| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808809810811812813814815816817818819820821822823824825826827828829830831832833834835836837838839840841842843844845846847848849850851852853854855856857858859860861862863864865866867868869870871872873874875876877878879880881882883884885886887888889890891892893894895896897898899900901902903904905906907908909910911912913914915916917918919920921922923924925926927928929930931932933934935936937938939940941942943944945946947948949950951952953954955956957958959960961962963964965966967968969970971972973974975976977978979980981982983984985986987988989990991992993994995996997998999100010011002100310041005100610071008100910101011101210131014101510161017101810191020102110221023102410251026102710281029103010311032103310341035103610371038103910401041104210431044104510461047104810491050105110521053105410551056105710581059106010611062106310641065106610671068106910701071107210731074107510761077107810791080108110821083108410851086108710881089109010911092109310941095109610971098109911001101110211031104110511061107110811091110111111121113111411151116111711181119112011211122112311241125112611271128112911301131113211331134113511361137113811391140114111421143114411451146114711481149115011511152115311541155115611571158115911601161116211631164116511661167116811691170117111721173117411751176117711781179118011811182118311841185118611871188118911901191119211931194119511961197119811991200120112021203120412051206120712081209121012111212121312141215121612171218121912201221122212231224122512261227122812291230123112321233123412351236123712381239124012411242124312441245124612471248124912501251125212531254125512561257125812591260126112621263126412651266126712681269127012711272127312741275127612771278127912801281128212831284128512861287128812891290129112921293129412951296129712981299130013011302130313041305130613071308130913101311131213131314131513161317131813191320132113221323132413251326132713281329133013311332133313341335133613371338133913401341134213431344134513461347134813491350135113521353135413551356135713581359136013611362136313641365136613671368136913701371137213731374137513761377137813791380138113821383138413851386138713881389139013911392139313941395139613971398139914001401140214031404140514061407140814091410141114121413141414151416141714181419142014211422142314241425142614271428142914301431143214331434143514361437143814391440144114421443144414451446144714481449145014511452145314541455145614571458145914601461146214631464146514661467146814691470147114721473147414751476147714781479148014811482148314841485148614871488148914901491149214931494149514961497149814991500150115021503150415051506150715081509151015111512151315141515151615171518151915201521152215231524152515261527152815291530153115321533153415351536153715381539154015411542154315441545154615471548154915501551155215531554155515561557155815591560156115621563156415651566156715681569157015711572157315741575157615771578157915801581158215831584158515861587158815891590159115921593159415951596159715981599160016011602160316041605160616071608160916101611161216131614161516161617161816191620162116221623162416251626162716281629163016311632163316341635163616371638163916401641164216431644164516461647164816491650165116521653165416551656165716581659166016611662166316641665166616671668166916701671167216731674167516761677167816791680168116821683168416851686168716881689169016911692169316941695169616971698169917001701170217031704170517061707170817091710171117121713171417151716171717181719172017211722172317241725172617271728172917301731173217331734173517361737173817391740174117421743174417451746174717481749175017511752175317541755175617571758175917601761176217631764176517661767176817691770177117721773177417751776177717781779178017811782178317841785178617871788178917901791179217931794179517961797179817991800180118021803180418051806180718081809181018111812181318141815181618171818181918201821182218231824182518261827182818291830183118321833183418351836183718381839184018411842184318441845184618471848184918501851185218531854185518561857185818591860186118621863186418651866186718681869187018711872187318741875187618771878187918801881188218831884188518861887188818891890189118921893189418951896189718981899190019011902190319041905190619071908190919101911191219131914191519161917191819191920192119221923192419251926192719281929193019311932193319341935193619371938193919401941194219431944194519461947194819491950195119521953195419551956195719581959196019611962196319641965196619671968196919701971197219731974197519761977197819791980198119821983198419851986198719881989199019911992199319941995199619971998199920002001200220032004200520062007200820092010201120122013201420152016201720182019202020212022202320242025202620272028202920302031203220332034203520362037203820392040204120422043204420452046204720482049205020512052205320542055205620572058205920602061206220632064206520662067206820692070207120722073207420752076207720782079208020812082208320842085208620872088208920902091209220932094209520962097209820992100210121022103210421052106210721082109211021112112211321142115211621172118211921202121212221232124212521262127212821292130213121322133213421352136213721382139214021412142214321442145214621472148214921502151215221532154215521562157215821592160216121622163216421652166216721682169217021712172217321742175217621772178217921802181218221832184218521862187218821892190219121922193219421952196219721982199220022012202220322042205220622072208220922102211221222132214221522162217221822192220222122222223222422252226222722282229223022312232223322342235223622372238223922402241224222432244224522462247224822492250225122522253225422552256225722582259226022612262226322642265226622672268226922702271227222732274227522762277227822792280228122822283228422852286228722882289229022912292229322942295229622972298229923002301230223032304230523062307230823092310231123122313231423152316231723182319232023212322232323242325232623272328232923302331233223332334233523362337233823392340234123422343234423452346234723482349235023512352235323542355235623572358235923602361236223632364236523662367236823692370237123722373237423752376237723782379238023812382238323842385238623872388238923902391239223932394239523962397239823992400240124022403240424052406240724082409241024112412241324142415241624172418241924202421242224232424242524262427242824292430243124322433243424352436243724382439244024412442244324442445244624472448244924502451245224532454245524562457245824592460246124622463246424652466246724682469247024712472247324742475 |
- /*
- * NetPacks.h, part of VCMI engine
- *
- * Authors: listed in file AUTHORS in main folder
- *
- * License: GNU General Public License v2.0 or later
- * Full text of license available in license.txt file, in main folder
- *
- */
- #pragma once
- #include "NetPacksBase.h"
- #include "battle/BattleAction.h"
- #include "mapObjects/CGHeroInstance.h"
- #include "ConstTransitivePtr.h"
- #include "int3.h"
- #include "ResourceSet.h"
- #include "CGameStateFwd.h"
- #include "mapping/CMapDefines.h"
- #include "battle/CObstacleInstance.h"
- #include "spells/ViewSpellInt.h"
- class CClient;
- class CGameHandler;
- VCMI_LIB_NAMESPACE_BEGIN
- class CGameState;
- class CArtifact;
- class CGObjectInstance;
- class CArtifactInstance;
- struct StackLocation;
- struct ArtSlotInfo;
- struct QuestInfo;
- class IBattleState;
- struct Query : public CPackForClient
- {
- QueryID queryID; // equals to -1 if it is not an actual query (and should not be answered)
- Query()
- {
- }
- };
- struct StackLocation
- {
- ConstTransitivePtr<CArmedInstance> army;
- SlotID slot;
- StackLocation()
- {}
- StackLocation(const CArmedInstance *Army, SlotID Slot):
- army(const_cast<CArmedInstance*>(Army)), //we are allowed here to const cast -> change will go through one of our packages... do not abuse!
