NetPacks.h 35 KB

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  1. #ifndef __NETPACKS_H__
  2. #define __NETPACKS_H__
  3. #include "../global.h"
  4. #include "CGameState.h"
  5. #include "BattleAction.h"
  6. #include "HeroBonus.h"
  7. #include <set>
  8. /*
  9. * NetPacks.h, part of VCMI engine
  10. *
  11. * Authors: listed in file AUTHORS in main folder
  12. *
  13. * License: GNU General Public License v2.0 or later
  14. * Full text of license available in license.txt file, in main folder
  15. *
  16. */
  17. class CClient;
  18. class CGameState;
  19. class CGameHandler;
  20. class CConnection;
  21. struct CPack
  22. {
  23. ui16 type;
  24. CPack(){};
  25. virtual ~CPack(){};
  26. ui16 getType() const{return type;}
  27. template <typename Handler> void serialize(Handler &h, const int version)
  28. {
  29. tlog1 << "CPack serialized... this should not happen!\n";
  30. }
  31. DLL_EXPORT void applyGs(CGameState *gs)
  32. {};
  33. };
  34. struct CPackForClient : public CPack
  35. {
  36. CPackForClient(){type = 1;};
  37. CGameState* GS(CClient *cl);
  38. void applyFirstCl(CClient *cl)//called before applying to gs
  39. {};
  40. void applyCl(CClient *cl)//called after applying to gs
  41. {};
  42. };
  43. struct CPackForServer : public CPack
  44. {
  45. CConnection *c;
  46. CGameState* GS(CGameHandler *gh);
  47. CPackForServer()
  48. {
  49. type = 2;
  50. c = NULL;
  51. };
  52. bool applyGh(CGameHandler *gh);//called after applying to gs
  53. };
  54. struct Query : public CPackForClient
  55. {
  56. ui32 id;
  57. };
  58. struct MetaString : public CPack //2001 helper for object scrips
  59. {
  60. private:
  61. enum EMessage {TEXACT_STRING, TLOCAL_STRING, TNUMBER, TREPLACE_ESTRING, TREPLACE_LSTRING, TREPLACE_NUMBER};
  62. public:
  63. enum {GENERAL_TXT=1, XTRAINFO_TXT, OBJ_NAMES, RES_NAMES, ART_NAMES, ARRAY_TXT, CRE_PL_NAMES, CREGENS, MINE_NAMES,
  64. MINE_EVNTS, ADVOB_TXT, ART_EVNTS, SPELL_NAME, SEC_SKILL_NAME, CRE_SING_NAMES, CREGENS4};
  65. std::vector<ui8> message; //vector of EMessage
  66. std::vector<std::pair<ui8,ui32> > localStrings; //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
  67. std::vector<std::string> exactStrings;
  68. std::vector<si32> numbers;
  69. template <typename Handler> void serialize(Handler &h, const int version)
  70. {
  71. h & exactStrings & localStrings & message & numbers;
  72. }
  73. void addTxt(ui8 type, ui32 serial)
  74. {
  75. message.push_back(TLOCAL_STRING);
  76. localStrings.push_back(std::pair<ui8,ui32>(type, serial));
  77. }
  78. MetaString& operator<<(const std::pair<ui8,ui32> &txt)
  79. {
  80. message.push_back(TLOCAL_STRING);
  81. localStrings.push_back(txt);
  82. return *this;
  83. }
  84. MetaString& operator<<(const std::string &txt)
  85. {
  86. message.push_back(TEXACT_STRING);
  87. exactStrings.push_back(txt);
  88. return *this;
  89. }
  90. MetaString& operator<<(int txt)
  91. {
  92. message.push_back(TNUMBER);
  93. numbers.push_back(txt);
  94. return *this;
  95. }
  96. void addReplacement(ui8 type, ui32 serial)
  97. {
  98. message.push_back(TREPLACE_LSTRING);
  99. localStrings.push_back(std::pair<ui8,ui32>(type, serial));
  100. }
  101. void addReplacement(const std::string &txt)
  102. {
  103. message.push_back(TREPLACE_ESTRING);
  104. exactStrings.push_back(txt);
  105. }
  106. void addReplacement(int txt)
  107. {
  108. message.push_back(TREPLACE_NUMBER);
  109. numbers.push_back(txt);
  110. }
  111. DLL_EXPORT std::string buildList () const;
  112. void clear()
  113. {
  114. exactStrings.clear();
  115. localStrings.clear();
  116. message.clear();
  117. numbers.clear();
  118. }
  119. DLL_EXPORT void toString(std::string &dst) const;
  120. void getLocalString(const std::pair<ui8,ui32> &txt, std::string &dst) const;
  121. MetaString()
  122. {
  123. type = 2001;
  124. }
  125. };
  126. /***********************************************************************************************************/
  127. struct PackageApplied : public CPackForClient //94
  128. {
  129. PackageApplied() {type = 94;}
  130. PackageApplied(ui8 Result) : result(Result) {type = 94;}
  131. void applyCl(CClient *cl);
  132. ui8 result; //0 - something went wrong, request hasn't been realized; 1 - OK
  133. ui32 packType; //type id of applied package
  134. template <typename Handler> void serialize(Handler &h, const int version)
  135. {
  136. h & result & packType;
  137. }
  138. };
  139. struct SystemMessage : public CPackForClient //95
  140. {
  141. SystemMessage(const std::string Text) : text(Text){type = 95;};
  142. SystemMessage(){type = 95;};
  143. void applyCl(CClient *cl);
  144. std::string text;
  145. template <typename Handler> void serialize(Handler &h, const int version)
  146. {
  147. h & text;
  148. }
  149. };
  150. struct PlayerBlocked : public CPackForClient //96
  151. {
  152. PlayerBlocked(){type = 96;};
  153. void applyCl(CClient *cl);
  154. enum EReason { UPCOMING_BATTLE };
  155. ui8 reason;
  156. ui8 player;
