PacksForServer.h 15 KB

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  1. /*
  2. * PacksForServer.h, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #pragma once
  11. #include "ArtifactLocation.h"
  12. #include "NetPacksBase.h"
  13. #include "TradeItem.h"
  14. #include "../int3.h"
  15. #include "../battle/BattleAction.h"
  16. VCMI_LIB_NAMESPACE_BEGIN
  17. struct DLL_LINKAGE GamePause : public CPackForServer
  18. {
  19. void visitTyped(ICPackVisitor & visitor) override;
  20. template <typename Handler> void serialize(Handler & h)
  21. {
  22. h & static_cast<CPackForServer &>(*this);
  23. }
  24. };
  25. struct DLL_LINKAGE EndTurn : public CPackForServer
  26. {
  27. void visitTyped(ICPackVisitor & visitor) override;
  28. template <typename Handler> void serialize(Handler & h)
  29. {
  30. h & static_cast<CPackForServer &>(*this);
  31. }
  32. };
  33. struct DLL_LINKAGE DismissHero : public CPackForServer
  34. {
  35. DismissHero() = default;
  36. DismissHero(const ObjectInstanceID & HID)
  37. : hid(HID)
  38. {
  39. }
  40. ObjectInstanceID hid;
  41. void visitTyped(ICPackVisitor & visitor) override;
  42. template <typename Handler> void serialize(Handler & h)
  43. {
  44. h & static_cast<CPackForServer &>(*this);
  45. h & hid;
  46. }
  47. };
  48. struct DLL_LINKAGE MoveHero : public CPackForServer
  49. {
  50. MoveHero() = default;
  51. MoveHero(const std::vector<int3> & path, const ObjectInstanceID & HID, bool Transit)
  52. : path(path)
  53. , hid(HID)
  54. , transit(Transit)
  55. {
  56. }
  57. std::vector<int3> path;
  58. ObjectInstanceID hid;
  59. bool transit = false;
  60. void visitTyped(ICPackVisitor & visitor) override;
  61. template<typename Handler>
  62. void serialize(Handler & h)
  63. {
  64. h & static_cast<CPackForServer &>(*this);
  65. h & path;
  66. h & hid;
  67. h & transit;
  68. }
  69. };
  70. struct DLL_LINKAGE CastleTeleportHero : public CPackForServer
  71. {
  72. CastleTeleportHero() = default;
  73. CastleTeleportHero(const ObjectInstanceID & HID, const ObjectInstanceID & Dest, ui8 Source)
  74. : dest(Dest)
  75. , hid(HID)
  76. , source(Source)
  77. {
  78. }
  79. ObjectInstanceID dest;
  80. ObjectInstanceID hid;
  81. si8 source = 0; //who give teleporting, 1=castle gate
  82. void visitTyped(ICPackVisitor & visitor) override;
  83. template <typename Handler> void serialize(Handler & h)
  84. {
  85. h & static_cast<CPackForServer &>(*this);
  86. h & dest;
  87. h & hid;
  88. }
  89. };
  90. struct DLL_LINKAGE ArrangeStacks : public CPackForServer
  91. {
  92. ArrangeStacks() = default;
  93. ArrangeStacks(ui8 W, const SlotID & P1, const SlotID & P2, const ObjectInstanceID & ID1, const ObjectInstanceID & ID2, si32 VAL)
  94. : what(W)
  95. , p1(P1)
  96. , p2(P2)
  97. , id1(ID1)
  98. , id2(ID2)
  99. , val(VAL)
  100. {
  101. }
  102. ui8 what = 0; //1 - swap; 2 - merge; 3 - split
  103. SlotID p1, p2; //positions of first and second stack
  104. ObjectInstanceID id1, id2; //ids of objects with garrison
  105. si32 val = 0;
  106. void visitTyped(ICPackVisitor & visitor) override;
  107. template <typename Handler> void serialize(Handler & h)
  108. {
  109. h & static_cast<CPackForServer &>(*this);
  110. h & what;
  111. h & p1;
  112. h & p2;
  113. h & id1;
  114. h & id2;
  115. h & val;
  116. }
  117. };
  118. struct DLL_LINKAGE BulkMoveArmy : public CPackForServer
  119. {
  120. SlotID srcSlot;
  121. ObjectInstanceID srcArmy;
  122. ObjectInstanceID destArmy;
  123. BulkMoveArmy() = default;
  124. BulkMoveArmy(const ObjectInstanceID & srcArmy, const ObjectInstanceID & destArmy, const SlotID & srcSlot)
  125. : srcArmy(srcArmy)
  126. , destArmy(destArmy)
  127. , srcSlot(srcSlot)
  128. {
  129. }
  130. void visitTyped(ICPackVisitor & visitor) override;
  131. template <typename Handler>
  132. void serialize(Handler & h)
  133. {
  134. h & static_cast<CPackForServer &>(*this);
  135. h & srcSlot;
  136. h & srcArmy;
  137. h & destArmy;
  138. }
  139. };