- slot(Slot)
- {
- }
- DLL_LINKAGE const CStackInstance *getStack();
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & army;
- h & slot;
- }
- };
- /***********************************************************************************************************/
- struct PackageApplied : public CPackForClient
- {
- PackageApplied()
- : result(0), packType(0),requestID(0)
- {}
- PackageApplied(ui8 Result)
- : result(Result), packType(0), requestID(0)
- {}
- void applyCl(CClient *cl);
- ui8 result; //0 - something went wrong, request hasn't been realized; 1 - OK
- ui32 packType; //type id of applied package
- ui32 requestID; //an ID given by client to the request that was applied
- PlayerColor player;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & result;
- h & packType;
- h & requestID;
- h & player;
- }
- };
- struct SystemMessage : public CPackForClient
- {
- SystemMessage(const std::string & Text) : text(Text){}
- SystemMessage(){}
- void applyCl(CClient *cl);
- std::string text;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & text;
- }
- };
- struct PlayerBlocked : public CPackForClient
- {
- PlayerBlocked() : reason(UPCOMING_BATTLE), startOrEnd(BLOCKADE_STARTED) {}
- void applyCl(CClient *cl);
- enum EReason { UPCOMING_BATTLE, ONGOING_MOVEMENT };
- enum EMode { BLOCKADE_STARTED, BLOCKADE_ENDED };
- EReason reason;
- EMode startOrEnd;
- PlayerColor player;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & reason;
- h & startOrEnd;
- h & player;
- }
- };
- struct PlayerCheated : public CPackForClient
- {
- PlayerCheated() : losingCheatCode(false), winningCheatCode(false) {}
- DLL_LINKAGE void applyGs(CGameState *gs);
- PlayerColor player;
- bool losingCheatCode;
- bool winningCheatCode;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & player;
- h & losingCheatCode;
- h & winningCheatCode;
- }
- };
- struct YourTurn : public CPackForClient
- {
- YourTurn(){}
- void applyCl(CClient *cl);
- DLL_LINKAGE void applyGs(CGameState *gs);
- PlayerColor player;
- boost::optional<ui8> daysWithoutCastle;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & player;
- h & daysWithoutCastle;
- }
- };
- struct EntitiesChanged: public CPackForClient
- {
- std::vector<EntityChanges> changes;
- EntitiesChanged(){};
- void applyCl(CClient * cl);
- DLL_LINKAGE void applyGs(CGameState * gs);
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & changes;
- }
- };
- struct SetResources : public CPackForClient
- {
- SetResources():abs(true){};
- void applyCl(CClient *cl);
- DLL_LINKAGE void applyGs(CGameState *gs);
- bool abs; //false - changes by value; 1 - sets to value
- PlayerColor player;
- TResources res; //res[resid] => res amount
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & abs;
- h & player;
- h & res;
- }
- };
- struct SetPrimSkill : public CPackForClient
- {
- SetPrimSkill()
- : abs(0), which(PrimarySkill::ATTACK), val(0)
- {}
- void applyCl(CClient *cl);
- DLL_LINKAGE void applyGs(CGameState *gs);
- ui8 abs; //0 - changes by value; 1 - sets to value
- ObjectInstanceID id;
- PrimarySkill::PrimarySkill which;
- si64 val;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & abs;
- h & id;
- h & which;
- h & val;
- }
- };
- struct SetSecSkill : public CPackForClient
- {
- SetSecSkill()
- : abs(0), val(0)
- {}
- void applyCl(CClient *cl);
- DLL_LINKAGE void applyGs(CGameState *gs);
- ui8 abs; //0 - changes by value; 1 - sets to value
- ObjectInstanceID id;
- SecondarySkill which;
- ui16 val;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & abs;
- h & id;
- h & which;
- h & val;
- }
- };
- struct HeroVisitCastle : public CPackForClient
- {
- HeroVisitCastle(){flags=0;};
- void applyCl(CClient *cl);
- DLL_LINKAGE void applyGs(CGameState *gs);
- ui8 flags; //1 - start
- ObjectInstanceID tid, hid;
- bool start() //if hero is entering castle (if false - leaving)
- {
- return flags & 1;
- }
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & flags;
- h & tid;
- h & hid;
- }
- };
- struct ChangeSpells : public CPackForClient
- {
- ChangeSpells():learn(1){}
- void applyCl(CClient *cl);
- DLL_LINKAGE void applyGs(CGameState *gs);
- ui8 learn; //1 - gives spell, 0 - takes
- ObjectInstanceID hid;
- std::set<SpellID> spells;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & learn;
- h & hid;
- h & spells;
- }
- };
- struct SetMana : public CPackForClient
- {
- SetMana(){val = 0; absolute=true;}
- void applyCl(CClient *cl);
- DLL_LINKAGE void applyGs(CGameState *gs);
- ObjectInstanceID hid;
- si32 val;
- bool absolute;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & val;
- h & hid;
- h & absolute;
- }
- };
- struct SetMovePoints : public CPackForClient
- {
- SetMovePoints(){val = 0; absolute=true;}
- void applyCl(CClient *cl);
- DLL_LINKAGE void applyGs(CGameState *gs);
- ObjectInstanceID hid;
- si32 val;
- bool absolute;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & val;
- h & hid;
- h & absolute;
- }
- };
- struct FoWChange : public CPackForClient
- {
- FoWChange(){mode = 0; waitForDialogs = false;}
- void applyCl(CClient *cl);
- DLL_LINKAGE void applyGs(CGameState *gs);
- std::unordered_set<int3, struct ShashInt3 > tiles;
- PlayerColor player;
- ui8 mode; //mode==0 - hide, mode==1 - reveal
- bool waitForDialogs;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & tiles;
- h & player;
- h & mode;
- h & waitForDialogs;
- }
- };
- struct SetAvailableHeroes : public CPackForClient
- {
- SetAvailableHeroes()
- {
- for (int i = 0; i < GameConstants::AVAILABLE_HEROES_PER_PLAYER; i++)
- army[i].clear();
- }
- void applyCl(CClient *cl);
- DLL_LINKAGE void applyGs(CGameState *gs);
- PlayerColor player;
- si32 hid[GameConstants::AVAILABLE_HEROES_PER_PLAYER]; //-1 if no hero
- CSimpleArmy army[GameConstants::AVAILABLE_HEROES_PER_PLAYER];
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & player;
- h & hid;
- h & army;
- }
- };
- struct GiveBonus : public CPackForClient
- {
- GiveBonus(ui8 Who = 0)
- {
- who = Who;
- id = 0;
- }
- void applyCl(CClient *cl);
- DLL_LINKAGE void applyGs(CGameState *gs);
- enum {HERO, PLAYER, TOWN};
- ui8 who; //who receives bonus, uses enum above
- si32 id; //hero. town or player id - whoever receives it
- Bonus bonus;
- MetaString bdescr;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & bonus;
- h & id;
- h & bdescr;
- h & who;
- assert( id != -1);
- }
- };
- struct ChangeObjPos : public CPackForClient
- {
- ChangeObjPos()
- {
- flags = 0;
- }
- void applyFirstCl(CClient *cl);
- void applyCl(CClient *cl);
- DLL_LINKAGE void applyGs(CGameState *gs);
- ObjectInstanceID objid;
- int3 nPos;
- ui8 flags; //bit flags: 1 - redraw
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & objid;
- h & nPos;
- h & flags;
- }
- };
- struct PlayerEndsGame : public CPackForClient
- {
- PlayerEndsGame()
- {
- }
- void applyCl(CClient *cl);
- DLL_LINKAGE void applyGs(CGameState *gs);
