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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 "ConstTransitivePtr.h"
- #include "MetaString.h"
- #include "ResourceSet.h"
- #include "TurnTimerInfo.h"
- #include "int3.h"
- #include "battle/BattleAction.h"
- #include "battle/CObstacleInstance.h"
- #include "gameState/EVictoryLossCheckResult.h"
- #include "gameState/TavernSlot.h"
- #include "gameState/QuestInfo.h"
- #include "mapObjects/CGHeroInstance.h"
- #include "mapping/CMapDefines.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;
- class BattleInfo;
- // This one teleport-specific, but has to be available everywhere in callbacks and netpacks
- // For now it's will be there till teleports code refactored and moved into own file
- using TTeleportExitsList = std::vector<std::pair<ObjectInstanceID, int3>>;
- struct DLL_LINKAGE Query : public CPackForClient
- {
- QueryID queryID; // equals to -1 if it is not an actual query (and should not be answered)
- };
- struct StackLocation
- {
- ConstTransitivePtr<CArmedInstance> army;
- SlotID slot;
- StackLocation() = default;
- StackLocation(const CArmedInstance * Army, const 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 DLL_LINKAGE PackageApplied : public CPackForClient
- {
- PackageApplied() = default;
- PackageApplied(ui8 Result)
- : result(Result)
- {
- }
- virtual void visitTyped(ICPackVisitor & visitor) override;
- ui8 result = 0; //0 - something went wrong, request hasn't been realized; 1 - OK
- ui32 packType = 0; //type id of applied package
- ui32 requestID = 0; //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 DLL_LINKAGE SystemMessage : public CPackForClient
- {
- SystemMessage(std::string Text)
- : text(std::move(Text))
- {
- }
- SystemMessage() = default;
- virtual void visitTyped(ICPackVisitor & visitor) override;
- std::string text;
- template <typename Handler> void serialize(Handler & h, const int version)
- {
- h & text;
- }
- };
- struct DLL_LINKAGE PlayerBlocked : public CPackForClient
- {
- enum EReason { UPCOMING_BATTLE, ONGOING_MOVEMENT };
- enum EMode { BLOCKADE_STARTED, BLOCKADE_ENDED };
- EReason reason = UPCOMING_BATTLE;
- EMode startOrEnd = BLOCKADE_STARTED;
- PlayerColor player;
- virtual void visitTyped(ICPackVisitor & visitor) override;
- template <typename Handler> void serialize(Handler & h, const int version)
- {
- h & reason;
- h & startOrEnd;
- h & player;
- }
- };
- struct DLL_LINKAGE PlayerCheated : public CPackForClient
- {
- void applyGs(CGameState * gs) const;
- PlayerColor player;
- bool losingCheatCode = false;
- bool winningCheatCode = false;
- virtual void visitTyped(ICPackVisitor & visitor) override;
- template <typename Handler> void serialize(Handler & h, const int version)
- {
- h & player;
- h & losingCheatCode;
- h & winningCheatCode;
- }
- };
- struct DLL_LINKAGE TurnTimeUpdate : public CPackForClient
- {
- void applyGs(CGameState * gs) const;
-
- PlayerColor player;
- TurnTimerInfo turnTimer;
-
- template <typename Handler> void serialize(Handler & h, const int version)
- {
- h & player;
- h & turnTimer;
- }
- };
- struct DLL_LINKAGE YourTurn : public Query
- {
- void applyGs(CGameState * gs) const;
- PlayerColor player;
- virtual void visitTyped(ICPackVisitor & visitor) override;
- template <typename Handler> void serialize(Handler & h, const int version)
- {
- h & queryID;
- h & player;
- }
- };
- struct DLL_LINKAGE DaysWithoutTown : public CPackForClient
- {
- void applyGs(CGameState * gs) const;
- PlayerColor player;
- std::optional<int32_t> daysWithoutCastle;