  140. struct DLL_LINKAGE BulkSplitStack : public CPackForServer
  141. {
  142. SlotID src;
  143. ObjectInstanceID srcOwner;
  144. si32 amount = 0;
  145. BulkSplitStack() = default;
  146. BulkSplitStack(const ObjectInstanceID & srcOwner, const SlotID & src, si32 howMany)
  147. : src(src)
  148. , srcOwner(srcOwner)
  149. , amount(howMany)
  150. {
  151. }
  152. void visitTyped(ICPackVisitor & visitor) override;
  153. template <typename Handler>
  154. void serialize(Handler & h)
  155. {
  156. h & static_cast<CPackForServer &>(*this);
  157. h & src;
  158. h & srcOwner;
  159. h & amount;
  160. }
  161. };
  162. struct DLL_LINKAGE BulkMergeStacks : public CPackForServer
  163. {
  164. SlotID src;
  165. ObjectInstanceID srcOwner;
  166. BulkMergeStacks() = default;
  167. BulkMergeStacks(const ObjectInstanceID & srcOwner, const SlotID & src)
  168. : src(src)
  169. , srcOwner(srcOwner)
  170. {
  171. }
  172. void visitTyped(ICPackVisitor & visitor) override;
  173. template <typename Handler>
  174. void serialize(Handler & h)
  175. {
  176. h & static_cast<CPackForServer &>(*this);
  177. h & src;
  178. h & srcOwner;
  179. }
  180. };
  181. struct DLL_LINKAGE BulkSmartSplitStack : public CPackForServer
  182. {
  183. SlotID src;
  184. ObjectInstanceID srcOwner;
  185. BulkSmartSplitStack() = default;
  186. BulkSmartSplitStack(const ObjectInstanceID & srcOwner, const SlotID & src)
  187. : src(src)
  188. , srcOwner(srcOwner)
  189. {
  190. }
  191. void visitTyped(ICPackVisitor & visitor) override;
  192. template <typename Handler>
  193. void serialize(Handler & h)
  194. {
  195. h & static_cast<CPackForServer &>(*this);
  196. h & src;
  197. h & srcOwner;
  198. }
  199. };
  200. struct DLL_LINKAGE DisbandCreature : public CPackForServer
  201. {
  202. DisbandCreature() = default;
  203. DisbandCreature(const SlotID & Pos, const ObjectInstanceID & ID)
  204. : pos(Pos)
  205. , id(ID)
  206. {
  207. }
  208. SlotID pos; //stack pos
  209. ObjectInstanceID id; //object id
  210. void visitTyped(ICPackVisitor & visitor) override;
  211. template <typename Handler> void serialize(Handler & h)
  212. {
  213. h & static_cast<CPackForServer &>(*this);
  214. h & pos;
  215. h & id;
  216. }
  217. };
  218. struct DLL_LINKAGE BuildStructure : public CPackForServer
  219. {
  220. BuildStructure() = default;
  221. BuildStructure(const ObjectInstanceID & TID, const BuildingID & BID)
  222. : tid(TID)
  223. , bid(BID)
  224. {
  225. }
  226. ObjectInstanceID tid; //town id
  227. BuildingID bid; //structure id
  228. void visitTyped(ICPackVisitor & visitor) override;
  229. template <typename Handler> void serialize(Handler & h)
  230. {
  231. h & static_cast<CPackForServer &>(*this);
  232. h & tid;
  233. h & bid;
  234. }
  235. };
  236. struct DLL_LINKAGE RazeStructure : public BuildStructure
  237. {
  238. void visitTyped(ICPackVisitor & visitor) override;
  239. };
  240. struct DLL_LINKAGE RecruitCreatures : public CPackForServer
  241. {
  242. RecruitCreatures() = default;
  243. RecruitCreatures(const ObjectInstanceID & TID, const ObjectInstanceID & DST, const CreatureID & CRID, si32 Amount, si32 Level)
  244. : tid(TID)
  245. , dst(DST)
  246. , crid(CRID)
  247. , amount(Amount)
  248. , level(Level)
  249. {
  250. }
  251. ObjectInstanceID tid; //dwelling id, or town
  252. ObjectInstanceID dst; //destination ID, e.g. hero
  253. CreatureID crid;
  254. ui32 amount = 0; //creature amount
  255. si32 level = 0; //dwelling level to buy from, -1 if any
  256. void visitTyped(ICPackVisitor & visitor) override;
  257. template <typename Handler> void serialize(Handler & h)
  258. {
  259. h & static_cast<CPackForServer &>(*this);
  260. h & tid;
  261. h & dst;
  262. h & crid;
  263. h & amount;
  264. h & level;
  265. }
  266. };
  267. struct DLL_LINKAGE UpgradeCreature : public CPackForServer
  268. {
  269. UpgradeCreature() = default;
  270. UpgradeCreature(const SlotID & Pos, const ObjectInstanceID & ID, const CreatureID & CRID)