- PlayerColor player;
- EVictoryLossCheckResult victoryLossCheckResult;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & player;
- h & victoryLossCheckResult;
- }
- };
- struct PlayerReinitInterface : public CPackForClient
- {
- void applyCl(CClient * cl);
- DLL_LINKAGE void applyGs(CGameState *gs);
-
- std::vector<PlayerColor> players;
- ui8 playerConnectionId; //PLAYER_AI for AI player
-
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & players;
- h & playerConnectionId;
- }
- };
- struct RemoveBonus : public CPackForClient
- {
- RemoveBonus(ui8 Who = 0)
- {
- who = Who;
- whoID = 0;
- source = 0;
- id = 0;
- }
- void applyCl(CClient *cl);
- DLL_LINKAGE void applyGs(CGameState *gs);
- enum {HERO, PLAYER, TOWN};
- ui8 who; //who receives bonus, uses enum above
- ui32 whoID; //hero, town or player id - whoever loses bonus
- //vars to identify bonus: its source
- ui8 source;
- ui32 id; //source id
- //used locally: copy of removed bonus
- Bonus bonus;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & source;
- h & id;
- h & who;
- h & whoID;
- }
- };
- struct SetCommanderProperty : public CPackForClient
- {
- enum ECommanderProperty {ALIVE, BONUS, SECONDARY_SKILL, EXPERIENCE, SPECIAL_SKILL};
- SetCommanderProperty()
- :which(ALIVE), amount(0), additionalInfo(0)
- {}
- void applyCl(CClient *cl){};
- DLL_LINKAGE void applyGs(CGameState *gs);
- ObjectInstanceID heroid;
- ECommanderProperty which;
- TExpType amount; //0 for dead, >0 for alive
- si32 additionalInfo; //for secondary skills choice
- Bonus accumulatedBonus;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & heroid;
- h & which;
- h & amount;
- h & additionalInfo;
- h & accumulatedBonus;
- }
- };
- struct AddQuest : public CPackForClient
- {
- AddQuest(){};
- void applyCl(CClient *cl){};
- DLL_LINKAGE void applyGs(CGameState *gs);
- PlayerColor player;
- QuestInfo quest;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & player;
- h & quest;
- }
- };
- struct UpdateArtHandlerLists : public CPackForClient
- {
- UpdateArtHandlerLists(){}
- std::vector<CArtifact*> treasures, minors, majors, relics;
- DLL_LINKAGE void applyGs(CGameState *gs);
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & treasures;
- h & minors;
- h & majors;
- h & relics;
- }
- };
- struct UpdateMapEvents : public CPackForClient
- {
- UpdateMapEvents(){}
- std::list<CMapEvent> events;
- DLL_LINKAGE void applyGs(CGameState *gs);
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & events;
- }
- };
- struct UpdateCastleEvents : public CPackForClient
- {
- UpdateCastleEvents(){}
- ObjectInstanceID town;
- std::list<CCastleEvent> events;
- DLL_LINKAGE void applyGs(CGameState *gs);
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & town;
- h & events;
- }
- };
- struct ChangeFormation : public CPackForClient
- {
- ChangeFormation():formation(0){}
- ObjectInstanceID hid;
- ui8 formation;
- DLL_LINKAGE void applyGs(CGameState *gs);
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & hid;
- h & formation;
- }
- };
- struct RemoveObject : public CPackForClient
- {
- RemoveObject(){}
- RemoveObject(ObjectInstanceID ID){id = ID;};
- void applyFirstCl(CClient *cl);
- void applyCl(CClient *cl);
- DLL_LINKAGE void applyGs(CGameState *gs);
- ObjectInstanceID id;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & id;
- }
- };
- struct TryMoveHero : public CPackForClient
- {
- TryMoveHero()
- : movePoints(0), result(FAILED), humanKnows(false)
- {}
- void applyFirstCl(CClient *cl);
- void applyCl(CClient *cl);
- void applyGs(CGameState *gs);
- enum EResult
- {
- FAILED, SUCCESS, TELEPORTATION, RESERVED___, BLOCKING_VISIT, EMBARK, DISEMBARK
- };
- ObjectInstanceID id;
- ui32 movePoints;
- EResult result; //uses EResult
- int3 start, end; //h3m format
- std::unordered_set<int3, ShashInt3> fowRevealed; //revealed tiles
- boost::optional<int3> attackedFrom; // Set when stepping into endangered tile.
- bool humanKnows; //used locally during applying to client
- bool stopMovement() const;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & id;
- h & result;
- h & start;
- h & end;
- h & movePoints;
- h & fowRevealed;
- h & attackedFrom;
- }
- };
- struct NewStructures : public CPackForClient
- {
- NewStructures():builded(0){}
- void applyCl(CClient *cl);
- DLL_LINKAGE void applyGs(CGameState *gs);
- ObjectInstanceID tid;
- std::set<BuildingID> bid;
- si16 builded;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & tid;
- h & bid;
- h & builded;
- }
- };
- struct RazeStructures : public CPackForClient
- {
- RazeStructures():destroyed(0){}
- void applyCl (CClient *cl);
- DLL_LINKAGE void applyGs(CGameState *gs);
- ObjectInstanceID tid;
- std::set<BuildingID> bid;
- si16 destroyed;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & tid;
- h & bid;
- h & destroyed;
- }
- };
- struct SetAvailableCreatures : public CPackForClient
- {
- SetAvailableCreatures(){}
- void applyCl(CClient *cl);
- DLL_LINKAGE void applyGs(CGameState *gs);
- ObjectInstanceID tid;
- std::vector<std::pair<ui32, std::vector<CreatureID> > > creatures;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & tid;
- h & creatures;
- }
- };
- struct SetHeroesInTown : public CPackForClient
- {
- SetHeroesInTown(){}
- void applyCl(CClient *cl);
- DLL_LINKAGE void applyGs(CGameState *gs);
- ObjectInstanceID tid, visiting, garrison; //id of town, visiting hero, hero in garrison
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & tid;
- h & visiting;
- h & garrison;
- }
- };
- struct HeroRecruited : public CPackForClient
- {
- HeroRecruited():hid(-1){}
- void applyCl(CClient *cl);
- DLL_LINKAGE void applyGs(CGameState *gs);
- si32 hid;//subID of hero
- ObjectInstanceID tid;
- int3 tile;
- PlayerColor player;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & hid;
- h & tid;
- h & tile;
- h & player;
- }
- };
- struct GiveHero : public CPackForClient
- {
- GiveHero(){}
- void applyFirstCl(CClient *cl);
- void applyCl(CClient *cl);
- DLL_LINKAGE void applyGs(CGameState *gs);
- ObjectInstanceID id; //object id
- PlayerColor player;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & id;
- h & player;
- }
- };
- struct OpenWindow : public CPackForClient
- {
- OpenWindow():id1(-1),id2(-1){}
- void applyCl(CClient *cl);
- enum EWindow {EXCHANGE_WINDOW, RECRUITMENT_FIRST, RECRUITMENT_ALL, SHIPYARD_WINDOW, THIEVES_GUILD,
- UNIVERSITY_WINDOW, HILL_FORT_WINDOW, MARKET_WINDOW, PUZZLE_MAP, TAVERN_WINDOW};
- ui8 window;
- si32 id1, id2;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & window;
- h & id1;
- h & id2;
- }
- };
- struct NewObject : public CPackForClient
- {
- NewObject():subID(0){}
- void applyCl(CClient *cl);
- DLL_LINKAGE void applyGs(CGameState *gs);
- Obj ID;
- ui32 subID;
- int3 pos;
- ObjectInstanceID id; //used locally, filled during applyGs
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & ID;