- virtual void visitTyped(ICPackVisitor & visitor) override;
- template <typename Handler> void serialize(Handler & h, const int version)
- {
- h & player;
- h & daysWithoutCastle;
- }
- };
- struct DLL_LINKAGE EntitiesChanged : public CPackForClient
- {
- std::vector<EntityChanges> changes;
- void applyGs(CGameState * gs);
- virtual void visitTyped(ICPackVisitor & visitor) override;
- template <typename Handler> void serialize(Handler & h, const int version)
- {
- h & changes;
- }
- };
- struct DLL_LINKAGE SetResources : public CPackForClient
- {
- void applyGs(CGameState * gs) const;
- virtual void visitTyped(ICPackVisitor & visitor) override;
- bool abs = true; //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 DLL_LINKAGE SetPrimSkill : public CPackForClient
- {
- void applyGs(CGameState * gs) const;
- virtual void visitTyped(ICPackVisitor & visitor) override;
- ui8 abs = 0; //0 - changes by value; 1 - sets to value
- ObjectInstanceID id;
- PrimarySkill which = PrimarySkill::ATTACK;
- si64 val = 0;
- template <typename Handler> void serialize(Handler & h, const int version)
- {
- h & abs;
- h & id;
- h & which;
- h & val;
- }
- };
- struct DLL_LINKAGE SetSecSkill : public CPackForClient
- {
- void applyGs(CGameState * gs) const;
- virtual void visitTyped(ICPackVisitor & visitor) override;
- ui8 abs = 0; //0 - changes by value; 1 - sets to value
- ObjectInstanceID id;
- SecondarySkill which;
- ui16 val = 0;
- template <typename Handler> void serialize(Handler & h, const int version)
- {
- h & abs;
- h & id;
- h & which;
- h & val;
- }
- };
- struct DLL_LINKAGE HeroVisitCastle : public CPackForClient
- {
- void applyGs(CGameState * gs) const;
- virtual void visitTyped(ICPackVisitor & visitor) override;
- ui8 flags = 0; //1 - start
- ObjectInstanceID tid, hid;
- bool start() const //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 DLL_LINKAGE ChangeSpells : public CPackForClient
- {
- void applyGs(CGameState * gs);
- virtual void visitTyped(ICPackVisitor & visitor) override;
- ui8 learn = 1; //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 DLL_LINKAGE SetMana : public CPackForClient
- {
- void applyGs(CGameState * gs) const;
- virtual void visitTyped(ICPackVisitor & visitor) override;
- ObjectInstanceID hid;
- si32 val = 0;
- bool absolute = true;
- template <typename Handler> void serialize(Handler & h, const int version)
- {
- h & val;
- h & hid;
- h & absolute;
- }
- };
- struct DLL_LINKAGE SetMovePoints : public CPackForClient
- {
- void applyGs(CGameState * gs) const;
- ObjectInstanceID hid;
- si32 val = 0;
- bool absolute = true;
- virtual void visitTyped(ICPackVisitor & visitor) override;
- template <typename Handler> void serialize(Handler & h, const int version)
- {
- h & val;
- h & hid;
- h & absolute;
- }
- };
- struct DLL_LINKAGE FoWChange : public CPackForClient
- {
- void applyGs(CGameState * gs);
- std::unordered_set<int3> tiles;
- PlayerColor player;
- ui8 mode = 0; //mode==0 - hide, mode==1 - reveal
- bool waitForDialogs = false;
- virtual void visitTyped(ICPackVisitor & visitor) override;
- template <typename Handler> void serialize(Handler & h, const int version)
- {
- h & tiles;
- h & player;
- h & mode;
- h & waitForDialogs;
- }
- };
- struct DLL_LINKAGE SetAvailableHero : public CPackForClient
- {
- SetAvailableHero()
- {
- army.clearSlots();
- }
- void applyGs(CGameState * gs);
- TavernHeroSlot slotID;
- TavernSlotRole roleID;
- PlayerColor player;
- HeroTypeID hid; //HeroTypeID::NONE if no hero
- CSimpleArmy army;
- virtual void visitTyped(ICPackVisitor & visitor) override;