  157. template <typename Handler> void serialize(Handler &h, const int version)
  158. {
  159. h & reason & player;
  160. }
  161. };
  162. struct YourTurn : public CPackForClient //100
  163. {
  164. YourTurn(){type = 100;};
  165. void applyCl(CClient *cl);
  166. DLL_EXPORT void applyGs(CGameState *gs);
  167. ui8 player;
  168. template <typename Handler> void serialize(Handler &h, const int version)
  169. {
  170. h & player;
  171. }
  172. };
  173. struct SetResource : public CPackForClient //102
  174. {
  175. SetResource(){type = 102;};
  176. void applyCl(CClient *cl);
  177. DLL_EXPORT void applyGs(CGameState *gs);
  178. ui8 player, resid;
  179. si32 val;
  180. template <typename Handler> void serialize(Handler &h, const int version)
  181. {
  182. h & player & resid & val;
  183. }
  184. };
  185. struct SetResources : public CPackForClient //104
  186. {
  187. SetResources(){res.resize(RESOURCE_QUANTITY);type = 104;};
  188. void applyCl(CClient *cl);
  189. DLL_EXPORT void applyGs(CGameState *gs);
  190. ui8 player;
  191. std::vector<si32> res; //res[resid] => res amount
  192. template <typename Handler> void serialize(Handler &h, const int version)
  193. {
  194. h & player & res;
  195. }
  196. };
  197. struct SetPrimSkill : public CPackForClient //105
  198. {
  199. SetPrimSkill(){type = 105;};
  200. void applyCl(CClient *cl);
  201. DLL_EXPORT void applyGs(CGameState *gs);
  202. ui8 abs; //0 - changes by value; 1 - sets to value
  203. si32 id;
  204. ui16 which;
  205. si64 val;
  206. template <typename Handler> void serialize(Handler &h, const int version)
  207. {
  208. h & abs & id & which & val;
  209. }
  210. };
  211. struct SetSecSkill : public CPackForClient //106
  212. {
  213. SetSecSkill(){type = 106;};
  214. void applyCl(CClient *cl);
  215. DLL_EXPORT void applyGs(CGameState *gs);
  216. ui8 abs; //0 - changes by value; 1 - sets to value
  217. si32 id;
  218. ui16 which, val;
  219. template <typename Handler> void serialize(Handler &h, const int version)
  220. {
  221. h & abs & id & which & val;
  222. }
  223. };
  224. struct HeroVisitCastle : public CPackForClient //108
  225. {
  226. HeroVisitCastle(){flags=0;type = 108;};
  227. void applyCl(CClient *cl);
  228. DLL_EXPORT void applyGs(CGameState *gs);
  229. ui8 flags; //1 - start, 2 - garrison
  230. ui32 tid, hid;
  231. bool start() //if hero is entering castle (if false - leaving)
  232. {
  233. return flags & 1;
  234. }
  235. bool garrison() //if hero is entering/leaving garrison (if false - it's only visiting hero)
  236. {
  237. return flags & 2;
  238. }
  239. template <typename Handler> void serialize(Handler &h, const int version)
  240. {
  241. h & flags & tid & hid;
  242. }
  243. };
  244. struct ChangeSpells : public CPackForClient //109
  245. {
  246. ChangeSpells(){type = 109;};
  247. void applyCl(CClient *cl);
  248. DLL_EXPORT void applyGs(CGameState *gs);
  249. ui8 learn; //1 - gives spell, 0 - takes
  250. ui32 hid;
  251. std::set<ui32> spells;
  252. template <typename Handler> void serialize(Handler &h, const int version)
  253. {
  254. h & learn & hid & spells;
  255. }
  256. };
  257. struct SetMana : public CPackForClient //110
  258. {
  259. SetMana(){type = 110;};
  260. void applyCl(CClient *cl);
  261. DLL_EXPORT void applyGs(CGameState *gs);
  262. si32 hid, val;
  263. template <typename Handler> void serialize(Handler &h, const int version)
  264. {
  265. h & val & hid;
  266. }
  267. };
  268. struct SetMovePoints : public CPackForClient //111
  269. {
  270. SetMovePoints(){type = 111;};
  271. void applyCl(CClient *cl);
  272. DLL_EXPORT void applyGs(CGameState *gs);
  273. ui32 hid, val;
  274. template <typename Handler> void serialize(Handler &h, const int version)
  275. {
  276. h & val & hid;
  277. }
  278. };
  279. struct FoWChange : public CPackForClient //112
  280. {
  281. FoWChange(){type = 112;};
  282. void applyCl(CClient *cl);
  283. DLL_EXPORT void applyGs(CGameState *gs);
  284. std::set<int3> tiles;
  285. ui8 player, mode; //mode==0 - hide, mode==1 - reveal
  286. template <typename Handler> void serialize(Handler &h, const int version)
  287. {
  288. h & tiles & player & mode;
  289. }
  290. };
  291. struct SetAvailableHeroes : public CPackForClient //113
  292. {
  293. SetAvailableHeroes(){type = 113;flags=0;};
  294. void applyCl(CClient *cl);
  295. DLL_EXPORT void applyGs(CGameState *gs);
  296. ui8 player;
  297. si32 hid1, hid2;
  298. ui8 flags; //1 - reset army of hero1; 2 - reset army of hero 2
  299. template <typename Handler> void serialize(Handler &h, const int version)
  300. {
  301. h & player & hid1 & hid2 & flags;
  302. }
  303. };
  304. struct GiveBonus : public CPackForClient //115
  305. {
  306. GiveBonus(){type = 115;};
  307. void applyCl(CClient *cl);
  308. DLL_EXPORT void applyGs(CGameState *gs);
  309. ui32 hid;
  310. HeroBonus bonus;
  311. MetaString bdescr;
  312. template <typename Handler> void serialize(Handler &h, const int version)
  313. {
