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- #pragma once
- #include "../Connection.h"
- #include "../NetPacks.h"
- #include "../VCMI_Lib.h"
- #include "../CArtHandler.h"
- #include "../CObjectHandler.h"
- #include "../CObjectWithReward.h"
- #include "../CGameState.h"
- #include "../CHeroHandler.h"
- #include "../CTownHandler.h"
- #include "../CModHandler.h" //needed?
- /*
- * RegisterTypes.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
- *
- */
- template<typename Serializer>
- void registerTypesMapObjects1(Serializer &s)
- {
- //////////////////////////////////////////////////////////////////////////
- // Adventure map objects
- //////////////////////////////////////////////////////////////////////////
- s.template registerType<IObjectInterface, CGObjectInstance>();
- // Non-armed objects
- s.template registerType<CGObjectInstance, CGTeleport>();
- s.template registerType<CGObjectInstance, CGSignBottle>();
- s.template registerType<CGObjectInstance, CGScholar>();
- s.template registerType<CGObjectInstance, CGBonusingObject>();
- s.template registerType<CGObjectInstance, CGMagicWell>();
- s.template registerType<CGObjectInstance, CGObservatory>();
- s.template registerType<CGObjectInstance, CGKeys>();
- s.template registerType<CGKeys, CGKeymasterTent>();
- s.template registerType<CGKeys, CGBorderGuard>(); s.template registerType<IQuestObject, CGBorderGuard>();
- s.template registerType<CGBorderGuard, CGBorderGate>();
- s.template registerType<CGObjectInstance, CGBoat>();
- s.template registerType<CGObjectInstance, CGMagi>();
- s.template registerType<CGObjectInstance, CGSirens>();
- s.template registerType<CGObjectInstance, CGShipyard>(); s.template registerType<IShipyard, CGShipyard>();
- s.template registerType<CGObjectInstance, CGDenOfthieves>();
- s.template registerType<CGObjectInstance, CGLighthouse>();
- s.template registerType<CGObjectInstance, CGMarket>(); s.template registerType<IMarket, CGMarket>();
- s.template registerType<CGMarket, CGBlackMarket>();
- s.template registerType<CGMarket, CGUniversity>();
- s.template registerType<CGObjectInstance, CGHeroPlaceholder>();
- s.template registerType<CGObjectInstance, CArmedInstance>(); s.template registerType<CBonusSystemNode, CArmedInstance>(); s.template registerType<CCreatureSet, CArmedInstance>();
- // Armed objects
- s.template registerType<CArmedInstance, CGHeroInstance>(); s.template registerType<IBoatGenerator, CGHeroInstance>(); s.template registerType<CArtifactSet, CGHeroInstance>();
- s.template registerType<CArmedInstance, CGDwelling>();
- s.template registerType<CGDwelling, CGTownInstance>(); s.template registerType<IShipyard, CGTownInstance>(); s.template registerType<IMarket, CGTownInstance>();
- s.template registerType<CArmedInstance, CGPandoraBox>();
- s.template registerType<CGPandoraBox, CGEvent>();
- s.template registerType<CArmedInstance, CGCreature>();
- s.template registerType<CArmedInstance, CGGarrison>();
- s.template registerType<CArmedInstance, CGArtifact>();
- s.template registerType<CArmedInstance, CGResource>();
- s.template registerType<CArmedInstance, CGMine>();
- s.template registerType<CArmedInstance, CBank>();
- s.template registerType<CBank, CGPyramid>();
- s.template registerType<CArmedInstance, CGSeerHut>(); s.template registerType<IQuestObject, CGSeerHut>();
- s.template registerType<CGSeerHut, CGQuestGuard>();
- }
- template<typename Serializer>
- void registerTypesMapObjects2(Serializer &s)
- {
- //Other object-related
- s.template registerType<IObjectInterface, CGTownBuilding>();
- s.template registerType<CGTownBuilding, CTownBonus>();
- s.template registerType<CGTownBuilding, COPWBonus>();
- s.template registerType<CGObjectInstance, CObjectWithReward>();
- s.template registerType<CObjectWithReward, CGPickable>();
- s.template registerType<CObjectWithReward, CGVisitableOPH>();
- s.template registerType<CObjectWithReward, CGVisitableOPW>();
- s.template registerType<CObjectWithReward, CGOnceVisitable>();