- template <typename Handler> void serialize(Handler & h, const int version)
- {
- h & slotID;
- h & roleID;
- h & player;
- h & hid;
- h & army;
- }
- };
- struct DLL_LINKAGE GiveBonus : public CPackForClient
- {
- enum class ETarget : ui8 { HERO, PLAYER, TOWN, BATTLE };
-
- GiveBonus(ETarget Who = ETarget::HERO)
- :who(Who)
- {
- }
- void applyGs(CGameState * gs);
- ETarget who = ETarget::HERO; //who receives bonus
- si32 id = 0; //hero. town or player id - whoever receives it
- Bonus bonus;
- MetaString bdescr;
- virtual void visitTyped(ICPackVisitor & visitor) override;
- template <typename Handler> void serialize(Handler & h, const int version)
- {
- h & bonus;
- h & id;
- h & bdescr;
- h & who;
- assert(id != -1);
- }
- };
- struct DLL_LINKAGE ChangeObjPos : public CPackForClient
- {
- void applyGs(CGameState * gs);
- /// Object to move
- ObjectInstanceID objid;
- /// New position of visitable tile of an object
- int3 nPos;
- virtual void visitTyped(ICPackVisitor & visitor) override;
- template <typename Handler> void serialize(Handler & h, const int version)
- {
- h & objid;
- h & nPos;
- }
- };
- struct DLL_LINKAGE PlayerEndsGame : public CPackForClient
- {
- void applyGs(CGameState * gs) const;
- PlayerColor player;
- EVictoryLossCheckResult victoryLossCheckResult;
- virtual void visitTyped(ICPackVisitor & visitor) override;
- template <typename Handler> void serialize(Handler & h, const int version)
- {
- h & player;
- h & victoryLossCheckResult;
- }
- };
- struct DLL_LINKAGE PlayerReinitInterface : public CPackForClient
- {
- void applyGs(CGameState * gs);
- std::vector<PlayerColor> players;
- ui8 playerConnectionId; //PLAYER_AI for AI player
- virtual void visitTyped(ICPackVisitor & visitor) override;
- template <typename Handler> void serialize(Handler & h, const int version)
- {
- h & players;
- h & playerConnectionId;
- }
- };
- struct DLL_LINKAGE RemoveBonus : public CPackForClient
- {
- RemoveBonus(GiveBonus::ETarget Who = GiveBonus::ETarget::HERO)
- :who(Who)
- {
- }
- void applyGs(CGameState * gs);
- GiveBonus::ETarget who; //who receives bonus
- ui32 whoID = 0; //hero, town or player id - whoever loses bonus
- //vars to identify bonus: its source
- ui8 source = 0;
- ui32 id = 0; //source id
- //used locally: copy of removed bonus
- Bonus bonus;
- virtual void visitTyped(ICPackVisitor & visitor) override;
- template <typename Handler> void serialize(Handler & h, const int version)
- {
- h & source;
- h & id;
- h & who;
- h & whoID;
- }
- };
- struct DLL_LINKAGE SetCommanderProperty : public CPackForClient
- {
- enum ECommanderProperty { ALIVE, BONUS, SECONDARY_SKILL, EXPERIENCE, SPECIAL_SKILL };
- void applyGs(CGameState * gs);
- ObjectInstanceID heroid;
- ECommanderProperty which = ALIVE;
- TExpType amount = 0; //0 for dead, >0 for alive
- si32 additionalInfo = 0; //for secondary skills choice
- Bonus accumulatedBonus;
- virtual void visitTyped(ICPackVisitor & visitor) override;
- template <typename Handler> void serialize(Handler & h, const int version)
- {
- h & heroid;
- h & which;
- h & amount;
- h & additionalInfo;
- h & accumulatedBonus;
- }
- };
- struct DLL_LINKAGE AddQuest : public CPackForClient
- {
- void applyGs(CGameState * gs) const;
- PlayerColor player;
- QuestInfo quest;
- virtual void visitTyped(ICPackVisitor & visitor) override;
- template <typename Handler> void serialize(Handler & h, const int version)
- {
- h & player;
- h & quest;
- }
- };
- struct DLL_LINKAGE UpdateArtHandlerLists : public CPackForClient
- {
