NetPacks.h 13 KB

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  1. #include "../global.h"
  2. #include "BattleAction.h"
  3. struct IPack
  4. {
  5. virtual ui16 getType()const = 0 ;
  6. //template<ui16 Type>
  7. //static bool isType(const IPack * ip)
  8. //{
  9. // return Type == ip->getType();
  10. //}
  11. template<ui16 Type>
  12. static bool isType(IPack * ip)
  13. {
  14. return Type == ip->getType();
  15. }
  16. //template<ui16 Type>
  17. //static bool isType(const IPack & ip)
  18. //{
  19. // return Type == ip.getType();
  20. //}
  21. };
  22. template <typename T> struct CPack
  23. :public IPack
  24. {
  25. ui16 type;
  26. ui16 getType() const{return type;}
  27. T* This(){return static_cast<T*>(this);};
  28. };
  29. template <typename T> struct Query
  30. :public CPack<T>
  31. {
  32. ui32 id;
  33. };
  34. struct SetResources : public CPack<SetResources> //104
  35. {
  36. SetResources(){res.resize(RESOURCE_QUANTITY);type = 104;};
  37. ui8 player;
  38. std::vector<si32> res; //res[resid] => res amount
  39. template <typename Handler> void serialize(Handler &h, const int version)
  40. {
  41. h & player & res;
  42. }
  43. };
  44. struct SetResource : public CPack<SetResource> //102
  45. {
  46. SetResource(){type = 102;};
  47. ui8 player, resid;
  48. si32 val;
  49. template <typename Handler> void serialize(Handler &h, const int version)
  50. {
  51. h & player & resid & val;
  52. }
  53. };
  54. struct SetPrimSkill : public CPack<SetPrimSkill> //105
  55. {
  56. SetPrimSkill(){type = 105;};
  57. ui8 abs; //0 - changes by value; 1 - sets to value
  58. si32 id;
  59. ui16 which, val;
  60. template <typename Handler> void serialize(Handler &h, const int version)
  61. {
  62. h & abs & id & which & val;
  63. }
  64. };
  65. struct SetSecSkill : public CPack<SetSecSkill> //106
  66. {
  67. SetSecSkill(){type = 106;};
  68. ui8 abs; //0 - changes by value; 1 - sets to value
  69. si32 id;
  70. ui16 which, val;
  71. template <typename Handler> void serialize(Handler &h, const int version)
  72. {
  73. h & abs & id & which & val;
  74. }
  75. };
  76. struct HeroVisitCastle : public CPack<HeroVisitCastle> //108
  77. {
  78. HeroVisitCastle(){flags=0;type = 108;};
  79. ui8 flags; //1 - start, 2 - garrison
  80. ui32 tid, hid;
  81. bool start() //if hero is entering castle (if false - leaving)
  82. {
  83. return flags & 1;
  84. }
  85. bool garrison() //if hero is entering/leaving garrison (if false - it's only visiting hero)
  86. {
  87. return flags & 2;
  88. }
  89. template <typename Handler> void serialize(Handler &h, const int version)
  90. {
  91. h & flags & tid & hid;
  92. }
  93. };
  94. struct ChangeSpells : public CPack<ChangeSpells> //109
  95. {
  96. ChangeSpells(){type = 109;};
  97. ui8 learn; //1 - gives spell, 0 - takes
  98. ui32 hid;
  99. std::set<ui32> spells;
  100. template <typename Handler> void serialize(Handler &h, const int version)
  101. {
  102. h & learn & hid & spells;
  103. }
  104. };
  105. struct SetMana : public CPack<SetMana> //110
  106. {
  107. SetMana(){type = 110;};
  108. ui32 hid, val;
  109. template <typename Handler> void serialize(Handler &h, const int version)
  110. {
  111. h & val & hid;
  112. }
  113. };
  114. struct SetMovePoints : public CPack<SetMovePoints> //111
  115. {
  116. SetMovePoints(){type = 111;};
  117. ui32 hid, val;
  118. template <typename Handler> void serialize(Handler &h, const int version)
  119. {
  120. h & val & hid;
  121. }
  122. };
  123. struct FoWChange : public CPack<FoWChange> //112
  124. {
  125. FoWChange(){type = 112;};
  126. std::set<int3> tiles;
  127. ui8 player, mode; //mode==0 - hide, mode==1 - reveal
  128. template <typename Handler> void serialize(Handler &h, const int version)
  129. {
  130. h & tiles & player;
  131. }
  132. };
  133. struct RemoveObject : public CPack<RemoveObject> //500
  134. {
  135. RemoveObject(){type = 500;};
  136. RemoveObject(si32 ID){id = ID;type = 500;};
  137. si32 id;
  138. template <typename Handler> void serialize(Handler &h, const int version)
  139. {
  140. h & id;
  141. }
  142. };