  271. : pos(Pos)
  272. , id(ID)
  273. , cid(CRID)
  274. {
  275. }
  276. SlotID pos; //stack pos
  277. ObjectInstanceID id; //object id
  278. CreatureID cid; //id of type to which we want make upgrade
  279. void visitTyped(ICPackVisitor & visitor) override;
  280. template <typename Handler> void serialize(Handler & h)
  281. {
  282. h & static_cast<CPackForServer &>(*this);
  283. h & pos;
  284. h & id;
  285. h & cid;
  286. }
  287. };
  288. struct DLL_LINKAGE GarrisonHeroSwap : public CPackForServer
  289. {
  290. GarrisonHeroSwap() = default;
  291. GarrisonHeroSwap(const ObjectInstanceID & TID)
  292. : tid(TID)
  293. {
  294. }
  295. ObjectInstanceID tid;
  296. void visitTyped(ICPackVisitor & visitor) override;
  297. template <typename Handler> void serialize(Handler & h)
  298. {
  299. h & static_cast<CPackForServer &>(*this);
  300. h & tid;
  301. }
  302. };
  303. struct DLL_LINKAGE ExchangeArtifacts : public CPackForServer
  304. {
  305. ArtifactLocation src, dst;
  306. void visitTyped(ICPackVisitor & visitor) override;
  307. template <typename Handler> void serialize(Handler & h)
  308. {
  309. h & static_cast<CPackForServer &>(*this);
  310. h & src;
  311. h & dst;
  312. }
  313. };
  314. struct DLL_LINKAGE BulkExchangeArtifacts : public CPackForServer
  315. {
  316. ObjectInstanceID srcHero;
  317. ObjectInstanceID dstHero;
  318. bool swap = false;
  319. bool equipped = true;
  320. bool backpack = true;
  321. BulkExchangeArtifacts() = default;
  322. BulkExchangeArtifacts(const ObjectInstanceID & srcHero, const ObjectInstanceID & dstHero, bool swap, bool equipped, bool backpack)
  323. : srcHero(srcHero)
  324. , dstHero(dstHero)
  325. , swap(swap)
  326. , equipped(equipped)
  327. , backpack(backpack)
  328. {
  329. }
  330. void visitTyped(ICPackVisitor & visitor) override;
  331. template <typename Handler> void serialize(Handler & h)
  332. {
  333. h & static_cast<CPackForServer &>(*this);
  334. h & srcHero;
  335. h & dstHero;
  336. h & swap;
  337. h & equipped;
  338. h & backpack;
  339. }
  340. };
  341. struct DLL_LINKAGE ManageBackpackArtifacts : public CPackForServer
  342. {
  343. enum class ManageCmd
  344. {
  345. SCROLL_LEFT, SCROLL_RIGHT, SORT_BY_SLOT, SORT_BY_CLASS, SORT_BY_COST
  346. };
  347. ManageBackpackArtifacts() = default;
  348. ManageBackpackArtifacts(const ObjectInstanceID & artHolder, const ManageCmd & cmd)
  349. : artHolder(artHolder)
  350. , cmd(cmd)
  351. {
  352. }
  353. ObjectInstanceID artHolder;
  354. ManageCmd cmd;
  355. void visitTyped(ICPackVisitor & visitor) override;
  356. template <typename Handler> void serialize(Handler & h)
  357. {
  358. h & static_cast<CPackForServer&>(*this);
  359. h & artHolder;
  360. h & cmd;
  361. }
  362. };
  363. struct DLL_LINKAGE ManageEquippedArtifacts : public CPackForServer
  364. {
  365. ManageEquippedArtifacts() = default;
  366. ManageEquippedArtifacts(const ObjectInstanceID & artHolder, const size_t costumeIdx, bool saveCostume = false)
  367. : artHolder(artHolder)
  368. , costumeIdx(costumeIdx)
  369. , saveCostume(saveCostume)
  370. {
  371. }
  372. ObjectInstanceID artHolder;
  373. size_t costumeIdx;
  374. bool saveCostume;
  375. void visitTyped(ICPackVisitor & visitor) override;
  376. template <typename Handler> void serialize(Handler & h)
  377. {
  378. h & static_cast<CPackForServer&>(*this);
  379. h & artHolder;
  380. h & costumeIdx;
  381. h & saveCostume;
  382. }
  383. };
  384. struct DLL_LINKAGE AssembleArtifacts : public CPackForServer
  385. {
  386. AssembleArtifacts() = default;
  387. AssembleArtifacts(const ObjectInstanceID & _heroID, const ArtifactPosition & _artifactSlot, bool _assemble, const ArtifactID & _assembleTo)
  388. : heroID(_heroID)
  389. , artifactSlot(_artifactSlot)
  390. , assemble(_assemble)
  391. , assembleTo(_assembleTo)
  392. {
  393. }
  394. ObjectInstanceID heroID;
  395. ArtifactPosition artifactSlot;
  396. bool assemble = false; // True to assemble artifact, false to disassemble.