- std::vector<CArtifact *> treasures, minors, majors, relics;
- void applyGs(CGameState * gs) const;
- virtual void visitTyped(ICPackVisitor & visitor) override;
- template <typename Handler> void serialize(Handler & h, const int version)
- {
- h & treasures;
- h & minors;
- h & majors;
- h & relics;
- }
- };
- struct DLL_LINKAGE UpdateMapEvents : public CPackForClient
- {
- std::list<CMapEvent> events;
- void applyGs(CGameState * gs) const;
- virtual void visitTyped(ICPackVisitor & visitor) override;
- template <typename Handler> void serialize(Handler & h, const int version)
- {
- h & events;
- }
- };
- struct DLL_LINKAGE UpdateCastleEvents : public CPackForClient
- {
- ObjectInstanceID town;
- std::list<CCastleEvent> events;
- void applyGs(CGameState * gs) const;
- virtual void visitTyped(ICPackVisitor & visitor) override;
- template <typename Handler> void serialize(Handler & h, const int version)
- {
- h & town;
- h & events;
- }
- };
- struct DLL_LINKAGE ChangeFormation : public CPackForClient
- {
- ObjectInstanceID hid;
- ui8 formation = 0;
- void applyGs(CGameState * gs) const;
- virtual void visitTyped(ICPackVisitor & visitor) override;
- template <typename Handler> void serialize(Handler & h, const int version)
- {
- h & hid;
- h & formation;
- }
- };
- struct DLL_LINKAGE RemoveObject : public CPackForClient
- {
- RemoveObject() = default;
- RemoveObject(const ObjectInstanceID & ID)
- : id(ID)
- {
- }
- void applyGs(CGameState * gs);
- virtual void visitTyped(ICPackVisitor & visitor) override;
- ObjectInstanceID id;
- template <typename Handler> void serialize(Handler & h, const int version)
- {
- h & id;
- }
- };
- struct DLL_LINKAGE TryMoveHero : public CPackForClient
- {
- void applyGs(CGameState * gs);
- enum EResult
- {
- FAILED,
- SUCCESS,
- TELEPORTATION,
- BLOCKING_VISIT,
- EMBARK,
- DISEMBARK
- };
- ObjectInstanceID id;
- ui32 movePoints = 0;
- EResult result = FAILED; //uses EResult
- int3 start, end; //h3m format
- std::unordered_set<int3> fowRevealed; //revealed tiles
- std::optional<int3> attackedFrom; // Set when stepping into endangered tile.
- virtual void visitTyped(ICPackVisitor & visitor) override;
- bool stopMovement() const
- {
- return result != SUCCESS && result != EMBARK && result != DISEMBARK && result != TELEPORTATION;
- }
- 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 DLL_LINKAGE NewStructures : public CPackForClient
- {
- void applyGs(CGameState * gs);
- ObjectInstanceID tid;
- std::set<BuildingID> bid;
- si16 builded = 0;
- virtual void visitTyped(ICPackVisitor & visitor) override;
- template <typename Handler> void serialize(Handler & h, const int version)
- {
- h & tid;
- h & bid;
- h & builded;
- }
- };
- struct DLL_LINKAGE RazeStructures : public CPackForClient
- {
- void applyGs(CGameState * gs);
- ObjectInstanceID tid;
- std::set<BuildingID> bid;
- si16 destroyed = 0;
- virtual void visitTyped(ICPackVisitor & visitor) override;
- template <typename Handler> void serialize(Handler & h, const int version)
- {
- h & tid;
- h & bid;
- h & destroyed;
- }
- };
- struct DLL_LINKAGE SetAvailableCreatures : public CPackForClient
- {
- void applyGs(CGameState * gs) const;
- ObjectInstanceID tid;
- std::vector<std::pair<ui32, std::vector<CreatureID> > > creatures;
- virtual void visitTyped(ICPackVisitor & visitor) override;
- template <typename Handler> void serialize(Handler & h, const int version)
- {
- h & tid;
- h & creatures;
- }
- };
- struct DLL_LINKAGE SetHeroesInTown : public CPackForClient
- {
- void applyGs(CGameState * gs) const;