  143. struct TryMoveHero : public CPack<TryMoveHero> //501
  144. {
  145. TryMoveHero(){type = 501;};
  146. ui32 id, movePoints;
  147. ui8 result; //0 - failed; 1- succes -normal move; 2 - teleportation, 3 - instant jump
  148. int3 start, end;
  149. std::set<int3> fowRevealed; //revealed tiles
  150. template <typename Handler> void serialize(Handler &h, const int version)
  151. {
  152. h & id & result & start & end & movePoints & fowRevealed;
  153. }
  154. };
  155. struct SetGarrisons : public CPack<SetGarrisons> //502
  156. {
  157. SetGarrisons(){type = 502;};
  158. std::map<ui32,CCreatureSet> garrs;
  159. template <typename Handler> void serialize(Handler &h, const int version)
  160. {
  161. h & garrs;
  162. }
  163. };
  164. struct NewStructures : public CPack<NewStructures> //504
  165. {
  166. NewStructures(){type = 504;};
  167. si32 tid;
  168. std::set<si32> bid;
  169. si16 builded;
  170. template <typename Handler> void serialize(Handler &h, const int version)
  171. {
  172. h & tid & bid & builded;
  173. }
  174. };
  175. struct SetAvailableCreatures : public CPack<SetAvailableCreatures> //506
  176. {
  177. SetAvailableCreatures(){type = 506;};
  178. si32 tid;
  179. std::map<si32,ui32> creatures;
  180. template <typename Handler> void serialize(Handler &h, const int version)
  181. {
  182. h & tid & creatures;
  183. }
  184. };
  185. struct SetHeroesInTown : public CPack<SetHeroesInTown> //508
  186. {
  187. SetHeroesInTown(){type = 508;};
  188. si32 tid, visiting, garrison; //id of town, visiting hero, hero in garrison
  189. template <typename Handler> void serialize(Handler &h, const int version)
  190. {
  191. h & tid & visiting & garrison;
  192. }
  193. };
  194. struct SetHeroArtifacts : public CPack<SetHeroArtifacts> //509
  195. {
  196. SetHeroArtifacts(){type = 509;};
  197. si32 hid;
  198. std::vector<ui32> artifacts; //hero's artifacts from bag
  199. std::map<ui16,ui32> 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
  200. template <typename Handler> void serialize(Handler &h, const int version)
  201. {
  202. h & hid & artifacts & artifWorn;
  203. }
  204. };
  205. struct NewTurn : public CPack<NewTurn> //101
  206. {
  207. struct Hero
  208. {
  209. ui32 id, move, mana; //id is a general serial id
  210. template <typename Handler> void serialize(Handler &h, const int version)
  211. {
  212. h & id & move & mana;
  213. }
  214. bool operator<(const Hero&h)const{return id < h.id;}
  215. };
  216. std::set<Hero> heroes; //updates movement and mana points
  217. std::vector<SetResources> res;//resource list
  218. std::vector<SetAvailableCreatures> cres;//resource list
  219. ui32 day;
  220. bool resetBuilded;
  221. NewTurn(){type = 101;};
  222. template <typename Handler> void serialize(Handler &h, const int version)
  223. {
  224. h & heroes & cres & res & day & resetBuilded;
  225. }
  226. };
  227. //struct SetStrInfo : public CPack<SetStrInfo> //503
  228. //{
  229. // SetStrInfo(){type = 503;};
  230. // SetAvailableCreatures sac;
  231. //
  232. // template <typename Handler> void serialize(Handler &h, const int version)
  233. // {
  234. // h & sac;
  235. // }
  236. //};
  237. struct MetaString : public CPack<MetaString> //2001 helper for object scrips
  238. {
  239. std::vector<std::string> strings;
  240. std::vector<std::pair<ui8,ui32> > texts; //pairs<text handler type, text number>; types: 1 - generaltexthandler->all; 2 - objh->xtrainfo; 3 - objh->names; 4 - objh->restypes; 5 - arth->artifacts[id].name; 6 - generaltexth->arraytxt; 7 - creh->creatures[os->subID].namePl; 8 - objh->creGens; 9 - objh->mines[ID].first; 10 - objh->mines[ID].second; 11 - objh->advobtxt
  241. std::vector<si32> message;
  242. std::vector<std::string> replacements;
  243. template <typename Handler> void serialize(Handler &h, const int version)
  244. {
  245. h & strings & texts & message & replacements;
  246. }
  247. MetaString& operator<<(const std::pair<ui8,ui32> &txt)
  248. {
  249. message.push_back(-((si32)texts.size())-1);
  250. texts.push_back(txt);
  251. return *this;
  252. }
  253. MetaString& operator<<(const std::string &txt)
  254. {