  314. h & bonus & hid & bdescr;
  315. }
  316. };
  317. struct ChangeObjPos : public CPackForClient //116
  318. {
  319. ChangeObjPos(){type = 116;};
  320. void applyFirstCl(CClient *cl);
  321. void applyCl(CClient *cl);
  322. DLL_EXPORT void applyGs(CGameState *gs);
  323. ui32 objid;
  324. int3 nPos;
  325. ui8 flags; //bit flags: 1 - redraw
  326. template <typename Handler> void serialize(Handler &h, const int version)
  327. {
  328. h & objid & nPos & flags;
  329. }
  330. };
  331. struct RemoveObject : public CPackForClient //500
  332. {
  333. RemoveObject(){type = 500;};
  334. RemoveObject(si32 ID){id = ID;type = 500;};
  335. void applyFirstCl(CClient *cl);
  336. void applyCl(CClient *cl);
  337. DLL_EXPORT void applyGs(CGameState *gs);
  338. si32 id;
  339. template <typename Handler> void serialize(Handler &h, const int version)
  340. {
  341. h & id;
  342. }
  343. };
  344. struct TryMoveHero : public CPackForClient //501
  345. {
  346. TryMoveHero(){type = 501;humanKnows=false;};
  347. void applyFirstCl(CClient *cl);
  348. void applyCl(CClient *cl);
  349. void applyGs(CGameState *gs);
  350. enum EResult
  351. {
  352. FAILED, SUCCESS, TELEPORTATION, RESERVED___, BLOCKING_VISIT, EMBARK, DISEMBARK
  353. };
  354. ui32 id, movePoints;
  355. ui8 result; //uses EResult
  356. int3 start, end;
  357. std::set<int3> fowRevealed; //revealed tiles
  358. bool humanKnows; //used locally during applying to client
  359. template <typename Handler> void serialize(Handler &h, const int version)
  360. {
  361. h & id & result & start & end & movePoints & fowRevealed;
  362. }
  363. };
  364. struct SetGarrisons : public CPackForClient //502
  365. {
  366. SetGarrisons(){type = 502;};
  367. void applyCl(CClient *cl);
  368. DLL_EXPORT void applyGs(CGameState *gs);
  369. std::map<ui32,CCreatureSet> garrs;
  370. template <typename Handler> void serialize(Handler &h, const int version)
  371. {
  372. h & garrs;
  373. }
  374. };
  375. struct NewStructures : public CPackForClient //504
  376. {
  377. NewStructures(){type = 504;};
  378. void applyCl(CClient *cl);
  379. DLL_EXPORT virtual void applyGs(CGameState *gs);
  380. si32 tid;
  381. std::set<si32> bid;
  382. si16 builded;
  383. template <typename Handler> void serialize(Handler &h, const int version)
  384. {
  385. h & tid & bid & builded;
  386. }
  387. };
  388. struct RazeStructures : public CPackForClient //505
  389. {
  390. RazeStructures() {type = 505;};
  391. void applyCl (CClient *cl);
  392. DLL_EXPORT void applyGs(CGameState *gs);
  393. si32 tid;
  394. std::set<si32> bid;
  395. si16 destroyed;
  396. template <typename Handler> void serialize(Handler &h, const int version)
  397. {
  398. h & tid & bid & destroyed;
  399. }
  400. };
  401. struct SetAvailableCreatures : public CPackForClient //506
  402. {
  403. SetAvailableCreatures(){type = 506;};
  404. void applyCl(CClient *cl);
  405. DLL_EXPORT void applyGs(CGameState *gs);
  406. si32 tid;
  407. std::vector<std::pair<ui32, std::vector<ui32> > > creatures;
  408. template <typename Handler> void serialize(Handler &h, const int version)
  409. {
  410. h & tid & creatures;
  411. }
  412. };
  413. struct SetHeroesInTown : public CPackForClient //508
  414. {
  415. SetHeroesInTown(){type = 508;};
  416. void applyCl(CClient *cl);
  417. DLL_EXPORT void applyGs(CGameState *gs);
  418. si32 tid, visiting, garrison; //id of town, visiting hero, hero in garrison
  419. template <typename Handler> void serialize(Handler &h, const int version)
  420. {
  421. h & tid & visiting & garrison;
  422. }
  423. };
  424. struct SetHeroArtifacts : public CPackForClient //509
  425. {
  426. SetHeroArtifacts(){type = 509;};
  427. void applyCl(CClient *cl);
  428. DLL_EXPORT void applyGs(CGameState *gs);
  429. DLL_EXPORT void setArtAtPos(ui16 pos, int art);
  430. si32 hid;
  431. std::vector<ui32> artifacts; //hero's artifacts from bag
  432. 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
  433. template <typename Handler> void serialize(Handler &h, const int version)
  434. {
  435. h & hid & artifacts & artifWorn;
  436. }
  437. std::vector<HeroBonus*> gained, lost; //used locally as hlp when applying
  438. };
  439. struct HeroRecruited : public CPackForClient //515
  440. {
  441. HeroRecruited(){type = 515;};
  442. void applyCl(CClient *cl);
  443. DLL_EXPORT void applyGs(CGameState *gs);
  444. si32 hid, tid; //subID of hero
  445. int3 tile;
  446. ui8 player;
  447. template <typename Handler> void serialize(Handler &h, const int version)
  448. {
  449. h & hid & tid & tile & player;
  450. }
  451. };
  452. struct GiveHero : public CPackForClient //516
  453. {
  454. GiveHero(){type = 516;};
  455. void applyFirstCl(CClient *cl);
  456. void applyCl(CClient *cl);
  457. DLL_EXPORT void applyGs(CGameState *gs);
  458. ui32 id; //object id
  459. ui8 player;
  460. template <typename Handler> void serialize(Handler &h, const int version)
  461. {
  462. h & id & player;
  463. }
  464. };
  465. struct OpenWindow : public CPackForClient //517
