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							- /*
 
-  * 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
 
- {
 
- 	MoveArtifact() 
 
- 		: askAssemble(true) {}
 
- 	MoveArtifact(ArtifactLocation * src, ArtifactLocation * dst, bool askAssemble = true)
 
- 		: src(*src), dst(*dst), askAssemble(askAssemble){}
 
- 	ArtifactLocation src, dst;
 
- 	bool askAssemble;
 
- 	void applyCl(CClient *cl);
 
- 	DLL_LINKAGE void applyGs(CGameState *gs);
 
- 	template <typename Handler> void serialize(Handler & h, const int version)
 
- 	{
 
- 		h & src;
 
- 		h & dst;
 
- 		h & askAssemble;
 
- 	}
 
- };
 
- struct BulkMoveArtifacts : CArtifactOperationPack
 
- {
 
- 	struct LinkedSlots
 
- 	{
 
- 		ArtifactPosition srcPos;
 
- 		ArtifactPosition dstPos;
 
- 		LinkedSlots() {}
 
- 		LinkedSlots(ArtifactPosition srcPos, ArtifactPosition dstPos)
 
- 			: srcPos(srcPos), dstPos(dstPos) {}
 
- 		template <typename Handler> void serialize(Handler & h, const int version)
 
- 		{
 
- 			h & srcPos;
 
- 			h & dstPos;
 
- 		}
 
- 	};
 
- 	TArtHolder srcArtHolder;
 
- 	TArtHolder dstArtHolder;
 
- 	BulkMoveArtifacts()
 
- 		: swap(false) {}
 
- 	BulkMoveArtifacts(TArtHolder srcArtHolder, TArtHolder dstArtHolder, bool swap)
 
- 		: srcArtHolder(srcArtHolder), dstArtHolder(dstArtHolder), swap(swap) {}
 
- 	void applyCl(CClient * cl);
 
- 	DLL_LINKAGE void applyGs(CGameState * gs);
 
- 	std::vector<LinkedSlots> artsPack0;
 
- 	std::vector<LinkedSlots> artsPack1;
 
- 	bool swap;
 
- 	CArtifactSet * getSrcHolderArtSet();
 
- 	CArtifactSet * getDstHolderArtSet();
 
- 	template <typename Handler> void serialize(Handler & h, const int version)
 
- 	{
 
- 		h & artsPack0;
 
- 		h & artsPack1;
 
- 		h & srcArtHolder;
 
- 		h & dstArtHolder;
 
- 		h & swap;
 
- 	}
 
- };
 
- 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 CPackForClient
 
- {
 
- 	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 & 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;
 
- 		h & teleporting;
 
- 	}
 
- };
 
- 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;
 
- 	template <typename Handler> void serialize(Handler & h, const int version)
 
- 	{
 
- 		h & changedStacks;
 
- 	}
 
- };
 
- struct BattleStackAttacked
 
- {
 
- 	BattleStackAttacked():
 
- 		stackAttacked(0),
 
- 		attackerID(0),
 
- 		killedAmount(0),
 
- 		damageAmount(0),
 
- 		newState(),
 
- 		flags(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, SECONDARY = 2, REBIRTH = 4, CLONE_KILLED = 8, SPELL_EFFECT = 16, FIRE_SHIELD = 32, };
 
- 	ui32 flags; //uses EFlags (above)
 
- 	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 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;
 
- 	}
 
- 	bool fireShield() const
 
- 	{
 
- 		return flags & FIRE_SHIELD;
 
- 	}
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & stackAttacked;
 
- 		h & attackerID;
 
- 		h & newState;
 
- 		h & flags;
 
- 		h & killedAmount;
 
- 		h & damageAmount;
 
- 		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, LIFE_DRAIN = 128};
 
- 	BattleHex tile;
 
- 	SpellID spellID; //for SPELL_LIKE
 
- 	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;
 
- 	}
 
- 	bool lifeDrain() const
 
- 	{
 
- 		return flags & LIFE_DRAIN;
 
- 	}
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & bsa;
 
- 		h & stackAttacking;
 
- 		h & flags;
 
- 		h & tile;
 
- 		h & spellID;
 
- 		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::set<ui32> affectedCres; //ids of creatures affected by this spell, generally used if spell does not set any effect (like dispel or cure)
 
- 	std::set<ui32> resistedCres; // creatures that resisted the spell (e.g. Dwarves)
 
- 	std::set<ui32> reflectedCres; // creatures that reflected the spell (e.g. Magic Mirror spell)
 
- 	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 & affectedCres;
 
- 		h & resistedCres;
 
- 		h & reflectedCres;
 
- 		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;
 
- 		EWallPart 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 BulkExchangeArtifacts : public CPackForServer
 
- {
 
- 	ObjectInstanceID srcHero;
 
- 	ObjectInstanceID dstHero;
 
- 	bool swap;
 
- 	BulkExchangeArtifacts() 
 
- 		: swap(false) {}
 
- 	BulkExchangeArtifacts(ObjectInstanceID srcHero, ObjectInstanceID dstHero, bool swap)
 
- 		: srcHero(srcHero), dstHero(dstHero), swap(swap) {}
 
- 	bool applyGh(CGameHandler * gh);
 
- 	template <typename Handler> void serialize(Handler & h, const int version)
 
- 	{
 
- 		h & static_cast<CPackForServer&>(*this);
 
- 		h & srcHero;
 
- 		h & dstHero;
 
- 		h & swap;
 
- 	}
 
- };
 
- 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
 
 
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