  255. message.push_back(strings.size()+1);
  256. strings.push_back(txt);
  257. return *this;
  258. }
  259. void clear()
  260. {
  261. strings.clear();
  262. texts.clear();
  263. message.clear();
  264. }
  265. MetaString(){type = 2001;};
  266. };
  267. struct Component : public CPack<Component> //2002 helper for object scrips informations
  268. {
  269. ui16 id, subtype; //ids: 0 - primskill; 1 - secskill; 2 - resource; 3 - creature; 4 - artifact; 5 - experience (sub==0 exp points; sub==1 levels)
  270. si32 val; // + give; - take
  271. si16 when; // 0 - now; +x - within x days; -x - per x days
  272. template <typename Handler> void serialize(Handler &h, const int version)
  273. {
  274. h & id & subtype & val & when;
  275. }
  276. Component(){type = 2002;};
  277. Component(ui16 Type, ui16 Subtype, si32 Val, si16 When):id(Type),subtype(Subtype),val(Val),when(When){type = 2002;};
  278. };
  279. struct InfoWindow : public CPack<InfoWindow> //103 - displays simple info window
  280. {
  281. MetaString text;
  282. std::vector<Component> components;
  283. ui8 player;
  284. template <typename Handler> void serialize(Handler &h, const int version)
  285. {
  286. h & text & components & player;
  287. }
  288. InfoWindow(){type = 103;};
  289. };
  290. struct SetObjectProperty : public CPack<SetObjectProperty>//1001
  291. {
  292. ui32 id;
  293. ui8 what; //1 - owner; 2 - blockvis; 3 - amount (works with creatures stacks)
  294. ui32 val;
  295. SetObjectProperty(){type = 1001;};
  296. SetObjectProperty(ui32 ID, ui8 What, ui32 Val):id(ID),what(What),val(Val){type = 1001;};
  297. template <typename Handler> void serialize(Handler &h, const int version)
  298. {
  299. h & id & what & val;
  300. }
  301. };
  302. struct SetHoverName : public CPack<SetHoverName>//1002
  303. {
  304. ui32 id;
  305. MetaString name;
  306. SetHoverName(){type = 1002;};
  307. SetHoverName(ui32 ID, MetaString& Name):id(ID),name(Name){type = 1002;};
  308. template <typename Handler> void serialize(Handler &h, const int version)
  309. {
  310. h & id & name;
  311. }
  312. };
  313. struct HeroLevelUp : public Query<HeroLevelUp>//2000
  314. {
  315. si32 heroid;
  316. ui8 primskill, level;
  317. std::vector<ui16> skills;
  318. HeroLevelUp(){type = 2000;};
  319. template <typename Handler> void serialize(Handler &h, const int version)
  320. {
  321. h & id & heroid & primskill & level & skills;
  322. }
  323. };
  324. struct SelectionDialog : public Query<SelectionDialog>//2001
  325. {
  326. MetaString text;
  327. std::vector<Component> components;
  328. ui8 player;
  329. SelectionDialog(){type = 2001;};
  330. template <typename Handler> void serialize(Handler &h, const int version)
  331. {
  332. h & id & text & components & player;
  333. }
  334. };
  335. struct YesNoDialog : public Query<YesNoDialog>//2002
  336. {
  337. MetaString text;
  338. std::vector<Component> components;
  339. ui8 player;
  340. YesNoDialog(){type = 2002;};
  341. template <typename Handler> void serialize(Handler &h, const int version)
  342. {
  343. h & id & text & components & player;
  344. }
  345. };
  346. struct BattleInfo;
  347. struct BattleStart : public CPack<BattleStart>//3000
  348. {
  349. BattleInfo * info;
  350. BattleStart(){type = 3000;};
  351. template <typename Handler> void serialize(Handler &h, const int version)
  352. {
  353. h & info;
  354. }
  355. };
  356. struct BattleNextRound : public CPack<BattleNextRound>//3001
  357. {
  358. si32 round;
  359. BattleNextRound(){type = 3001;};
  360. template <typename Handler> void serialize(Handler &h, const int version)
  361. {
  362. h & round;
  363. }
  364. };
  365. struct BattleSetActiveStack : public CPack<BattleSetActiveStack>//3002
  366. {
  367. ui32 stack;
  368. BattleSetActiveStack(){type = 3002;};
  369. template <typename Handler> void serialize(Handler &h, const int version)
  370. {
  371. h & stack;
  372. }
  373. };
  374. struct BattleResult : public CPack<BattleResult>//3003
  375. {
  376. ui8 result; //0 - normal victory; 1 - escape; 2 - surrender
  377. ui8 winner; //0 - attacker, 1 - defender, [2 - draw (should be possible?)]