- s.template registerType<CGVisitableOPW, CGMagicSpring>();
- s.template registerType<CGObjectInstance, CPlayersVisited>();
- s.template registerType<CPlayersVisited, CGWitchHut>();
- s.template registerType<CPlayersVisited, CGShrine>();
- s.template registerType<CPlayersVisited, CCartographer>();
- s.template registerType<CPlayersVisited, CGObelisk>();
- //s.template registerType<CQuest>();
- //s.template registerType<IQuestObject>();
- //end of objects
- //////////////////////////////////////////////////////////////////////////
- // Bonus system
- //////////////////////////////////////////////////////////////////////////
- //s.template registerType<IPropagator>();
- s.template registerType<IPropagator, CPropagatorNodeType>();
- // Limiters
- //s.template registerType<ILimiter>();
- s.template registerType<ILimiter, LimiterList>();
- s.template registerType<ILimiter, CCreatureTypeLimiter>();
- s.template registerType<ILimiter, HasAnotherBonusLimiter>();
- s.template registerType<ILimiter, CreatureNativeTerrainLimiter>();
- s.template registerType<ILimiter, CreatureFactionLimiter>();
- s.template registerType<ILimiter, CreatureAlignmentLimiter>();
- s.template registerType<ILimiter, RankRangeLimiter>();
- s.template registerType<ILimiter, StackOwnerLimiter>();
- // s.template registerType<CBonusSystemNode>();
- s.template registerType<CBonusSystemNode, CArtifact>();
- s.template registerType<CArtifact, CGrowingArtifact>();
- s.template registerType<CBonusSystemNode, CCreature>();
- s.template registerType<CBonusSystemNode, CStackInstance>();
- s.template registerType<CStackInstance, CCommanderInstance>();
- s.template registerType<CBonusSystemNode, PlayerState>();
- s.template registerType<CBonusSystemNode, TeamState>();
- //s.template registerType<CGameState>(); //TODO
- s.template registerType<CBonusSystemNode, CGHeroInstance::HeroSpecial>();
- //s.template registerType<CArmedInstance>();
- s.template registerType<CBonusSystemNode, CStack>();
- s.template registerType<CBonusSystemNode, BattleInfo>();
- //s.template registerType<QuestInfo>();
- s.template registerType<CBonusSystemNode, CArtifactInstance>();
- s.template registerType<CArtifactInstance, CCombinedArtifactInstance>();
- //s.template registerType<CObstacleInstance>();
- s.template registerType<CObstacleInstance, MoatObstacle>();
- s.template registerType<CObstacleInstance, SpellCreatedObstacle>();
- }
- template<typename Serializer>
- void registerTypesClientPacks1(Serializer &s)
- {
- s.template registerType<CPack, CPackForClient>();
- s.template registerType<CPackForClient, PackageApplied>();
- s.template registerType<CPackForClient, SystemMessage>();
- s.template registerType<CPackForClient, PlayerBlocked>();
- s.template registerType<CPackForClient, YourTurn>();
- s.template registerType<CPackForClient, SetResource>();
- s.template registerType<CPackForClient, SetResources>();
- s.template registerType<CPackForClient, SetPrimSkill>();
- s.template registerType<CPackForClient, SetSecSkill>();
- s.template registerType<CPackForClient, HeroVisitCastle>();
- s.template registerType<CPackForClient, ChangeSpells>();
- s.template registerType<CPackForClient, SetMana>();
- s.template registerType<CPackForClient, SetMovePoints>();
- s.template registerType<CPackForClient, FoWChange>();
- s.template registerType<CPackForClient, SetAvailableHeroes>();
- s.template registerType<CPackForClient, GiveBonus>();
- s.template registerType<CPackForClient, ChangeObjPos>();
- s.template registerType<CPackForClient, PlayerEndsGame>();
- s.template registerType<CPackForClient, RemoveBonus>();
- s.template registerType<CPackForClient, UpdateCampaignState>();
- s.template registerType<CPackForClient, PrepareForAdvancingCampaign>();
- s.template registerType<CPackForClient, UpdateArtHandlerLists>();
- s.template registerType<CPackForClient, UpdateMapEvents>();
- s.template registerType<CPackForClient, UpdateCastleEvents>();
- s.template registerType<CPackForClient, RemoveObject>();