- ObjectInstanceID tid, visiting, garrison; //id of town, visiting hero, hero in garrison
- virtual void visitTyped(ICPackVisitor & visitor) override;
- template <typename Handler> void serialize(Handler & h, const int version)
- {
- h & tid;
- h & visiting;
- h & garrison;
- }
- };
- struct DLL_LINKAGE HeroRecruited : public CPackForClient
- {
- void applyGs(CGameState * gs) const;
- HeroTypeID hid; //subID of hero
- ObjectInstanceID tid;
- ObjectInstanceID boatId;
- int3 tile;
- PlayerColor player;
- virtual void visitTyped(ICPackVisitor & visitor) override;
- template <typename Handler> void serialize(Handler & h, const int version)
- {
- h & hid;
- h & tid;
- h & boatId;
- h & tile;
- h & player;
- }
- };
- struct DLL_LINKAGE GiveHero : public CPackForClient
- {
- void applyGs(CGameState * gs) const;
- ObjectInstanceID id; //object id
- ObjectInstanceID boatId;
- PlayerColor player;
- virtual void visitTyped(ICPackVisitor & visitor) override;
- template <typename Handler> void serialize(Handler & h, const int version)
- {
- h & id;
- h & boatId;
- h & player;
- }
- };
- struct DLL_LINKAGE OpenWindow : public CPackForClient
- {
- EOpenWindowMode window;
- si32 id1 = -1;
- si32 id2 = -1;
- virtual void visitTyped(ICPackVisitor & visitor) override;
- template <typename Handler> void serialize(Handler & h, const int version)
- {
- h & window;
- h & id1;
- h & id2;
- }
- };
- struct DLL_LINKAGE NewObject : public CPackForClient
- {
- void applyGs(CGameState * gs);
- /// Object ID to create
- Obj ID;
- /// Object secondary ID to create
- ui32 subID = 0;
- /// Position of visitable tile of created object
- int3 targetPos;
- ObjectInstanceID createdObjectID; //used locally, filled during applyGs
- virtual void visitTyped(ICPackVisitor & visitor) override;
- template <typename Handler> void serialize(Handler & h, const int version)
- {
- h & ID;
- h & subID;
- h & targetPos;
- }
- };
- struct DLL_LINKAGE SetAvailableArtifacts : public CPackForClient
- {
- void applyGs(CGameState * gs) const;
- si32 id = 0; //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;
- virtual void visitTyped(ICPackVisitor & visitor) override;
- template <typename Handler> void serialize(Handler & h, const int version)
- {
- h & id;
- h & arts;
- }
- };
- struct DLL_LINKAGE CGarrisonOperationPack : CPackForClient
- {
- };
- struct DLL_LINKAGE ChangeStackCount : CGarrisonOperationPack
- {
- ObjectInstanceID army;
- SlotID slot;
- TQuantity count;
- bool absoluteValue; //if not -> count will be added (or subtracted if negative)
- void applyGs(CGameState * gs);
- virtual void visitTyped(ICPackVisitor & visitor) override;
- template <typename Handler> void serialize(Handler & h, const int version)
- {
- h & army;
- h & slot;
- h & count;
- h & absoluteValue;
- }
- };
- struct DLL_LINKAGE SetStackType : CGarrisonOperationPack
- {
- ObjectInstanceID army;
- SlotID slot;
- CreatureID type;
- void applyGs(CGameState * gs);
- virtual void visitTyped(ICPackVisitor & visitor) override;
- template <typename Handler> void serialize(Handler & h, const int version)
- {
- h & army;
- h & slot;
- h & type;
- }
- };
- struct DLL_LINKAGE EraseStack : CGarrisonOperationPack
- {
- ObjectInstanceID army;
- SlotID slot;
- void applyGs(CGameState * gs);
- virtual void visitTyped(ICPackVisitor & visitor) override;
- template <typename Handler> void serialize(Handler & h, const int version)
- {
- h & army;
- h & slot;
- }
- };
- struct DLL_LINKAGE SwapStacks : CGarrisonOperationPack
- {
- ObjectInstanceID srcArmy;
- ObjectInstanceID dstArmy;
- SlotID srcSlot;