  397. ArtifactID assembleTo; // Artifact to assemble into.
  398. void visitTyped(ICPackVisitor & visitor) override;
  399. template <typename Handler> void serialize(Handler & h)
  400. {
  401. h & static_cast<CPackForServer &>(*this);
  402. h & heroID;
  403. h & artifactSlot;
  404. h & assemble;
  405. h & assembleTo;
  406. }
  407. };
  408. struct DLL_LINKAGE EraseArtifactByClient : public CPackForServer
  409. {
  410. EraseArtifactByClient() = default;
  411. EraseArtifactByClient(const ArtifactLocation & al)
  412. : al(al)
  413. {
  414. }
  415. ArtifactLocation al;
  416. void visitTyped(ICPackVisitor & visitor) override;
  417. template <typename Handler> void serialize(Handler & h)
  418. {
  419. h & static_cast<CPackForServer&>(*this);
  420. h & al;
  421. }
  422. };
  423. struct DLL_LINKAGE BuyArtifact : public CPackForServer
  424. {
  425. BuyArtifact() = default;
  426. BuyArtifact(const ObjectInstanceID & HID, const ArtifactID & AID)
  427. : hid(HID)
  428. , aid(AID)
  429. {
  430. }
  431. ObjectInstanceID hid;
  432. ArtifactID aid;
  433. void visitTyped(ICPackVisitor & visitor) override;
  434. template <typename Handler> void serialize(Handler & h)
  435. {
  436. h & static_cast<CPackForServer &>(*this);
  437. h & hid;
  438. h & aid;
  439. }
  440. };
  441. struct DLL_LINKAGE TradeOnMarketplace : public CPackForServer
  442. {
  443. ObjectInstanceID marketId;
  444. ObjectInstanceID heroId;
  445. EMarketMode mode = EMarketMode::RESOURCE_RESOURCE;
  446. std::vector<TradeItemSell> r1;
  447. std::vector<TradeItemBuy> r2; //mode 0: r1 - sold resource, r2 - bought res (exception: when sacrificing art r1 is art id [todo: make r2 preferred slot?]