- s.template registerType<CPackForClient, TryMoveHero>();
- //s.template registerType<CPackForClient, SetGarrisons>();
- s.template registerType<CPackForClient, NewStructures>();
- s.template registerType<CPackForClient, RazeStructures>();
- s.template registerType<CPackForClient, SetAvailableCreatures>();
- s.template registerType<CPackForClient, SetHeroesInTown>();
- //s.template registerType<CPackForClient, SetHeroArtifacts>();
- s.template registerType<CPackForClient, HeroRecruited>();
- s.template registerType<CPackForClient, GiveHero>();
- s.template registerType<CPackForClient, NewTurn>();
- s.template registerType<CPackForClient, InfoWindow>();
- s.template registerType<CPackForClient, SetObjectProperty>();
- s.template registerType<CPackForClient, SetHoverName>();
- s.template registerType<CPackForClient, ShowInInfobox>();
- s.template registerType<CPackForClient, AdvmapSpellCast>();
- s.template registerType<CPackForClient, OpenWindow>();
- s.template registerType<CPackForClient, NewObject>();
- s.template registerType<CPackForClient, NewArtifact>();
- s.template registerType<CPackForClient, AddQuest>();
- s.template registerType<CPackForClient, SetAvailableArtifacts>();
- s.template registerType<CPackForClient, CenterView>();
- s.template registerType<CPackForClient, HeroVisit>();
- s.template registerType<CPackForClient, SetCommanderProperty>();
- }
- template<typename Serializer>
- void registerTypesClientPacks2(Serializer &s)
- {
- s.template registerType<CPackForClient, BattleStart>();
- s.template registerType<CPackForClient, BattleNextRound>();
- s.template registerType<CPackForClient, BattleSetActiveStack>();
- s.template registerType<CPackForClient, BattleResult>();
- s.template registerType<CPackForClient, BattleStackMoved>();
- s.template registerType<CPackForClient, BattleStackAttacked>();
- s.template registerType<CPackForClient, BattleAttack>();
- s.template registerType<CPackForClient, StartAction>();
- s.template registerType<CPackForClient, EndAction>();
- s.template registerType<CPackForClient, BattleSpellCast>();
- s.template registerType<CPackForClient, SetStackEffect>();
- s.template registerType<CPackForClient, BattleTriggerEffect>();
- s.template registerType<CPackForClient, BattleObstaclePlaced>();
- s.template registerType<CPackForClient, BattleSetStackProperty>();
- s.template registerType<CPackForClient, StacksInjured>();
- s.template registerType<CPackForClient, BattleResultsApplied>();
- s.template registerType<CPackForClient, StacksHealedOrResurrected>();
- s.template registerType<CPackForClient, ObstaclesRemoved>();
- s.template registerType<CPackForClient, CatapultAttack>();
- s.template registerType<CPackForClient, BattleStacksRemoved>();
- s.template registerType<CPackForClient, BattleStackAdded>();
- s.template registerType<CPackForClient, Query>();
- s.template registerType<Query, HeroLevelUp>();
- s.template registerType<Query, CommanderLevelUp>();
- s.template registerType<Query, BlockingDialog>();
- s.template registerType<Query, GarrisonDialog>();
- s.template registerType<Query, ExchangeDialog>();
- s.template registerType<CPackForClient, CGarrisonOperationPack>();
- s.template registerType<CGarrisonOperationPack, ChangeStackCount>();
- s.template registerType<CGarrisonOperationPack, SetStackType>();
- s.template registerType<CGarrisonOperationPack, EraseStack>();
- s.template registerType<CGarrisonOperationPack, SwapStacks>();
- s.template registerType<CGarrisonOperationPack, InsertNewStack>();
- s.template registerType<CGarrisonOperationPack, RebalanceStacks>();
- s.template registerType<CPackForClient, CArtifactOperationPack>();
- s.template registerType<CArtifactOperationPack, PutArtifact>();
- s.template registerType<CArtifactOperationPack, EraseArtifact>();
- s.template registerType<CArtifactOperationPack, MoveArtifact>();
- s.template registerType<CArtifactOperationPack, AssembledArtifact>();
- s.template registerType<CArtifactOperationPack, DisassembledArtifact>();
- s.template registerType<CPackForClient, SaveGame>();
