {
  1798. void apply(CSelectionScreen *selScreen); //that functions are implemented in CPreGame.cpp
  1799. template <typename Handler> void serialize(Handler &h, const int version)
  1800. {}
  1801. };
  1802. struct PlayerJoined : public CPregamePackToHost
  1803. {
  1804. std::string playerName;
  1805. ui8 connectionID;
  1806. void apply(CSelectionScreen *selScreen); //that functions are implemented in CPreGame.cpp
  1807. template <typename Handler> void serialize(Handler &h, const int version)
  1808. {
  1809. h & playerName & connectionID;
  1810. }
  1811. };
  1812. struct ELF_VISIBILITY SelectMap : public CPregamePackToPropagate
  1813. {
  1814. const CMapInfo *mapInfo;
  1815. bool free;//local flag, do not serialize
  1816. DLL_LINKAGE SelectMap(const CMapInfo &src);
  1817. DLL_LINKAGE SelectMap();
  1818. DLL_LINKAGE ~SelectMap();
  1819. void apply(CSelectionScreen *selScreen); //that functions are implemented in CPreGame.cpp
  1820. template <typename Handler> void serialize(Handler &h, const int version)
  1821. {
  1822. h & mapInfo;
  1823. }
  1824. };
  1825. struct ELF_VISIBILITY UpdateStartOptions : public CPregamePackToPropagate
  1826. {
  1827. StartInfo *options;
  1828. bool free;//local flag, do not serialize
  1829. void apply(CSelectionScreen *selScreen); //that functions are implemented in CPreGame.cpp
  1830. DLL_LINKAGE UpdateStartOptions(StartInfo &src);
  1831. DLL_LINKAGE UpdateStartOptions();
  1832. DLL_LINKAGE ~UpdateStartOptions();
  1833. template <typename Handler> void serialize(Handler &h, const int version)
  1834. {
  1835. h & options;
  1836. }
  1837. };
  1838. struct PregameGuiAction : public CPregamePackToPropagate
  1839. {
  1840. enum {NO_TAB, OPEN_OPTIONS, OPEN_SCENARIO_LIST, OPEN_RANDOM_MAP_OPTIONS}
  1841. action;
  1842. void apply(CSelectionScreen *selScreen); //that functions are implemented in CPreGame.cpp
  1843. template <typename Handler> void serialize(Handler &h, const int version)
  1844. {
  1845. h & action;
  1846. }
  1847. };
  1848. struct RequestOptionsChange : public CPregamePackToHost
  1849. {
  1850. enum EWhat {TOWN, HERO, BONUS};
  1851. ui8 what;
  1852. si8 direction; //-1 or +1
  1853. ui8 playerID;
  1854. RequestOptionsChange(ui8 What, si8 Dir, ui8 Player)
  1855. :what(What), direction(Dir), playerID(Player)
  1856. {}
  1857. RequestOptionsChange(){}
  1858. void apply(CSelectionScreen *selScreen); //that functions are implemented in CPreGame.cpp
  1859. template <typename Handler> void serialize(Handler &h, const int version)
  1860. {
  1861. h & what & direction & playerID;
  1862. }
  1863. };
  1864. struct PlayerLeft : public CPregamePackToPropagate
  1865. {
  1866. ui8 playerID;
  1867. void apply(CSelectionScreen *selScreen); //that functions are implemented in CPreGame.cpp
  1868. template <typename Handler> void serialize(Handler &h, const int version)
  1869. {
  1870. h & playerID;
  1871. }
  1872. };
  1873. struct PlayersNames : public CPregamePackToPropagate
  1874. {
  1875. public:
  1876. std::map<ui8, std::string> playerNames;
  1877. void apply(CSelectionScreen *selScreen); //that functions are implemented in CPreGame.cpp
  1878. template <typename Handler> void serialize(Handler &h, const int version)
  1879. {
  1880. h & playerNames;
  1881. }
  1882. };
  1883. struct StartWithCurrentSettings : public CPregamePackToPropagate
  1884. {
  1885. public:
  1886. void apply(CSelectionScreen *selScreen); //that functions are implemented in CPreGame.cpp
  1887. template <typename Handler> void serialize(Handler &h, const int version)
  1888. {
  1889. //h & playerNames;
  1890. }
  1891. };