  466. {
  467. OpenWindow(){type = 517;};
  468. void applyCl(CClient *cl);
  469. enum EWindow {EXCHANGE_WINDOW, RECRUITMENT_FIRST, RECRUITMENT_ALL, SHIPYARD_WINDOW};
  470. ui8 window;
  471. ui32 id1, id2;
  472. template <typename Handler> void serialize(Handler &h, const int version)
  473. {
  474. h & window & id1 & id2;
  475. }
  476. };
  477. struct NewObject : public CPackForClient //518
  478. {
  479. NewObject(){type = 518;};
  480. void applyCl(CClient *cl);
  481. DLL_EXPORT void applyGs(CGameState *gs);
  482. ui32 ID, subID;
  483. int3 pos;
  484. int id; //used internally
  485. template <typename Handler> void serialize(Handler &h, const int version)
  486. {
  487. h & ID & subID & pos;
  488. }
  489. };
  490. struct NewTurn : public CPackForClient //101
  491. {
  492. DLL_EXPORT void applyGs(CGameState *gs);
  493. struct Hero
  494. {
  495. ui32 id, move, mana; //id is a general serial id
  496. template <typename Handler> void serialize(Handler &h, const int version)
  497. {
  498. h & id & move & mana;
  499. }
  500. bool operator<(const Hero&h)const{return id < h.id;}
  501. };
  502. std::set<Hero> heroes; //updates movement and mana points
  503. //std::vector<SetResources> res;//resource list
  504. std::map<ui8, std::vector<si32> > res; //player ID => resource value[res_id]
  505. std::vector<SetAvailableCreatures> cres;//creatures to be placed in towns
  506. ui32 day;
  507. bool resetBuilded;
  508. NewTurn(){type = 101;};
  509. template <typename Handler> void serialize(Handler &h, const int version)
  510. {
  511. h & heroes & cres & res & day & resetBuilded;
  512. }
  513. };
  514. struct Component : public CPack //2002 helper for object scrips informations
  515. {
  516. enum {PRIM_SKILL, SEC_SKILL, RESOURCE, CREATURE, ARTIFACT, EXPERIENCE, SPELL, MORALE=8, LUCK, HERO};
  517. ui16 id, subtype; //id uses ^^^ enums, when id==EXPPERIENCE subtype==0 means exp points and subtype==1 levels)
  518. si32 val; // + give; - take
  519. si16 when; // 0 - now; +x - within x days; -x - per x days
  520. template <typename Handler> void serialize(Handler &h, const int version)
  521. {
  522. h & id & subtype & val & when;
  523. }
  524. Component(){type = 2002;};
  525. Component(ui16 Type, ui16 Subtype, si32 Val, si16 When):id(Type),subtype(Subtype),val(Val),when(When){type = 2002;};
  526. };
  527. struct InfoWindow : public CPackForClient //103 - displays simple info window
  528. {
  529. void applyCl(CClient *cl);
  530. MetaString text;
  531. std::vector<Component> components;
  532. ui8 player;
  533. ui16 soundID;
  534. template <typename Handler> void serialize(Handler &h, const int version)
  535. {
  536. h & text & components & player & soundID;
  537. }
  538. InfoWindow() {
  539. type = 103;
  540. soundID = 0;
  541. };
  542. };
  543. struct SetObjectProperty : public CPackForClient//1001
  544. {
  545. DLL_EXPORT void applyGs(CGameState *gs);
  546. void applyCl(CClient *cl);
  547. ui32 id;
  548. ui8 what; //1 - owner; 2 - blockvis; 3 - first stack count; 4 - visitors; 5 - visited; 6 - ID (if 34 then also def is replaced)
  549. ui32 val;
  550. SetObjectProperty(){type = 1001;};
  551. SetObjectProperty(ui32 ID, ui8 What, ui32 Val):id(ID),what(What),val(Val){type = 1001;};
  552. template <typename Handler> void serialize(Handler &h, const int version)
  553. {
  554. h & id & what & val;
  555. }
  556. };
  557. struct SetHoverName : public CPackForClient//1002
  558. {
  559. DLL_EXPORT void applyGs(CGameState *gs);
  560. ui32 id;
  561. MetaString name;
  562. SetHoverName(){type = 1002;};
  563. SetHoverName(ui32 ID, MetaString& Name):id(ID),name(Name){type = 1002;};
  564. template <typename Handler> void serialize(Handler &h, const int version)
  565. {
  566. h & id & name;
  567. }
  568. };
  569. struct HeroLevelUp : public Query//2000
  570. {
  571. void applyCl(CClient *cl);
  572. DLL_EXPORT void applyGs(CGameState *gs);
  573. si32 heroid;
  574. ui8 primskill, level;
  575. std::vector<ui16> skills;
  576. HeroLevelUp(){type = 2000;};
  577. template <typename Handler> void serialize(Handler &h, const int version)
  578. {
  579. h & id & heroid & primskill & level & skills;
  580. }
  581. };
  582. struct TradeComponents : public CPackForClient, public CPackForServer
  583. {
  584. ///used to handle info about components available in shops
  585. void applyCl(CClient *cl);
  586. DLL_EXPORT void applyGs(CGameState *gs);
  587. si32 heroid;
  588. ui32 objectid;
  589. std::map<ui16, Component> available, chosen, bought;
  590. template <typename Handler> void serialize(Handler &h, const int version)
  591. {
  592. h & heroid & objectid & available & chosen & bought;
  593. }
  594. };
  595. //A dialog that requires making decision by player - it may contain components to choose between or has yes/no options
  596. //Client responds with QueryReply, where answer: 0 - cancel pressed, choice doesn't matter; 1/2/... - first/second/... component selected and OK pressed