- SlotID dstSlot;
- void applyGs(CGameState * gs);
- virtual void visitTyped(ICPackVisitor & visitor) override;
- template <typename Handler> void serialize(Handler & h, const int version)
- {
- h & srcArmy;
- h & dstArmy;
- h & srcSlot;
- h & dstSlot;
- }
- };
- struct DLL_LINKAGE InsertNewStack : CGarrisonOperationPack
- {
- ObjectInstanceID army;
- SlotID slot;
- CreatureID type;
- TQuantity count = 0;
- void applyGs(CGameState * gs);
- virtual void visitTyped(ICPackVisitor & visitor) override;
- 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 DLL_LINKAGE RebalanceStacks : CGarrisonOperationPack
- {
- ObjectInstanceID srcArmy;
- ObjectInstanceID dstArmy;
- SlotID srcSlot;
- SlotID dstSlot;
- TQuantity count;
- void applyGs(CGameState * gs);
- virtual void visitTyped(ICPackVisitor & visitor) override;
- template <typename Handler> void serialize(Handler & h, const int version)
- {
- h & srcArmy;
- h & dstArmy;
- h & srcSlot;
- h & dstSlot;
- h & count;
- }
- };
- struct DLL_LINKAGE BulkRebalanceStacks : CGarrisonOperationPack
- {
- std::vector<RebalanceStacks> moves;
- void applyGs(CGameState * gs);
- virtual void visitTyped(ICPackVisitor & visitor) override;
- template <typename Handler>
- void serialize(Handler & h, const int version)
- {
- h & moves;
- }
- };
- struct DLL_LINKAGE BulkSmartRebalanceStacks : CGarrisonOperationPack
- {
- std::vector<RebalanceStacks> moves;
- std::vector<ChangeStackCount> changes;
- void applyGs(CGameState * gs);
- virtual void visitTyped(ICPackVisitor & visitor) override;
- template <typename Handler>
- void serialize(Handler & h, const int version)
- {
- h & moves;
- h & changes;
- }
- };
- struct GetEngagedHeroIds
- {
- std::optional<ObjectInstanceID> operator()(const ConstTransitivePtr<CGHeroInstance> & h) const
- {
- return h->id;
- }
- std::optional<ObjectInstanceID> operator()(const ConstTransitivePtr<CStackInstance> & s) const
- {
- if(s->armyObj && s->armyObj->ID == Obj::HERO)
- return s->armyObj->id;
- return std::optional<ObjectInstanceID>();
- }
- };
- struct DLL_LINKAGE CArtifactOperationPack : CPackForClient
- {
- };
- struct DLL_LINKAGE PutArtifact : CArtifactOperationPack
- {
- PutArtifact() = default;
- PutArtifact(ArtifactLocation * dst, bool askAssemble = true)
- : al(*dst), askAssemble(askAssemble)
- {
- }
- ArtifactLocation al;
- bool askAssemble = false;
- ConstTransitivePtr<CArtifactInstance> art;
- void applyGs(CGameState * gs);
- virtual void visitTyped(ICPackVisitor & visitor) override;
- template <typename Handler> void serialize(Handler & h, const int version)
- {
- h & al;
- h & askAssemble;
- h & art;
- }
- };
- struct DLL_LINKAGE NewArtifact : public CArtifactOperationPack
- {
- ConstTransitivePtr<CArtifactInstance> art;
- void applyGs(CGameState * gs);
- virtual void visitTyped(ICPackVisitor & visitor) override;
- template <typename Handler> void serialize(Handler & h, const int version)
- {
- h & art;
- }
- };
- struct DLL_LINKAGE EraseArtifact : CArtifactOperationPack
- {
- ArtifactLocation al;
- void applyGs(CGameState * gs);
- virtual void visitTyped(ICPackVisitor & visitor) override;
- template <typename Handler> void serialize(Handler & h, const int version)
- {
- h & al;
- }
- };
- struct DLL_LINKAGE MoveArtifact : CArtifactOperationPack
- {
- MoveArtifact() = default;
- MoveArtifact(ArtifactLocation * src, ArtifactLocation * dst, bool askAssemble = true)
- : src(*src), dst(*dst), askAssemble(askAssemble)
- {
- }
- ArtifactLocation src, dst;
- bool askAssemble = true;
- void applyGs(CGameState * gs);