  448. std::vector<ui32> val; //units of sold resource
  449. void visitTyped(ICPackVisitor & visitor) override;
  450. template <typename Handler> void serialize(Handler & h)
  451. {
  452. h & static_cast<CPackForServer &>(*this);
  453. h & marketId;
  454. h & heroId;
  455. h & mode;
  456. h & r1;
  457. h & r2;
  458. h & val;
  459. }
  460. };
  461. struct DLL_LINKAGE SetFormation : public CPackForServer
  462. {
  463. SetFormation() = default;
  464. ;
  465. SetFormation(const ObjectInstanceID & HID, EArmyFormation Formation)
  466. : hid(HID)
  467. , formation(Formation)
  468. {
  469. }
  470. ObjectInstanceID hid;
  471. EArmyFormation formation{};
  472. void visitTyped(ICPackVisitor & visitor) override;
  473. template <typename Handler> void serialize(Handler & h)
  474. {
  475. h & static_cast<CPackForServer &>(*this);
  476. h & hid;
  477. h & formation;
  478. }
  479. };
  480. struct DLL_LINKAGE HireHero : public CPackForServer
  481. {
  482. HireHero() = default;
  483. HireHero(HeroTypeID HID, const ObjectInstanceID & TID, const HeroTypeID & NHID)
  484. : hid(HID)
  485. , tid(TID)
  486. , nhid(NHID)
  487. {
  488. }
  489. HeroTypeID hid; //available hero serial
  490. HeroTypeID nhid; //next hero
  491. ObjectInstanceID tid; //town (tavern) id
  492. PlayerColor player;
  493. void visitTyped(ICPackVisitor & visitor) override;
  494. template <typename Handler> void serialize(Handler & h)
  495. {
  496. h & static_cast<CPackForServer &>(*this);
  497. h & hid;
  498. h & nhid;
  499. h & tid;
  500. h & player;
  501. }
  502. };
  503. struct DLL_LINKAGE BuildBoat : public CPackForServer
  504. {
  505. ObjectInstanceID objid; //where player wants to buy a boat
  506. void visitTyped(ICPackVisitor & visitor) override;
  507. template <typename Handler> void serialize(Handler & h)
  508. {
  509. h & static_cast<CPackForServer &>(*this);
  510. h & objid;
  511. }
  512. };
  513. struct DLL_LINKAGE QueryReply : public CPackForServer
  514. {
  515. QueryReply() = default;
  516. QueryReply(const QueryID & QID, std::optional<int32_t> Reply)
  517. : qid(QID)
  518. , reply(Reply)
  519. {
  520. }
  521. QueryID qid;
  522. PlayerColor player;
  523. std::optional<int32_t> reply;
  524. void visitTyped(ICPackVisitor & visitor) override;
  525. template <typename Handler> void serialize(Handler & h)
  526. {
  527. h & static_cast<CPackForServer &>(*this);
  528. h & qid;
  529. h & player;
  530. h & reply;
  531. }
  532. };
  533. struct DLL_LINKAGE MakeAction : public CPackForServer
  534. {
  535. MakeAction() = default;
  536. MakeAction(BattleAction BA)
  537. : ba(std::move(BA))
  538. {
  539. }
  540. BattleAction ba;
  541. BattleID battleID;
  542. void visitTyped(ICPackVisitor & visitor) override;
  543. template <typename Handler> void serialize(Handler & h)
  544. {
  545. h & static_cast<CPackForServer &>(*this);
  546. h & ba;
  547. h & battleID;
  548. }
  549. };
  550. struct DLL_LINKAGE DigWithHero : public CPackForServer
  551. {
  552. ObjectInstanceID id; //digging hero id
  553. void visitTyped(ICPackVisitor & visitor) override;
  554. template <typename Handler> void serialize(Handler & h)
  555. {
  556. h & static_cast<CPackForServer &>(*this);
  557. h & id;
  558. }
  559. };
  560. struct DLL_LINKAGE CastAdvSpell : public CPackForServer
  561. {
  562. ObjectInstanceID hid; //hero id
  563. SpellID sid; //spell id
  564. int3 pos; //selected tile (not always used)
  565. void visitTyped(ICPackVisitor & visitor) override;
  566. template <typename Handler> void serialize(Handler & h)
  567. {
  568. h & static_cast<CPackForServer &>(*this);
  569. h & hid;
  570. h & sid;
  571. h & pos;
  572. }
  573. };
  574. /***********************************************************************************************************/
  575. struct DLL_LINKAGE SaveGame : public CPackForServer
  576. {
  577. SaveGame() = default;
  578. SaveGame(std::string Fname)
  579. : fname(std::move(Fname))
  580. {
  581. }
  582. std::string fname;
  583. void applyGs(CGameState * gs) {};
  584. void visitTyped(ICPackVisitor & visitor) override;
  585. template <typename Handler> void serialize(Handler & h)
  586. {
  587. h & static_cast<CPackForServer &>(*this);
  588. h & fname;
  589. }
  590. };
  591. struct DLL_LINKAGE PlayerMessage : public CPackForServer
  592. {
  593. PlayerMessage() = default;
  594. PlayerMessage(std::string Text, const ObjectInstanceID & obj)
  595. : text(std::move(Text))
  596. , currObj(obj)
  597. {
  598. }
  599. void applyGs(CGameState * gs) {};
  600. void visitTyped(ICPackVisitor & visitor) override;
  601. std::string text;
  602. ObjectInstanceID currObj; // optional parameter that specifies current object. For cheats :)
  603. template <typename Handler> void serialize(Handler & h)
  604. {
  605. h & static_cast<CPackForServer &>(*this);
  606. h & text;
  607. h & currObj;
  608. }
  609. };
  610. VCMI_LIB_NAMESPACE_END