  597. //Until sending reply player won't be allowed to take any actions
  598. struct BlockingDialog : public Query//2003
  599. {
  600. enum {ALLOW_CANCEL = 1, SELECTION = 2};
  601. void applyCl(CClient *cl);
  602. MetaString text;
  603. std::vector<Component> components;
  604. ui8 player;
  605. ui8 flags;
  606. ui16 soundID;
  607. bool cancel() const
  608. {
  609. return flags & ALLOW_CANCEL;
  610. }
  611. bool selection() const
  612. {
  613. return flags & SELECTION;
  614. }
  615. BlockingDialog(bool yesno, bool Selection)
  616. {
  617. type = 2003;
  618. flags = 0;
  619. soundID = 0;
  620. if(yesno) flags |= ALLOW_CANCEL;
  621. if(Selection) flags |= SELECTION;
  622. }
  623. BlockingDialog()
  624. {
  625. type = 2003;
  626. flags = 0;
  627. soundID = 0;
  628. };
  629. template <typename Handler> void serialize(Handler &h, const int version)
  630. {
  631. h & id & text & components & player & flags & soundID;
  632. }
  633. };
  634. struct GarrisonDialog : public Query//2004
  635. {
  636. GarrisonDialog(){type = 2004;}
  637. void applyCl(CClient *cl);
  638. si32 objid, hid;
  639. bool removableUnits;
  640. template <typename Handler> void serialize(Handler &h, const int version)
  641. {
  642. h & id & objid & hid & removableUnits;
  643. }
  644. };
  645. struct BattleInfo;
  646. struct BattleStart : public CPackForClient//3000
  647. {
  648. BattleStart(){type = 3000;};
  649. void applyCl(CClient *cl);
  650. DLL_EXPORT void applyGs(CGameState *gs);
  651. BattleInfo * info;
  652. template <typename Handler> void serialize(Handler &h, const int version)
  653. {
  654. h & info;
  655. }
  656. };
  657. struct BattleNextRound : public CPackForClient//3001
  658. {
  659. BattleNextRound(){type = 3001;};
  660. void applyCl(CClient *cl);
  661. DLL_EXPORT void applyGs(CGameState *gs);
  662. si32 round;
  663. template <typename Handler> void serialize(Handler &h, const int version)
  664. {
  665. h & round;
  666. }
  667. };
  668. struct BattleSetActiveStack : public CPackForClient//3002
  669. {
  670. BattleSetActiveStack(){type = 3002;};
  671. void applyCl(CClient *cl);
  672. DLL_EXPORT void applyGs(CGameState *gs);
  673. ui32 stack;
  674. template <typename Handler> void serialize(Handler &h, const int version)
  675. {
  676. h & stack;
  677. }
  678. };
  679. struct BattleResult : public CPackForClient//3003
  680. {
  681. BattleResult(){type = 3003;};
  682. void applyFirstCl(CClient *cl);
  683. void applyGs(CGameState *gs);
  684. ui8 result; //0 - normal victory; 1 - escape; 2 - surrender
  685. ui8 winner; //0 - attacker, 1 - defender, [2 - draw (should be possible?)]
  686. std::map<ui32,si32> casualties[2]; //first => casualties of attackers - map crid => number
  687. ui32 exp[2]; //exp for attacker and defender
  688. std::set<ui32> artifacts; //artifacts taken from loser to winner
  689. template <typename Handler> void serialize(Handler &h, const int version)
  690. {
  691. h & result & winner & casualties[0] & casualties[1] & exp & artifacts;
  692. }
  693. };
  694. struct BattleStackMoved : public CPackForClient//3004
  695. {
  696. ui32 stack, tile;
  697. ui8 ending, distance;
  698. BattleStackMoved(){type = 3004;};
  699. void applyFirstCl(CClient *cl);
  700. void applyGs(CGameState *gs);
  701. template <typename Handler> void serialize(Handler &h, const int version)
  702. {
  703. h & stack & tile & ending & distance;
  704. }
  705. };
  706. struct BattleStackAttacked : public CPackForClient//3005
  707. {
  708. BattleStackAttacked(){flags = 0; type = 3005;};
  709. void applyCl(CClient *cl);
  710. DLL_EXPORT void applyGs(CGameState *gs);
  711. ui32 stackAttacked, attackerID;
  712. ui32 newAmount, newHP, killedAmount, damageAmount;
  713. ui8 flags; //1 - is stack killed; 2 - is there special effect to be shown;
  714. ui32 effect; //set only if flag 2 is present
  715. bool killed() const//if target stack was killed
  716. {
  717. return flags & 1;
  718. }
  719. bool isEffect() const//if target stack was killed
  720. {
  721. return flags & 2;
  722. }
  723. template <typename Handler> void serialize(Handler &h, const int version)
  724. {
  725. h & stackAttacked & attackerID & newAmount & newHP & flags & killedAmount & damageAmount & effect;
  726. }
  727. bool operator<(const BattleStackAttacked &b) const
  728. {
  729. return stackAttacked < b.stackAttacked;
  730. }
  731. };
  732. struct BattleAttack : public CPackForClient//3006
  733. {
  734. BattleAttack(){flags = 0; type = 3006;};
  735. void applyFirstCl(CClient *cl);
  736. DLL_EXPORT void applyGs(CGameState *gs);
  737. void applyCl(CClient *cl);
  738. std::set<BattleStackAttacked> bsa;
  739. ui32 stackAttacking;
  740. ui8 flags;
  741. bool shot()//distance attack - decrease number of shots
  742. {
  743. return flags & 1;
  744. }
  745. bool counter()//is it counterattack?
  746. {
  747. return flags & 2;
  748. }
  749. bool lucky()
  750. {
  751. return flags & 4;
  752. }
  753. bool unlucky()
  754. {
  755. //TODO: support?