- h & subID;
- h & pos;
- }
- };
- struct SetAvailableArtifacts : public CPackForClient
- {
- SetAvailableArtifacts():id(0){}
- void applyCl(CClient *cl);
- DLL_LINKAGE void applyGs(CGameState *gs);
- 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)
- std::vector<const CArtifact *> arts;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & id;
- h & arts;
- }
- };
- struct NewArtifact : public CPackForClient
- {
- NewArtifact(){}
- DLL_LINKAGE void applyGs(CGameState *gs);
- ConstTransitivePtr<CArtifactInstance> art;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & art;
- }
- };
- struct CGarrisonOperationPack : CPackForClient
- {
- };
- struct ChangeStackCount : CGarrisonOperationPack
- {
- ObjectInstanceID army;
- SlotID slot;
- TQuantity count;
- bool absoluteValue; //if not -> count will be added (or subtracted if negative)
- void applyCl(CClient * cl);
- DLL_LINKAGE void applyGs(CGameState * gs);
- template <typename Handler> void serialize(Handler & h, const int version)
- {
- h & army;
- h & slot;
- h & count;
- h & absoluteValue;
- }
- };
- struct SetStackType : CGarrisonOperationPack
- {
- ObjectInstanceID army;
- SlotID slot;
- CreatureID type;
- void applyCl(CClient *cl);
- DLL_LINKAGE void applyGs(CGameState *gs);
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & army;
- h & slot;
- h & type;
- }
- };
- struct EraseStack : CGarrisonOperationPack
- {
- ObjectInstanceID army;
- SlotID slot;
- void applyCl(CClient *cl);
- DLL_LINKAGE void applyGs(CGameState *gs);
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & army;
- h & slot;
- }
- };
- struct SwapStacks : CGarrisonOperationPack
- {
- ObjectInstanceID srcArmy;
- ObjectInstanceID dstArmy;
- SlotID srcSlot;
- SlotID dstSlot;
- void applyCl(CClient * cl);
- DLL_LINKAGE void applyGs(CGameState * gs);
- template <typename Handler> void serialize(Handler & h, const int version)
- {
- h & srcArmy;
- h & dstArmy;
- h & srcSlot;
- h & dstSlot;
- }
- };
- struct InsertNewStack : CGarrisonOperationPack
- {
- ObjectInstanceID army;
- SlotID slot;
- CreatureID type;
- TQuantity count;
- InsertNewStack()
- : count(0)
- {
- }
- void applyCl(CClient * cl);
- DLL_LINKAGE void applyGs(CGameState * gs);
- template <typename Handler> void serialize(Handler & h, const int version)
- {
- h & army;
- h & slot;
- h & type;
- h & count;
- }
- };
- ///moves creatures from src stack to dst slot, may be used for merging/splittint/moving stacks
- struct RebalanceStacks : CGarrisonOperationPack
- {
- ObjectInstanceID srcArmy;
- ObjectInstanceID dstArmy;
- SlotID srcSlot;
- SlotID dstSlot;
- TQuantity count;
- void applyCl(CClient *cl);
- DLL_LINKAGE void applyGs(CGameState * gs);
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & srcArmy;
- h & dstArmy;
- h & srcSlot;
- h & dstSlot;
- h & count;
- }
- };
- struct BulkRebalanceStacks : CGarrisonOperationPack
- {
- std::vector<RebalanceStacks> moves;
- void applyCl(CClient * cl);
- DLL_LINKAGE void applyGs(CGameState * gs);
- template <typename Handler>
- void serialize(Handler & h, const int version)
- {
- h & moves;
- }
- };
- struct BulkSmartRebalanceStacks : CGarrisonOperationPack
- {
- std::vector<RebalanceStacks> moves;
- std::vector<ChangeStackCount> changes;
- void applyCl(CClient * cl);
- DLL_LINKAGE void applyGs(CGameState * gs);
- template <typename Handler>
- void serialize(Handler & h, const int version)
- {
- h & moves;
- h & changes;
- }
- };
- struct GetEngagedHeroIds : boost::static_visitor<boost::optional<ObjectInstanceID>>
- {
- boost::optional<ObjectInstanceID> operator()(const ConstTransitivePtr<CGHeroInstance> &h) const
- {
- return h->id;
- }
- boost::optional<ObjectInstanceID> operator()(const ConstTransitivePtr<CStackInstance> &s) const
- {
- if(s->armyObj && s->armyObj->ID == Obj::HERO)
- return s->armyObj->id;
- return boost::optional<ObjectInstanceID>();
- }
- };
- struct CArtifactOperationPack : CPackForClient
- {
- };
- struct PutArtifact : CArtifactOperationPack
- {
- ArtifactLocation al;
- ConstTransitivePtr<CArtifactInstance> art;
- void applyCl(CClient *cl);
- DLL_LINKAGE void applyGs(CGameState *gs);
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & al;
- h & art;
- }
- };
- struct EraseArtifact : CArtifactOperationPack
- {
- ArtifactLocation al;
- void applyCl(CClient *cl);
- DLL_LINKAGE void applyGs(CGameState *gs);
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & al;
- }
- };
- struct MoveArtifact : CArtifactOperationPack
- {
- ArtifactLocation src, dst;
- void applyCl(CClient *cl);
- DLL_LINKAGE void applyGs(CGameState *gs);
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & src;
- h & dst;
- }
- };
- struct AssembledArtifact : CArtifactOperationPack
- {
- ArtifactLocation al; //where assembly will be put
- CArtifact *builtArt;
- void applyCl(CClient *cl);
- DLL_LINKAGE void applyGs(CGameState *gs);
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & al;
- h & builtArt;
- }
- };
- struct DisassembledArtifact : CArtifactOperationPack
- {
- ArtifactLocation al;
- void applyCl(CClient *cl);
- DLL_LINKAGE void applyGs(CGameState *gs);
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & al;
- }
- };
- struct HeroVisit : public CPackForClient
- {
- PlayerColor player;
- ObjectInstanceID heroId;
- ObjectInstanceID objId;
- bool starting; //false -> ending
- void applyCl(CClient * cl);
- DLL_LINKAGE void applyGs(CGameState * gs);
- template <typename Handler> void serialize(Handler & h, const int version)
- {
- h & player;
- h & heroId;
- h & objId;
- h & starting;
- }
- };
- struct NewTurn : public CPackForClient
- {
- enum weekType {NORMAL, DOUBLE_GROWTH, BONUS_GROWTH, DEITYOFFIRE, PLAGUE, NO_ACTION};
- void applyCl(CClient *cl);
- DLL_LINKAGE void applyGs(CGameState *gs);
- struct Hero
- {
- ObjectInstanceID id;
- ui32 move, mana; //id is a general serial id
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & id;
- h & move;
- h & mana;
- }
- bool operator<(const Hero&h)const{return id < h.id;}
- };
- std::set<Hero> heroes; //updates movement and mana points
- std::map<PlayerColor, TResources> res; //player ID => resource value[res_id]
- std::map<ObjectInstanceID, SetAvailableCreatures> cres;//creatures to be placed in towns
- ui32 day;
- ui8 specialWeek; //weekType
- CreatureID creatureid; //for creature weeks
- NewTurn():day(0),specialWeek(0){};
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & heroes;
- h & cres;
- h & res;
- h & day;
- h & specialWeek;
- h & creatureid;
- }
- };
- struct InfoWindow : public CPackForClient //103 - displays simple info window
- {
- void applyCl(CClient *cl);
- MetaString text;
- std::vector<Component> components;
- PlayerColor player;
- ui16 soundID;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & text;
- h & components;
- h & player;
- h & soundID;
- }
- InfoWindow()
- {
- soundID = 0;
- }
- };
- namespace ObjProperty
- {