  378. std::set<std::pair<ui32,si32> > casualties[2]; //first => casualties of attackers - set of pairs crid<>number
  379. ui32 exp[2]; //exp for attacker and defender
  380. std::set<ui32> artifacts; //artifacts taken from loser to winner
  381. BattleResult(){type = 3003;};
  382. template <typename Handler> void serialize(Handler &h, const int version)
  383. {
  384. h & result & winner & casualties[0] & casualties[1] & exp & artifacts;
  385. }
  386. };
  387. struct BattleStackMoved : public CPack<BattleStackMoved>//3004
  388. {
  389. ui32 stack, tile;
  390. BattleStackMoved(){type = 3004;};
  391. template <typename Handler> void serialize(Handler &h, const int version)
  392. {
  393. h & stack & tile;
  394. }
  395. };
  396. struct BattleStackAttacked : public CPack<BattleStackAttacked>//3005
  397. {
  398. ui32 stackAttacked;
  399. ui32 newAmount, newHP, killedAmount, damageAmount;
  400. ui8 flags; //1 - is stack killed; 2 - is there special effect to be shown
  401. ui32 effect; //set only if flag 2 is present
  402. BattleStackAttacked(){flags = 0; type = 3005;};
  403. bool killed() //if target stack was killed
  404. {
  405. return flags & 1;
  406. }
  407. bool isEffect() //if target stack was killed
  408. {
  409. return flags & 2;
  410. }
  411. template <typename Handler> void serialize(Handler &h, const int version)
  412. {
  413. h & stackAttacked & newAmount & newHP & flags & killedAmount & damageAmount & effect;
  414. }
  415. };
  416. struct BattleAttack : public CPack<BattleAttack>//3006
  417. {
  418. BattleStackAttacked bsa;
  419. ui32 stackAttacking;
  420. ui8 flags;
  421. BattleAttack(){flags = 0; type = 3006;};
  422. bool shot()//distance attack - decrease number of shots
  423. {
  424. return flags & 1;
  425. }
  426. bool counter()//is it counterattack?
  427. {
  428. return flags & 2;
  429. }
  430. bool killed() //if target stack was killed
  431. {
  432. return bsa.killed();
  433. }
  434. template <typename Handler> void serialize(Handler &h, const int version)
  435. {
  436. h & bsa & stackAttacking & flags;
  437. }
  438. };
  439. struct StartAction : public CPack<StartAction>//3007
  440. {
  441. BattleAction ba;
  442. StartAction(){type = 3007;};
  443. StartAction(const BattleAction &act){ba = act; type = 3007;};
  444. template <typename Handler> void serialize(Handler &h, const int version)
  445. {
  446. h & ba;
  447. }
  448. };
  449. struct SpellCasted : public CPack<SpellCasted>//3009
  450. {
  451. ui8 side; //which hero casted spell: 0 - attacker, 1 - defender
  452. ui32 id;
  453. ui8 skill;
  454. ui16 tile; //destination tile (may not be set in some global/mass spells
  455. SpellCasted(){type = 3009;};
  456. template <typename Handler> void serialize(Handler &h, const int version)
  457. {
  458. h & side & id & skill & tile;
  459. }
  460. };
  461. struct ShowInInfobox : public CPack<ShowInInfobox> //107
  462. {
  463. ShowInInfobox(){type = 107;};
  464. ui8 player;
  465. Component c;
  466. MetaString text;
  467. template <typename Handler> void serialize(Handler &h, const int version)
  468. {
  469. h & player & c & text;
  470. }
  471. };