  756. return flags & 8;
  757. }
  758. //bool killed() //if target stack was killed
  759. //{
  760. // return bsa.killed();
  761. //}
  762. template <typename Handler> void serialize(Handler &h, const int version)
  763. {
  764. h & bsa & stackAttacking & flags;
  765. }
  766. };
  767. struct StartAction : public CPackForClient//3007
  768. {
  769. StartAction(){type = 3007;};
  770. StartAction(const BattleAction &act){ba = act; type = 3007;};
  771. void applyFirstCl(CClient *cl);
  772. DLL_EXPORT void applyGs(CGameState *gs);
  773. BattleAction ba;
  774. template <typename Handler> void serialize(Handler &h, const int version)
  775. {
  776. h & ba;
  777. }
  778. };
  779. struct EndAction : public CPackForClient//3008
  780. {
  781. EndAction(){type = 3008;};
  782. void applyCl(CClient *cl);
  783. template <typename Handler> void serialize(Handler &h, const int version)
  784. {
  785. }
  786. };
  787. struct SpellCast : public CPackForClient//3009
  788. {
  789. SpellCast(){type = 3009;};
  790. DLL_EXPORT void applyGs(CGameState *gs);
  791. void applyCl(CClient *cl);
  792. si32 dmgToDisplay; //this amount will be displayed as amount of damage dealt by spell
  793. ui8 side; //which hero did cast spell: 0 - attacker, 1 - defender
  794. ui32 id; //id of spell
  795. ui8 skill; //caster's skill level
  796. ui16 tile; //destination tile (may not be set in some global/mass spells
  797. std::vector<ui32> resisted; //ids of creatures that resisted this spell
  798. std::set<ui32> affectedCres; //ids of creatures affected by this spell, generally used if spell does not set any effect (like dispel or cure)
  799. template <typename Handler> void serialize(Handler &h, const int version)
  800. {
  801. h & dmgToDisplay & side & id & skill & tile & resisted & affectedCres;
  802. }
  803. };
  804. struct SetStackEffect : public CPackForClient //3010
  805. {
  806. SetStackEffect(){type = 3010;};
  807. DLL_EXPORT void applyGs(CGameState *gs);
  808. void applyCl(CClient *cl);
  809. std::set<ui32> stacks; //affected stacks (IDs)
  810. CStack::StackEffect effect; //type of effect
  811. template <typename Handler> void serialize(Handler &h, const int version)
  812. {
  813. h & stacks & effect;
  814. }
  815. };
  816. struct StacksInjured : public CPackForClient //3011
  817. {
  818. StacksInjured(){type = 3011;}
  819. DLL_EXPORT void applyGs(CGameState *gs);
  820. void applyCl(CClient *cl);
  821. std::set<BattleStackAttacked> stacks;
  822. template <typename Handler> void serialize(Handler &h, const int version)
  823. {
  824. h & stacks;
  825. }
  826. };
  827. struct BattleResultsApplied : public CPackForClient //3012
  828. {
  829. BattleResultsApplied(){type = 3012;}
  830. ui8 player1, player2;
  831. void applyCl(CClient *cl);
  832. template <typename Handler> void serialize(Handler &h, const int version)
  833. {
  834. h & player1 & player2;
  835. }
  836. };
  837. struct StacksHealedOrResurrected : public CPackForClient //3013
  838. {
  839. StacksHealedOrResurrected(){type = 3013;}
  840. DLL_EXPORT void applyGs(CGameState *gs);
  841. void applyCl(CClient *cl);
  842. struct HealInfo
  843. {
  844. ui32 stackID;
  845. ui32 healedHP;
  846. ui8 lowLevelResurrection; //in case this stack is resurrected by this heal, it will be marked as SUMMONED
  847. template <typename Handler> void serialize(Handler &h, const int version)
  848. {
  849. h & stackID & healedHP & lowLevelResurrection;
  850. }
  851. };
  852. std::vector<HealInfo> healedStacks;
  853. template <typename Handler> void serialize(Handler &h, const int version)
  854. {
  855. h & healedStacks;
  856. }
  857. };
  858. struct ObstaclesRemoved : public CPackForClient //3014
  859. {
  860. ObstaclesRemoved(){type = 3014;}
  861. DLL_EXPORT void applyGs(CGameState *gs);
  862. void applyCl(CClient *cl);
  863. std::set<si32> obstacles; //uniqueIDs of removed obstacles
  864. template <typename Handler> void serialize(Handler &h, const int version)
  865. {
  866. h & obstacles;
  867. }
  868. };
  869. struct CatapultAttack : public CPackForClient //3015
  870. {
  871. CatapultAttack(){type = 3015;}
  872. DLL_EXPORT void applyGs(CGameState *gs);
  873. void applyCl(CClient *cl);
  874. std::set< std::pair< std::pair< ui8, si16 >, ui8> > attackedParts; // < <attackedPartOfWall, attacked hex >, damageDealt>
  875. //attackedPartOfWall; //[0] - keep, [1] - bottom tower, [2] - bottom wall, [3] - below gate, [4] - over gate, [5] - upper wall, [6] - uppert tower, [7] - gate;
  876. //damageDealt;
  877. int attacker; //if -1, then a spell caused this
  878. template <typename Handler> void serialize(Handler &h, const int version)
  879. {
  880. h & attackedParts & attacker;
  881. }
  882. };
  883. struct BattleStacksRemoved : public CPackForClient //3016
  884. {
  885. BattleStacksRemoved(){type = 3016;}
  886. DLL_EXPORT void applyGs(CGameState *gs);
  887. void applyCl(CClient *cl);
  888. std::set<ui32> stackIDs; //IDs of removed stacks
  889. template <typename Handler> void serialize(Handler &h, const int version)
  890. {
  891. h & stackIDs;
  892. }
  893. };