- enum {OWNER = 1, BLOCKVIS = 2, PRIMARY_STACK_COUNT = 3, VISITORS = 4, VISITED = 5, ID = 6, AVAILABLE_CREATURE = 7, SUBID = 8,
- MONSTER_COUNT = 10, MONSTER_POWER = 11, MONSTER_EXP = 12, MONSTER_RESTORE_TYPE = 13, MONSTER_REFUSED_JOIN,
- //town-specific
- STRUCTURE_ADD_VISITING_HERO, STRUCTURE_CLEAR_VISITORS, STRUCTURE_ADD_GARRISONED_HERO, //changing buildings state
- BONUS_VALUE_FIRST, BONUS_VALUE_SECOND, //used in Rampart for special building that generates resources (storing resource type and quantity)
- //creature-bank specific
- BANK_DAYCOUNTER, BANK_RESET, BANK_CLEAR,
- //object with reward
- REWARD_RESET, REWARD_SELECT
- };
- }
- struct SetObjectProperty : public CPackForClient
- {
- DLL_LINKAGE void applyGs(CGameState *gs);
- void applyCl(CClient *cl);
- ObjectInstanceID id;
- ui8 what; // see ObjProperty enum
- ui32 val;
- SetObjectProperty():what(0),val(0){}
- SetObjectProperty(ObjectInstanceID ID, ui8 What, ui32 Val):id(ID),what(What),val(Val){};
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & id;
- h & what;
- h & val;
- }
- };
- struct ChangeObjectVisitors : public CPackForClient
- {
- enum VisitMode
- {
- VISITOR_ADD, // mark hero as one that have visited this object
- VISITOR_ADD_TEAM, // mark team as one that have visited this object
- VISITOR_REMOVE, // unmark visitor, reversed to ADD
- VISITOR_CLEAR // clear all visitors from this object (object reset)
- };
- ui32 mode; // uses VisitMode enum
- ObjectInstanceID object;
- ObjectInstanceID hero; // note: hero owner will be also marked as "visited" this object
- DLL_LINKAGE void applyGs(CGameState *gs);
- ChangeObjectVisitors()
- : mode(VISITOR_CLEAR)
- {}
- ChangeObjectVisitors(ui32 mode, ObjectInstanceID object, ObjectInstanceID heroID = ObjectInstanceID(-1)):
- mode(mode),
- object(object),
- hero(heroID)
- {}
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & object;
- h & hero;
- h & mode;
- }
- };
- struct PrepareHeroLevelUp : public CPackForClient
- {
- ObjectInstanceID heroId;
- /// Do not serialize, used by server only
- std::vector<SecondarySkill> skills;
- PrepareHeroLevelUp(){}
- DLL_LINKAGE void applyGs(CGameState * gs);
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & heroId;
- }
- };
- struct HeroLevelUp : public Query
- {
- PlayerColor player;
- ObjectInstanceID heroId;
- PrimarySkill::PrimarySkill primskill;
- std::vector<SecondarySkill> skills;
- HeroLevelUp(): primskill(PrimarySkill::ATTACK){}
- void applyCl(CClient * cl);
- DLL_LINKAGE void applyGs(CGameState * gs);
- template <typename Handler> void serialize(Handler & h, const int version)
- {
- h & queryID;
- h & player;
- h & heroId;
- h & primskill;
- h & skills;
- }
- };
- struct CommanderLevelUp : public Query
- {
- PlayerColor player;
- ObjectInstanceID heroId;
- std::vector<ui32> skills; //0-5 - secondary skills, val-100 - special skill
- CommanderLevelUp(){}
- void applyCl(CClient * cl);
- DLL_LINKAGE void applyGs(CGameState * gs);
- template <typename Handler> void serialize(Handler & h, const int version)
- {
- h & queryID;
- h & player;
- h & heroId;
- h & skills;
- }
- };
- //A dialog that requires making decision by player - it may contain components to choose between or has yes/no options
- //Client responds with QueryReply, where answer: 0 - cancel pressed, choice doesn't matter; 1/2/... - first/second/... component selected and OK pressed
- //Until sending reply player won't be allowed to take any actions
- struct BlockingDialog : public Query
- {
- enum {ALLOW_CANCEL = 1, SELECTION = 2};
- void applyCl(CClient *cl);
- MetaString text;
- std::vector<Component> components;
- PlayerColor player;
- ui8 flags;
- ui16 soundID;
- bool cancel() const
- {
- return flags & ALLOW_CANCEL;
- }
- bool selection() const
- {
- return flags & SELECTION;
- }
- BlockingDialog(bool yesno, bool Selection)
- {
- flags = 0;
- soundID = 0;
- if(yesno) flags |= ALLOW_CANCEL;
- if(Selection) flags |= SELECTION;
- }
- BlockingDialog()
- {
- flags = 0;
- soundID = 0;
- };
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & queryID;
- h & text;
- h & components;
- h & player;
- h & flags;
- h & soundID;
- }
- };
- struct GarrisonDialog : public Query
- {
- GarrisonDialog():removableUnits(false){}
- void applyCl(CClient *cl);
- ObjectInstanceID objid, hid;
- bool removableUnits;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & queryID;
- h & objid;
- h & hid;
- h & removableUnits;
- }
- };
- struct ExchangeDialog : public Query
- {
- ExchangeDialog() {}
- void applyCl(CClient *cl);
- PlayerColor player;
- ObjectInstanceID hero1;
- ObjectInstanceID hero2;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & queryID;
- h & player;
- h & hero1;
- h & hero2;
- }
- };
- struct TeleportDialog : public Query
- {
- TeleportDialog()
- : impassable(false)
- {}
- TeleportDialog(PlayerColor Player, TeleportChannelID Channel)
- : player(Player), channel(Channel), impassable(false)
- {}
- void applyCl(CClient *cl);
- PlayerColor player;
- TeleportChannelID channel;
- TTeleportExitsList exits;
- bool impassable;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & queryID;
- h & player;
- h & channel;
- h & exits;
- h & impassable;
- }
- };
- struct MapObjectSelectDialog : public Query
- {
- PlayerColor player;
- Component icon;
- MetaString title;
- MetaString description;
- std::vector<ObjectInstanceID> objects;
- MapObjectSelectDialog(){};
- void applyCl(CClient * cl);
- template <typename Handler> void serialize(Handler & h, const int version)
- {
- h & queryID;
- h & player;
- h & icon;
- h & title;
- h & description;
- h & objects;
- }
- };
- class BattleInfo;
- struct BattleStart : public CPackForClient
- {
- BattleStart()
- :info(nullptr)
- {}
- void applyFirstCl(CClient *cl);
- void applyCl(CClient *cl);
- DLL_LINKAGE void applyGs(CGameState *gs);
- BattleInfo * info;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & info;
- }
- };
- struct BattleNextRound : public CPackForClient
- {
- BattleNextRound():round(0){};
- void applyFirstCl(CClient *cl);
- void applyCl(CClient *cl);
- DLL_LINKAGE void applyGs( CGameState *gs );
- si32 round;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & round;
- }
- };
- struct BattleSetActiveStack : public CPackForClient
- {
- BattleSetActiveStack()
- {
- stack = 0;
- askPlayerInterface = true;
- }
- void applyCl(CClient *cl);
- DLL_LINKAGE void applyGs(CGameState *gs);
- ui32 stack;
- ui8 askPlayerInterface;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & stack;
- h & askPlayerInterface;
- }
- };
- struct BattleResult : public Query
- {
- enum EResult {NORMAL = 0, ESCAPE = 1, SURRENDER = 2};
- BattleResult()
- : result(NORMAL), winner(2)
- {
- exp[0] = 0;
- exp[1] = 0;
- };
- void applyFirstCl(CClient *cl);
- void applyGs(CGameState *gs);
-
- EResult result;
- ui8 winner; //0 - attacker, 1 - defender, [2 - draw (should be possible?)]