- s.template registerType<CPackForClient, SetSelection>();
- s.template registerType<CPackForClient, PlayerMessage>();
- }
- template<typename Serializer>
- void registerTypesServerPacks(Serializer &s)
- {
- s.template registerType<CPack, CPackForServer>();
- s.template registerType<CPackForServer, CloseServer>();
- s.template registerType<CPackForServer, EndTurn>();
- s.template registerType<CPackForServer, DismissHero>();
- s.template registerType<CPackForServer, MoveHero>();
- s.template registerType<CPackForServer, ArrangeStacks>();
- s.template registerType<CPackForServer, DisbandCreature>();
- s.template registerType<CPackForServer, BuildStructure>();
- s.template registerType<CPackForServer, RecruitCreatures>();
- s.template registerType<CPackForServer, UpgradeCreature>();
- s.template registerType<CPackForServer, GarrisonHeroSwap>();
- s.template registerType<CPackForServer, ExchangeArtifacts>();
- s.template registerType<CPackForServer, AssembleArtifacts>();
- s.template registerType<CPackForServer, BuyArtifact>();
- s.template registerType<CPackForServer, TradeOnMarketplace>();
- s.template registerType<CPackForServer, SetFormation>();
- s.template registerType<CPackForServer, HireHero>();
- s.template registerType<CPackForServer, BuildBoat>();
- s.template registerType<CPackForServer, QueryReply>();
- s.template registerType<CPackForServer, MakeAction>();
- s.template registerType<CPackForServer, MakeCustomAction>();
- s.template registerType<CPackForServer, DigWithHero>();
- s.template registerType<CPackForServer, CastAdvSpell>();
- s.template registerType<CPackForServer, CastleTeleportHero>();
- s.template registerType<CPackForServer, CommitPackage>();
- s.template registerType<CPackForServer, SaveGame>();
- s.template registerType<CPackForServer, SetSelection>();
- s.template registerType<CPackForServer, PlayerMessage>();
- }
- template<typename Serializer>
- void registerTypesPregamePacks(Serializer &s)
- {
- s.template registerType<CPack, CPackForSelectionScreen>();
- s.template registerType<CPackForSelectionScreen, CPregamePackToPropagate>();
- s.template registerType<CPackForSelectionScreen, CPregamePackToHost>();
- s.template registerType<CPregamePackToPropagate, ChatMessage>();
- s.template registerType<CPregamePackToPropagate, QuitMenuWithoutStarting>();
- s.template registerType<CPregamePackToPropagate, SelectMap>();
- s.template registerType<CPregamePackToPropagate, UpdateStartOptions>();
- s.template registerType<CPregamePackToPropagate, PregameGuiAction>();
- s.template registerType<CPregamePackToPropagate, PlayerLeft>();
- s.template registerType<CPregamePackToPropagate, PlayersNames>();
- s.template registerType<CPregamePackToPropagate, StartWithCurrentSettings>();
- s.template registerType<CPregamePackToHost, PlayerJoined>();
- s.template registerType<CPregamePackToHost, RequestOptionsChange>();
- }
- template<typename Serializer>
- void registerTypes(Serializer &s)
- {
- registerTypesMapObjects1(s);
- registerTypesMapObjects2(s);
- registerTypesClientPacks1(s);
- registerTypesClientPacks2(s);
- registerTypesServerPacks(s);
- registerTypesPregamePacks(s);
- }
- #ifndef INSTANTIATE_REGISTER_TYPES_HERE
- extern template DLL_LINKAGE void registerTypes<CISer<CConnection>>(CISer<CConnection>& s);
- extern template DLL_LINKAGE void registerTypes<COSer<CConnection>>(COSer<CConnection>& s);
- extern template DLL_LINKAGE void registerTypes<CSaveFile>(CSaveFile & s);
- extern template DLL_LINKAGE void registerTypes<CLoadFile>(CLoadFile & s);
- extern template DLL_LINKAGE void registerTypes<CTypeList>(CTypeList & s);
- extern template DLL_LINKAGE void registerTypes<CLoadIntegrityValidator>(CLoadIntegrityValidator & s);
- extern template DLL_LINKAGE void registerTypes<CISer<CMemorySerializer>>(CISer<CMemorySerializer> & s);
- extern template DLL_LINKAGE void registerTypes<COSer<CMemorySerializer>>(COSer<CMemorySerializer> & s);
- #endif
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