- virtual void visitTyped(ICPackVisitor & visitor) override;
- template <typename Handler> void serialize(Handler & h, const int version)
- {
- h & src;
- h & dst;
- h & askAssemble;
- }
- };
- struct DLL_LINKAGE BulkMoveArtifacts : CArtifactOperationPack
- {
- struct LinkedSlots
- {
- ArtifactPosition srcPos;
- ArtifactPosition dstPos;
- LinkedSlots() = default;
- LinkedSlots(const ArtifactPosition & srcPos, const 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(std::move(std::move(srcArtHolder)))
- , dstArtHolder(std::move(std::move(dstArtHolder)))
- , swap(swap)
- {
- }
- void applyGs(CGameState * gs);
- std::vector<LinkedSlots> artsPack0;
- std::vector<LinkedSlots> artsPack1;
- bool swap;
- CArtifactSet * getSrcHolderArtSet();
- CArtifactSet * getDstHolderArtSet();
- virtual void visitTyped(ICPackVisitor & visitor) override;
- template <typename Handler> void serialize(Handler & h, const int version)
- {
- h & artsPack0;
- h & artsPack1;
- h & srcArtHolder;
- h & dstArtHolder;
- h & swap;
- }
- };
- struct DLL_LINKAGE AssembledArtifact : CArtifactOperationPack
- {
- ArtifactLocation al; //where assembly will be put
- CArtifact * builtArt;
- void applyGs(CGameState * gs);
- virtual void visitTyped(ICPackVisitor & visitor) override;
- template <typename Handler> void serialize(Handler & h, const int version)
- {
- h & al;
- h & builtArt;
- }
- };
- struct DLL_LINKAGE DisassembledArtifact : CArtifactOperationPack
- {
- ArtifactLocation al;
- void applyGs(CGameState * gs);
- virtual void visitTyped(ICPackVisitor & visitor) override;
- template <typename Handler> void serialize(Handler & h, const int version)
- {
- h & al;
- }
- };
- struct DLL_LINKAGE HeroVisit : public CPackForClient
- {
- PlayerColor player;
- ObjectInstanceID heroId;
- ObjectInstanceID objId;
- bool starting; //false -> ending
- void applyGs(CGameState * gs);
- virtual void visitTyped(ICPackVisitor & visitor) override;
- template <typename Handler> void serialize(Handler & h, const int version)
- {
- h & player;
- h & heroId;
- h & objId;
- h & starting;
- }
- };
- struct DLL_LINKAGE NewTurn : public CPackForClient
- {
- enum weekType { NORMAL, DOUBLE_GROWTH, BONUS_GROWTH, DEITYOFFIRE, PLAGUE, NO_ACTION };
- void applyGs(CGameState * gs);
- virtual void visitTyped(ICPackVisitor & visitor) override;
- 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 = 0;
- ui8 specialWeek = 0; //weekType
- CreatureID creatureid; //for creature weeks
- NewTurn() = default;
- template <typename Handler> void serialize(Handler & h, const int version)
- {
- h & heroes;
- h & cres;
- h & res;
- h & day;
- h & specialWeek;
- h & creatureid;
- }
- };
- struct DLL_LINKAGE InfoWindow : public CPackForClient //103 - displays simple info window
- {
- EInfoWindowMode type = EInfoWindowMode::MODAL;
- MetaString text;
- std::vector<Component> components;
- PlayerColor player;
- ui16 soundID = 0;
- virtual void visitTyped(ICPackVisitor & visitor) override;
- template <typename Handler> void serialize(Handler & h, const int version)
- {
- h & type;
- h & text;
- h & components;
- h & player;
- h & soundID;
- }
- InfoWindow() = default;
- };
- 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_RANDOMIZE, REWARD_SELECT, REWARD_CLEARED
- };
- }
- struct DLL_LINKAGE SetObjectProperty : public CPackForClient
- {
- void applyGs(CGameState * gs) const;
- ObjectInstanceID id;
- ui8 what = 0; // see ObjProperty enum
- ui32 val = 0;
- SetObjectProperty() = default;
- SetObjectProperty(const ObjectInstanceID & ID, ui8 What, ui32 Val)
- : id(ID)
- , what(What)
- , val(Val)