- std::map<ui32,si32> casualties[2]; //first => casualties of attackers - map crid => number
- TExpType exp[2]; //exp for attacker and defender
- std::set<ArtifactInstanceID> artifacts; //artifacts taken from loser to winner - currently unused
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & queryID;
- h & result;
- h & winner;
- h & casualties[0];
- h & casualties[1];
- h & exp;
- h & artifacts;
- }
- };
- struct BattleLogMessage : public CPackForClient
- {
- std::vector<MetaString> lines;
- BattleLogMessage(){}
- void applyCl(CClient * cl);
- DLL_LINKAGE void applyGs(CGameState * gs);
- DLL_LINKAGE void applyBattle(IBattleState * battleState);
- template <typename Handler> void serialize(Handler & h, const int version)
- {
- h & lines;
- }
- };
- struct BattleStackMoved : public CPackForClient
- {
- ui32 stack;
- std::vector<BattleHex> tilesToMove;
- int distance;
- bool teleporting;
- BattleStackMoved()
- : stack(0),
- distance(0),
- teleporting(false)
- {};
- void applyFirstCl(CClient *cl);
- DLL_LINKAGE void applyGs(CGameState *gs);
- DLL_LINKAGE void applyBattle(IBattleState * battleState);
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & stack;
- h & tilesToMove;
- h & distance;
- }
- };
- struct BattleUnitsChanged : public CPackForClient
- {
- BattleUnitsChanged(){}
- DLL_LINKAGE void applyGs(CGameState *gs);
- DLL_LINKAGE void applyBattle(IBattleState * battleState);
- void applyCl(CClient *cl);
- std::vector<UnitChanges> changedStacks;
- std::vector<CustomEffectInfo> customEffects;
- template <typename Handler> void serialize(Handler & h, const int version)
- {
- h & changedStacks;
- h & customEffects;
- }
- };
- struct BattleStackAttacked
- {
- BattleStackAttacked():
- stackAttacked(0), attackerID(0),
- killedAmount(0), damageAmount(0),
- newState(),
- flags(0), effect(0), spellID(SpellID::NONE)
- {};
- DLL_LINKAGE void applyGs(CGameState *gs);
- DLL_LINKAGE void applyBattle(IBattleState * battleState);
- ui32 stackAttacked, attackerID;
- ui32 killedAmount;
- int64_t damageAmount;
- UnitChanges newState;
- enum EFlags {KILLED = 1, EFFECT = 2/*deprecated */, SECONDARY = 4, REBIRTH = 8, CLONE_KILLED = 16, SPELL_EFFECT = 32 /*, BONUS_EFFECT = 64 */};
- ui32 flags; //uses EFlags (above)
- ui32 effect; //set only if flag EFFECT is set
- SpellID spellID; //only if flag SPELL_EFFECT is set
- bool killed() const//if target stack was killed
- {
- return flags & KILLED || flags & CLONE_KILLED;
- }
- bool cloneKilled() const
- {
- return flags & CLONE_KILLED;
- }
- bool isEffect() const//if stack has been attacked by a spell
- {
- return flags & EFFECT;
- }
- bool isSecondary() const//if stack was not a primary target (receives no spell effects)
- {
- return flags & SECONDARY;
- }
- ///Attacked with spell (SPELL_LIKE_ATTACK)
- bool isSpell() const
- {
- return flags & SPELL_EFFECT;
- }
- bool willRebirth() const//resurrection, e.g. Phoenix
- {
- return flags & REBIRTH;
- }
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & stackAttacked;
- h & attackerID;
- h & newState;
- h & flags;
- h & killedAmount;
- h & damageAmount;
- h & effect;
- h & spellID;
- }
- bool operator<(const BattleStackAttacked &b) const
- {
- return stackAttacked < b.stackAttacked;
- }
- };
- struct BattleAttack : public CPackForClient
- {
- BattleAttack()
- : stackAttacking(0), flags(0), spellID(SpellID::NONE)
- {};
- void applyFirstCl(CClient *cl);
- DLL_LINKAGE void applyGs(CGameState *gs);
- void applyCl(CClient *cl);
- BattleUnitsChanged attackerChanges;
- std::vector<BattleStackAttacked> bsa;
- ui32 stackAttacking;
- ui32 flags; //uses Eflags (below)
- enum EFlags{SHOT = 1, COUNTER = 2, LUCKY = 4, UNLUCKY = 8, BALLISTA_DOUBLE_DMG = 16, DEATH_BLOW = 32, SPELL_LIKE = 64};
- SpellID spellID; //for SPELL_LIKE
- std::vector<CustomEffectInfo> customEffects;
- bool shot() const//distance attack - decrease number of shots
- {
- return flags & SHOT;
- }
- bool counter() const//is it counterattack?
- {
- return flags & COUNTER;
- }
- bool lucky() const
- {
- return flags & LUCKY;
- }
- bool unlucky() const
- {
- return flags & UNLUCKY;
- }
- bool ballistaDoubleDmg() const //if it's ballista attack and does double dmg
- {
- return flags & BALLISTA_DOUBLE_DMG;
- }
- bool deathBlow() const
- {
- return flags & DEATH_BLOW;
- }
- bool spellLike() const
- {
- return flags & SPELL_LIKE;
- }
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & bsa;
- h & stackAttacking;
- h & flags;
- h & spellID;
- h & customEffects;
- h & attackerChanges;
- }
- };
- struct StartAction : public CPackForClient
- {
- StartAction(){};
- StartAction(const BattleAction &act){ba = act; };
- void applyFirstCl(CClient *cl);
- DLL_LINKAGE void applyGs(CGameState *gs);
- BattleAction ba;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & ba;
- }
- };
- struct EndAction : public CPackForClient
- {
- EndAction(){};
- void applyCl(CClient *cl);
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- }
- };
- struct BattleSpellCast : public CPackForClient
- {
- BattleSpellCast()
- {
- side = 0;
- manaGained = 0;
- casterStack = -1;
- castByHero = true;
- activeCast = true;
- };
- DLL_LINKAGE void applyGs(CGameState *gs);
- void applyCl(CClient *cl);
- bool activeCast;
- ui8 side; //which hero did cast spell: 0 - attacker, 1 - defender
- SpellID spellID; //id of spell
- ui8 manaGained; //mana channeling ability
- BattleHex tile; //destination tile (may not be set in some global/mass spells
- std::vector<CustomEffectInfo> customEffects;
- std::set<ui32> affectedCres; //ids of creatures affected by this spell, generally used if spell does not set any effect (like dispel or cure)
- si32 casterStack;// -1 if not cated by creature, >=0 caster stack ID
- bool castByHero; //if true - spell has been cast by hero, otherwise by a creature
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & side;
- h & spellID;
- h & manaGained;
- h & tile;
- h & customEffects;
- h & affectedCres;
- h & casterStack;
- h & castByHero;
- h & activeCast;
- }
- };
- struct SetStackEffect : public CPackForClient
- {
- SetStackEffect(){};
- DLL_LINKAGE void applyGs(CGameState * gs);
- DLL_LINKAGE void applyBattle(IBattleState * battleState);
- void applyCl(CClient * cl);
- std::vector<std::pair<ui32, std::vector<Bonus>>> toAdd;
- std::vector<std::pair<ui32, std::vector<Bonus>>> toUpdate;
- std::vector<std::pair<ui32, std::vector<Bonus>>> toRemove;
- template <typename Handler> void serialize(Handler & h, const int version)
- {
- h & toAdd;
- h & toUpdate;
- h & toRemove;
- }
- };
- struct StacksInjured : public CPackForClient
- {
- StacksInjured(){}
- DLL_LINKAGE void applyGs(CGameState * gs);
- DLL_LINKAGE void applyBattle(IBattleState * battleState);
- void applyCl(CClient * cl);
- std::vector<BattleStackAttacked> stacks;
- template <typename Handler> void serialize(Handler & h, const int version)
- {
- h & stacks;
- }
- };
- struct BattleResultsApplied : public CPackForClient
- {
- BattleResultsApplied(){}
- PlayerColor player1, player2;
- void applyCl(CClient *cl);
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & player1;
- h & player2;
- }
- };
- struct BattleObstaclesChanged : public CPackForClient
- {
- BattleObstaclesChanged(){}
- DLL_LINKAGE void applyGs(CGameState * gs);
- DLL_LINKAGE void applyBattle(IBattleState * battleState);
- void applyCl(CClient * cl);
- std::vector<ObstacleChanges> changes;
- template <typename Handler> void serialize(Handler & h, const int version)
- {
- h & changes;
- }
- };
- struct ELF_VISIBILITY CatapultAttack : public CPackForClient
- {
- struct AttackInfo
- {
- si16 destinationTile;
- ui8 attackedPart;
- ui8 damageDealt;
- template <typename Handler> void serialize(Handler & h, const int version)
- {
- h & destinationTile;
- h & attackedPart;
- h & damageDealt;
- }
- };
- DLL_LINKAGE CatapultAttack();
- DLL_LINKAGE ~CatapultAttack();
- DLL_LINKAGE void applyGs(CGameState * gs);
- DLL_LINKAGE void applyBattle(IBattleState * battleState);
- void applyCl(CClient * cl);
- std::vector< AttackInfo > attackedParts;
- int attacker; //if -1, then a spell caused this
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & attackedParts;
- h & attacker;
- }
- };
- struct BattleSetStackProperty : public CPackForClient
- {
- BattleSetStackProperty()
- : stackID(0), which(CASTS), val(0), absolute(0)
- {};
- enum BattleStackProperty {CASTS, ENCHANTER_COUNTER, UNBIND, CLONED, HAS_CLONE};
- DLL_LINKAGE void applyGs(CGameState *gs);
- int stackID;
- BattleStackProperty which;
- int val;
- int absolute;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & stackID;