  894. struct ShowInInfobox : public CPackForClient //107
  895. {
  896. ShowInInfobox(){type = 107;};
  897. ui8 player;
  898. Component c;
  899. MetaString text;
  900. void applyCl(CClient *cl);
  901. template <typename Handler> void serialize(Handler &h, const int version)
  902. {
  903. h & player & c & text;
  904. }
  905. };
  906. /***********************************************************************************************************/
  907. struct CloseServer : public CPackForServer
  908. {
  909. bool applyGh(CGameHandler *gh);
  910. template <typename Handler> void serialize(Handler &h, const int version)
  911. {}
  912. };
  913. struct EndTurn : public CPackForServer
  914. {
  915. bool applyGh(CGameHandler *gh);
  916. template <typename Handler> void serialize(Handler &h, const int version)
  917. {}
  918. };
  919. struct DismissHero : public CPackForServer
  920. {
  921. DismissHero(){};
  922. DismissHero(si32 HID) : hid(HID) {};
  923. si32 hid;
  924. bool applyGh(CGameHandler *gh);
  925. template <typename Handler> void serialize(Handler &h, const int version)
  926. {
  927. h & hid;
  928. }
  929. };
  930. struct MoveHero : public CPackForServer
  931. {
  932. MoveHero(){};
  933. MoveHero(const int3 &Dest, si32 HID) : dest(Dest), hid(HID){};
  934. int3 dest;
  935. si32 hid;
  936. bool applyGh(CGameHandler *gh);
  937. template <typename Handler> void serialize(Handler &h, const int version)
  938. {
  939. h & dest & hid;
  940. }
  941. };
  942. struct ArrangeStacks : public CPackForServer
  943. {
  944. ArrangeStacks(){};
  945. ArrangeStacks(ui8 W, ui8 P1, ui8 P2, si32 ID1, si32 ID2, si32 VAL)
  946. :what(W),p1(P1),p2(P2),id1(ID1),id2(ID2),val(VAL) {};
  947. ui8 what; //1 - swap; 2 - merge; 3 - split
  948. ui8 p1, p2; //positions of first and second stack
  949. si32 id1, id2; //ids of objects with garrison
  950. si32 val;
  951. bool applyGh(CGameHandler *gh);
  952. template <typename Handler> void serialize(Handler &h, const int version)
  953. {
  954. h & what & p1 & p2 & id1 & id2 & val;
  955. }
  956. };
  957. struct DisbandCreature : public CPackForServer
  958. {
  959. DisbandCreature(){};
  960. DisbandCreature(ui8 Pos, si32 ID):pos(Pos),id(ID){};
  961. ui8 pos; //stack pos
  962. si32 id; //object id
  963. bool applyGh(CGameHandler *gh);
  964. template <typename Handler> void serialize(Handler &h, const int version)
  965. {
  966. h & pos & id;
  967. }
  968. };
  969. struct BuildStructure : public CPackForServer
  970. {
  971. BuildStructure(){};
  972. BuildStructure(si32 TID, si32 BID):bid(BID),tid(TID){};
  973. si32 bid, tid; //structure and town ids
  974. bool applyGh(CGameHandler *gh);
  975. template <typename Handler> void serialize(Handler &h, const int version)
  976. {
  977. h & tid & bid;
  978. }
  979. };
  980. struct RazeStructure : public BuildStructure
  981. {
  982. RazeStructure(){};
  983. //RazeStructure(si32 TID, si32 BID):bid(BID),tid(TID){};
  984. bool applyGh(CGameHandler *gh);
  985. };
  986. struct RecruitCreatures : public CPackForServer
  987. {
  988. RecruitCreatures(){};
  989. RecruitCreatures(si32 TID, si32 CRID, si32 Amount):tid(TID),crid(CRID),amount(Amount){};
  990. si32 tid; //town id
  991. ui32 crid, amount;//creature ID and amount
  992. bool applyGh(CGameHandler *gh);
  993. template <typename Handler> void serialize(Handler &h, const int version)
  994. {
  995. h & tid & crid & amount;
  996. }
  997. };
  998. struct UpgradeCreature : public CPackForServer
  999. {
  1000. UpgradeCreature(){};
  1001. UpgradeCreature(ui8 Pos, si32 ID, si32 CRID):pos(Pos),id(ID), cid(CRID){};
  1002. ui8 pos; //stack pos
  1003. si32 id; //object id
  1004. si32 cid; //id of type to which we want make upgrade
  1005. bool applyGh(CGameHandler *gh);
  1006. template <typename Handler> void serialize(Handler &h, const int version)
  1007. {
  1008. h & pos & id & cid;
  1009. }
  1010. };
  1011. struct GarrisonHeroSwap : public CPackForServer
  1012. {
  1013. GarrisonHeroSwap(){};
  1014. GarrisonHeroSwap(si32 TID):tid(TID){};
  1015. si32 tid;
  1016. bool applyGh(CGameHandler *gh);
  1017. template <typename Handler> void serialize(Handler &h, const int version)
  1018. {
  1019. h & tid;
  1020. }
  1021. };
  1022. struct ExchangeArtifacts : public CPackForServer
  1023. {
  1024. ExchangeArtifacts(){};
  1025. ExchangeArtifacts(si32 H1, si32 H2, ui16 S1, ui16 S2)
  1026. :hid1(H1),hid2(H2),slot1(S1),slot2(S2){};
  1027. si32 hid1, hid2;
  1028. ui16 slot1, slot2;
  1029. bool applyGh(CGameHandler *gh);
  1030. template <typename Handler> void serialize(Handler &h, const int version)
  1031. {
  1032. h & hid1 & hid2 & slot1 & slot2;
  1033. }
  1034. };
  1035. struct SetArtifact : public CPackForServer
  1036. {
  1037. SetArtifact () {};
  1038. SetArtifact (si32 hid, ui16 slot, int artID)
  1039. :hid(hid), slot(slot), artID(artID) {};
  1040. si32 hid;
  1041. ui16 slot;
  1042. int artID;
  1043. bool applyGh(CGameHandler *gh);
  1044. template <typename Handler> void serialize(Handler &h, const int version)
  1045. {
  1046. h & hid & slot & artID;
  1047. }