- h & which;
- h & val;
- h & absolute;
- }
- };
- ///activated at the beginning of turn
- struct BattleTriggerEffect : public CPackForClient
- {
- BattleTriggerEffect()
- : stackID(0), effect(0), val(0), additionalInfo(0)
- {};
- DLL_LINKAGE void applyGs(CGameState *gs); //effect
- void applyCl(CClient *cl); //play animations & stuff
- int stackID;
- int effect; //use corresponding Bonus type
- int val;
- int additionalInfo;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & stackID;
- h & effect;
- h & val;
- h & additionalInfo;
- }
- };
- struct BattleUpdateGateState : public CPackForClient
- {
- BattleUpdateGateState():state(EGateState::NONE){};
- void applyFirstCl(CClient *cl);
- DLL_LINKAGE void applyGs(CGameState *gs);
- EGateState state;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & state;
- }
- };
- struct ShowInInfobox : public CPackForClient
- {
- ShowInInfobox(){};
- PlayerColor player;
- Component c;
- MetaString text;
- void applyCl(CClient *cl);
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & player;
- h & c;
- h & text;
- }
- };
- struct AdvmapSpellCast : public CPackForClient
- {
- AdvmapSpellCast():casterID(){}
- ObjectInstanceID casterID;
- SpellID spellID;
- void applyCl(CClient *cl);
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & casterID;
- h & spellID;
- }
- };
- struct ShowWorldViewEx : public CPackForClient
- {
- PlayerColor player;
- std::vector<ObjectPosInfo> objectPositions;
- ShowWorldViewEx(){}
- void applyCl(CClient *cl);
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & player;
- h & objectPositions;
- }
- };
- /***********************************************************************************************************/
- struct EndTurn : public CPackForServer
- {
- bool applyGh(CGameHandler *gh);
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & static_cast<CPackForServer &>(*this);
- }
- };
- struct DismissHero : public CPackForServer
- {
- DismissHero(){};
- DismissHero(ObjectInstanceID HID) : hid(HID) {};
- ObjectInstanceID hid;
- bool applyGh(CGameHandler *gh);
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & static_cast<CPackForServer &>(*this);
- h & hid;
- }
- };
- struct MoveHero : public CPackForServer
- {
- MoveHero():transit(false){};
- MoveHero(const int3 &Dest, ObjectInstanceID HID, bool Transit) : dest(Dest), hid(HID), transit(Transit) {};
- int3 dest;
- ObjectInstanceID hid;
- bool transit;
- bool applyGh(CGameHandler *gh);
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & static_cast<CPackForServer &>(*this);
- h & dest;
- h & hid;
- h & transit;
- }
- };
- struct CastleTeleportHero : public CPackForServer
- {
- CastleTeleportHero():source(0){};
- CastleTeleportHero(const ObjectInstanceID HID, ObjectInstanceID Dest, ui8 Source ) : dest(Dest), hid(HID), source(Source){};
- ObjectInstanceID dest;
- ObjectInstanceID hid;
- si8 source;//who give teleporting, 1=castle gate
- bool applyGh(CGameHandler *gh);
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & static_cast<CPackForServer &>(*this);
- h & dest;
- h & hid;
- }
- };
- struct ArrangeStacks : public CPackForServer
- {
- ArrangeStacks():what(0), val(0){};
- ArrangeStacks(ui8 W, SlotID P1, SlotID P2, ObjectInstanceID ID1, ObjectInstanceID ID2, si32 VAL)
- :what(W),p1(P1),p2(P2),id1(ID1),id2(ID2),val(VAL) {};
- ui8 what; //1 - swap; 2 - merge; 3 - split
- SlotID p1, p2; //positions of first and second stack
- ObjectInstanceID id1, id2; //ids of objects with garrison
- si32 val;
- bool applyGh(CGameHandler *gh);
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & static_cast<CPackForServer &>(*this);
- h & what;
- h & p1;
- h & p2;
- h & id1;
- h & id2;
- h & val;
- }
- };
- struct BulkMoveArmy : public CPackForServer
- {
- SlotID srcSlot;
- ObjectInstanceID srcArmy;
- ObjectInstanceID destArmy;
- BulkMoveArmy()
- {};
- BulkMoveArmy(ObjectInstanceID srcArmy, ObjectInstanceID destArmy, SlotID srcSlot)
- : srcArmy(srcArmy), destArmy(destArmy), srcSlot(srcSlot)
- {};
- bool applyGh(CGameHandler * gh);
- template <typename Handler>
- void serialize(Handler & h, const int version)
- {
- h & static_cast<CPackForServer&>(*this);
- h & srcSlot;
- h & srcArmy;
- h & destArmy;
- }
- };
- struct BulkSplitStack : public CPackForServer
- {
- SlotID src;
- ObjectInstanceID srcOwner;
- si32 amount;
- BulkSplitStack() : amount(0)
- {};
- BulkSplitStack(ObjectInstanceID srcOwner, SlotID src, si32 howMany)
- : src(src), srcOwner(srcOwner), amount(howMany)
- {};
- bool applyGh(CGameHandler * gh);
- template <typename Handler>
- void serialize(Handler & h, const int version)
- {
- h & static_cast<CPackForServer&>(*this);
- h & src;
- h & srcOwner;
- h & amount;
- }
- };
- struct BulkMergeStacks : public CPackForServer
- {
- SlotID src;
- ObjectInstanceID srcOwner;
- BulkMergeStacks()
- {};
- BulkMergeStacks(ObjectInstanceID srcOwner, SlotID src)
- : src(src), srcOwner(srcOwner)
- {};
- bool applyGh(CGameHandler * gh);
- template <typename Handler>
- void serialize(Handler & h, const int version)
- {
- h & static_cast<CPackForServer&>(*this);
- h & src;
- h & srcOwner;
- }
- };
- struct BulkSmartSplitStack : public CPackForServer
- {
- SlotID src;
- ObjectInstanceID srcOwner;
- BulkSmartSplitStack()
- {};
- BulkSmartSplitStack(ObjectInstanceID srcOwner, SlotID src)
- : src(src), srcOwner(srcOwner)
- {};
- bool applyGh(CGameHandler * gh);
- template <typename Handler>
- void serialize(Handler & h, const int version)
- {
- h & static_cast<CPackForServer&>(*this);
- h & src;
- h & srcOwner;
- }
- };
- struct DisbandCreature : public CPackForServer
- {
- DisbandCreature(){};
- DisbandCreature(SlotID Pos, ObjectInstanceID ID):pos(Pos),id(ID){};
- SlotID pos; //stack pos
- ObjectInstanceID id; //object id
- bool applyGh(CGameHandler *gh);
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & static_cast<CPackForServer &>(*this);
- h & pos;
- h & id;
- }
- };
- struct BuildStructure : public CPackForServer
- {
- BuildStructure(){};
- BuildStructure(ObjectInstanceID TID, BuildingID BID):tid(TID), bid(BID){};
- ObjectInstanceID tid; //town id
- BuildingID bid; //structure id
- bool applyGh(CGameHandler *gh);
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & static_cast<CPackForServer &>(*this);
- h & tid;
- h & bid;
- }
- };
- struct RazeStructure : public BuildStructure
- {
- RazeStructure(){};
- bool applyGh(CGameHandler *gh);
- };
- struct RecruitCreatures : public CPackForServer
- {
- RecruitCreatures():amount(0), level(0){};
- RecruitCreatures(ObjectInstanceID TID, ObjectInstanceID DST, CreatureID CRID, si32 Amount, si32 Level):
- tid(TID), dst(DST), crid(CRID), amount(Amount), level(Level){};
- ObjectInstanceID tid; //dwelling id, or town
- ObjectInstanceID dst; //destination ID, e.g. hero
- CreatureID crid;
- ui32 amount;//creature amount
- si32 level;//dwelling level to buy from, -1 if any
- bool applyGh(CGameHandler *gh);
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & static_cast<CPackForServer &>(*this);
- h & tid;
- h & dst;
- h & crid;
- h & amount;
- h & level;
- }
- };
- struct UpgradeCreature : public CPackForServer
- {
- UpgradeCreature(){};
- UpgradeCreature(SlotID Pos, ObjectInstanceID ID, CreatureID CRID):pos(Pos),id(ID), cid(CRID){};
- SlotID pos; //stack pos
- ObjectInstanceID id; //object id
- CreatureID cid; //id of type to which we want make upgrade
- bool applyGh(CGameHandler *gh);
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & static_cast<CPackForServer &>(*this);
- h & pos;
- h & id;
- h & cid;
- }
- };
- struct GarrisonHeroSwap : public CPackForServer
- {
- GarrisonHeroSwap(){};
- GarrisonHeroSwap(ObjectInstanceID TID):tid(TID){};
- ObjectInstanceID tid;
- bool applyGh(CGameHandler *gh);
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & static_cast<CPackForServer &>(*this);
- h & tid;
- }
- };
- struct ExchangeArtifacts : public CPackForServer
- {
- ArtifactLocation src, dst;
- ExchangeArtifacts(){};
- bool applyGh(CGameHandler *gh);
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & static_cast<CPackForServer &>(*this);
- h & src;
- h & dst;
- }
- };
- struct AssembleArtifacts : public CPackForServer
- {
- AssembleArtifacts():assemble(false){};
- AssembleArtifacts(ObjectInstanceID _heroID, ArtifactPosition _artifactSlot, bool _assemble, ArtifactID _assembleTo)
- : heroID(_heroID), artifactSlot(_artifactSlot), assemble(_assemble), assembleTo(_assembleTo){};
- ObjectInstanceID heroID;
- ArtifactPosition artifactSlot;
- bool assemble; // True to assemble artifact, false to disassemble.