  1048. };
  1049. struct BuyArtifact : public CPackForServer
  1050. {
  1051. BuyArtifact(){};
  1052. BuyArtifact(si32 HID, si32 AID):hid(HID),aid(AID){};
  1053. si32 hid, aid; //hero and artifact id
  1054. bool applyGh(CGameHandler *gh);
  1055. template <typename Handler> void serialize(Handler &h, const int version)
  1056. {
  1057. h & hid & aid;
  1058. }
  1059. };
  1060. struct TradeOnMarketplace : public CPackForServer
  1061. {
  1062. TradeOnMarketplace(){};
  1063. TradeOnMarketplace(ui8 Player, ui8 Mode, /*si32 ID, */ui32 R1, ui32 R2, ui32 Val)
  1064. :player(Player),mode(Mode),/*id(ID),*/r1(R1),r2(R2),val(Val){};
  1065. ui8 player;
  1066. ui8 mode;//0 - res<->res;
  1067. //si32 id; //object id
  1068. ui32 r1, r2; //mode 0: r1 - sold resource, r2 - bought res
  1069. ui32 val; //units of sold resource
  1070. bool applyGh(CGameHandler *gh);
  1071. template <typename Handler> void serialize(Handler &h, const int version)
  1072. {
  1073. h & player & mode & /*id & */r1 & r2 & val;
  1074. }
  1075. };
  1076. struct SetFormation : public CPackForServer
  1077. {
  1078. SetFormation(){};
  1079. SetFormation(si32 HID, ui8 Formation):hid(HID),formation(Formation){};
  1080. si32 hid;
  1081. ui8 formation;
  1082. bool applyGh(CGameHandler *gh);
  1083. template <typename Handler> void serialize(Handler &h, const int version)
  1084. {
  1085. h & hid & formation;
  1086. }
  1087. };
  1088. struct HireHero : public CPackForServer
  1089. {
  1090. HireHero(){};
  1091. HireHero(si32 HID, si32 TID):hid(HID),tid(TID){};
  1092. si32 hid, tid; //available hero serial and town id
  1093. bool applyGh(CGameHandler *gh);
  1094. template <typename Handler> void serialize(Handler &h, const int version)
  1095. {
  1096. h & hid & tid;
  1097. }
  1098. };
  1099. struct BuildBoat : public CPackForServer
  1100. {
  1101. BuildBoat(){};
  1102. si32 objid; //where player wants to buy a boat
  1103. bool applyGh(CGameHandler *gh);
  1104. template <typename Handler> void serialize(Handler &h, const int version)
  1105. {
  1106. h & objid;
  1107. }
  1108. };
  1109. struct QueryReply : public CPackForServer
  1110. {
  1111. QueryReply(){type = 6000;};
  1112. QueryReply(ui32 QID, ui32 Answer):qid(QID),answer(Answer){type = 6000;};
  1113. ui32 qid, answer; //hero and artifact id
  1114. bool applyGh(CGameHandler *gh);
  1115. template <typename Handler> void serialize(Handler &h, const int version)
  1116. {
  1117. h & qid & answer;
  1118. }
  1119. };
  1120. struct MakeAction : public CPackForServer
  1121. {
  1122. MakeAction(){};
  1123. MakeAction(const BattleAction &BA):ba(BA){};
  1124. BattleAction ba;
  1125. bool applyGh(CGameHandler *gh);
  1126. template <typename Handler> void serialize(Handler &h, const int version)
  1127. {
  1128. h & ba;
  1129. }
  1130. };
  1131. struct MakeCustomAction : public CPackForServer
  1132. {
  1133. MakeCustomAction(){};
  1134. MakeCustomAction(const BattleAction &BA):ba(BA){};
  1135. BattleAction ba;
  1136. bool applyGh(CGameHandler *gh);
  1137. template <typename Handler> void serialize(Handler &h, const int version)
  1138. {
  1139. h & ba;
  1140. }
  1141. };
  1142. /***********************************************************************************************************/
  1143. struct SaveGame : public CPackForClient, public CPackForServer
  1144. {
  1145. SaveGame(){};
  1146. SaveGame(const std::string &Fname) :fname(Fname){};
  1147. std::string fname;
  1148. void applyCl(CClient *cl);
  1149. void applyGs(CGameState *gs){};
  1150. bool applyGh(CGameHandler *gh);
  1151. template <typename Handler> void serialize(Handler &h, const int version)
  1152. {
  1153. h & fname;
  1154. }
  1155. };
  1156. struct PlayerMessage : public CPackForClient, public CPackForServer //513
  1157. {
  1158. PlayerMessage(){CPackForClient::type = 513;};
  1159. PlayerMessage(ui8 Player, const std::string &Text)
  1160. :player(Player),text(Text)
  1161. {CPackForClient::type = 513;};
  1162. void applyCl(CClient *cl);
  1163. void applyGs(CGameState *gs){};
  1164. bool applyGh(CGameHandler *gh);
  1165. ui8 player;
  1166. std::string text;
  1167. template <typename Handler> void serialize(Handler &h, const int version)
  1168. {
  1169. h & text & player;
  1170. }
  1171. };
  1172. struct SetSelection : public CPackForClient, public CPackForServer //514
  1173. {
  1174. SetSelection(){CPackForClient::type = 514;};
  1175. DLL_EXPORT void applyGs(CGameState *gs);
  1176. bool applyGh(CGameHandler *gh);
  1177. void applyCl(CClient *cl);
  1178. ui8 player;
  1179. ui32 id;
  1180. template <typename Handler> void serialize(Handler &h, const int version)
  1181. {
  1182. h & id & player;
  1183. }
  1184. };
  1185. struct CenterView : public CPackForClient//515
  1186. {
  1187. CenterView(){CPackForClient::type = 515;};
  1188. void applyCl(CClient *cl);
  1189. ui8 player;
  1190. int3 pos;
  1191. ui32 focusTime; //ms
  1192. template <typename Handler> void serialize(Handler &h, const int version)
  1193. {
  1194. h & pos & player & focusTime;
  1195. }
  1196. };
  1197. #endif //__NETPACKS_H__