- ArtifactID assembleTo; // Artifact to assemble into.
- bool applyGh(CGameHandler *gh);
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & static_cast<CPackForServer &>(*this);
- h & heroID;
- h & artifactSlot;
- h & assemble;
- h & assembleTo;
- }
- };
- struct BuyArtifact : public CPackForServer
- {
- BuyArtifact(){};
- BuyArtifact(ObjectInstanceID HID, ArtifactID AID):hid(HID),aid(AID){};
- ObjectInstanceID hid;
- ArtifactID aid;
- bool applyGh(CGameHandler *gh);
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & static_cast<CPackForServer &>(*this);
- h & hid;
- h & aid;
- }
- };
- struct TradeOnMarketplace : public CPackForServer
- {
- TradeOnMarketplace()
- :marketId(), heroId(), mode(EMarketMode::RESOURCE_RESOURCE)
- {};
- ObjectInstanceID marketId;
- ObjectInstanceID heroId;
- EMarketMode::EMarketMode mode;
- std::vector<ui32> r1, r2; //mode 0: r1 - sold resource, r2 - bought res (exception: when sacrificing art r1 is art id [todo: make r2 preferred slot?]
- std::vector<ui32> val; //units of sold resource
- bool applyGh(CGameHandler *gh);
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & static_cast<CPackForServer &>(*this);
- h & marketId;
- h & heroId;
- h & mode;
- h & r1;
- h & r2;
- h & val;
- }
- };
- struct SetFormation : public CPackForServer
- {
- SetFormation():formation(0){};
- SetFormation(ObjectInstanceID HID, ui8 Formation):hid(HID),formation(Formation){};
- ObjectInstanceID hid;
- ui8 formation;
- bool applyGh(CGameHandler *gh);
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & static_cast<CPackForServer &>(*this);
- h & hid;
- h & formation;
- }
- };
- struct HireHero : public CPackForServer
- {
- HireHero():hid(0){};
- HireHero(si32 HID, ObjectInstanceID TID):hid(HID),tid(TID){};
- si32 hid; //available hero serial
- ObjectInstanceID tid; //town (tavern) id
- PlayerColor player;
- bool applyGh(CGameHandler *gh);
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & static_cast<CPackForServer &>(*this);
- h & hid;
- h & tid;
- h & player;
- }
- };
- struct BuildBoat : public CPackForServer
- {
- BuildBoat(){};
- ObjectInstanceID objid; //where player wants to buy a boat
- bool applyGh(CGameHandler *gh);
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & static_cast<CPackForServer &>(*this);
- h & objid;
- }
- };
- struct QueryReply : public CPackForServer
- {
- QueryReply(){};
- QueryReply(QueryID QID, const JsonNode & Reply):qid(QID), reply(Reply){};
- QueryID qid;
- PlayerColor player;
- JsonNode reply;
- bool applyGh(CGameHandler *gh);
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & static_cast<CPackForServer &>(*this);
- h & qid;
- h & player;
- h & reply;
- }
- };
- struct MakeAction : public CPackForServer
- {
- MakeAction(){};
- MakeAction(const BattleAction &BA):ba(BA){};
- BattleAction ba;
- bool applyGh(CGameHandler *gh);
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & static_cast<CPackForServer &>(*this);
- h & ba;
- }
- };
- struct MakeCustomAction : public CPackForServer
- {
- MakeCustomAction(){};
- MakeCustomAction(const BattleAction &BA):ba(BA){};
- BattleAction ba;
- bool applyGh(CGameHandler *gh);
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & static_cast<CPackForServer &>(*this);
- h & ba;
- }
- };
- struct DigWithHero : public CPackForServer
- {
- DigWithHero(){}
- ObjectInstanceID id; //digging hero id
- bool applyGh(CGameHandler *gh);
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & static_cast<CPackForServer &>(*this);
- h & id;
- }
- };
- struct CastAdvSpell : public CPackForServer
- {
- CastAdvSpell(){}
- ObjectInstanceID hid; //hero id
- SpellID sid; //spell id
- int3 pos; //selected tile (not always used)
- bool applyGh(CGameHandler *gh);
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & static_cast<CPackForServer &>(*this);
- h & hid;
- h & sid;
- h & pos;
- }
- };
- /***********************************************************************************************************/
- struct SaveGame : public CPackForServer
- {
- SaveGame(){};
- SaveGame(const std::string &Fname) :fname(Fname){};
- std::string fname;
- void applyGs(CGameState *gs){};
- bool applyGh(CGameHandler *gh);
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & static_cast<CPackForServer &>(*this);
- h & fname;
- }
- };
- // TODO: Eventually we should re-merge both SaveGame and PlayerMessage
- struct SaveGameClient : public CPackForClient
- {
- SaveGameClient(){};
- SaveGameClient(const std::string &Fname) :fname(Fname){};
- std::string fname;
- void applyCl(CClient *cl);
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & fname;
- }
- };
- struct PlayerMessage : public CPackForServer
- {
- PlayerMessage(){};
- PlayerMessage(const std::string &Text, ObjectInstanceID obj)
- : text(Text), currObj(obj)
- {};
- void applyGs(CGameState *gs){};
- bool applyGh(CGameHandler *gh);
- std::string text;
- ObjectInstanceID currObj; // optional parameter that specifies current object. For cheats :)
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & static_cast<CPackForServer &>(*this);
- h & text;
- h & currObj;
- }
- };
- struct PlayerMessageClient : public CPackForClient
- {
- PlayerMessageClient(){};
- PlayerMessageClient(PlayerColor Player, const std::string &Text)
- : player(Player), text(Text)
- {}
- void applyCl(CClient *cl);
- PlayerColor player;
- std::string text;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & player;
- h & text;
- }
- };
- struct CenterView : public CPackForClient
- {
- CenterView():focusTime(0){};
- void applyCl(CClient *cl);
- PlayerColor player;
- int3 pos;
- ui32 focusTime; //ms
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & pos;
- h & player;
- h & focusTime;
- }
- };
- VCMI_LIB_NAMESPACE_END
|