- {
- }
- virtual void visitTyped(ICPackVisitor & visitor) override;
- template <typename Handler> void serialize(Handler & h, const int version)
- {
- h & id;
- h & what;
- h & val;
- }
- };
- struct DLL_LINKAGE 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 = VISITOR_CLEAR; // uses VisitMode enum
- ObjectInstanceID object;
- ObjectInstanceID hero; // note: hero owner will be also marked as "visited" this object
- void applyGs(CGameState * gs) const;
- virtual void visitTyped(ICPackVisitor & visitor) override;
- ChangeObjectVisitors() = default;
- ChangeObjectVisitors(ui32 mode, const ObjectInstanceID & object, const 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 DLL_LINKAGE PrepareHeroLevelUp : public CPackForClient
- {
- ObjectInstanceID heroId;
- /// Do not serialize, used by server only
- std::vector<SecondarySkill> skills;
- void applyGs(CGameState * gs);
- virtual void visitTyped(ICPackVisitor & visitor) override;
- template <typename Handler> void serialize(Handler & h, const int version)
- {
- h & heroId;
- }
- };
- struct DLL_LINKAGE HeroLevelUp : public Query
- {
- PlayerColor player;
- ObjectInstanceID heroId;
- PrimarySkill primskill = PrimarySkill::ATTACK;
- std::vector<SecondarySkill> skills;
- void applyGs(CGameState * gs) const;
- virtual void visitTyped(ICPackVisitor & visitor) override;
- template <typename Handler> void serialize(Handler & h, const int version)
- {
- h & queryID;
- h & player;
- h & heroId;
- h & primskill;
- h & skills;
- }
- };
- struct DLL_LINKAGE CommanderLevelUp : public Query
- {
- PlayerColor player;
- ObjectInstanceID heroId;
- std::vector<ui32> skills; //0-5 - secondary skills, val-100 - special skill
- void applyGs(CGameState * gs) const;
- virtual void visitTyped(ICPackVisitor & visitor) override;
- 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 DLL_LINKAGE BlockingDialog : public Query
- {
- enum { ALLOW_CANCEL = 1, SELECTION = 2 };
- MetaString text;
- std::vector<Component> components;
- PlayerColor player;
- ui8 flags = 0;
- ui16 soundID = 0;
- bool cancel() const
- {
- return flags & ALLOW_CANCEL;
- }
- bool selection() const
- {
- return flags & SELECTION;
- }
- BlockingDialog(bool yesno, bool Selection)
- {
- if(yesno) flags |= ALLOW_CANCEL;
- if(Selection) flags |= SELECTION;
- }
- BlockingDialog() = default;
- virtual void visitTyped(ICPackVisitor & visitor) override;
- template <typename Handler> void serialize(Handler & h, const int version)
- {
- h & queryID;
- h & text;
- h & components;
- h & player;
- h & flags;
- h & soundID;
- }
- };
- struct DLL_LINKAGE GarrisonDialog : public Query
- {
- ObjectInstanceID objid, hid;
- bool removableUnits = false;
- virtual void visitTyped(ICPackVisitor & visitor) override;
- template <typename Handler> void serialize(Handler & h, const int version)
- {
- h & queryID;
- h & objid;
- h & hid;
- h & removableUnits;
- }
- };
- struct DLL_LINKAGE ExchangeDialog : public Query
- {
- PlayerColor player;
- ObjectInstanceID hero1;
- ObjectInstanceID hero2;
- virtual void visitTyped(ICPackVisitor & visitor) override;
- template <typename Handler> void serialize(Handler & h, const int version)
- {
- h & queryID;
- h & player;
- h & hero1;
- h & hero2;
- }
- };
- struct DLL_LINKAGE TeleportDialog : public Query
- {
- TeleportDialog() = default;
- TeleportDialog(const ObjectInstanceID & hero, const TeleportChannelID & Channel)
- : hero(hero)
- , channel(Channel)
- {
- }
- ObjectInstanceID hero;
- TeleportChannelID channel;
- TTeleportExitsList exits;
- bool impassable = false;
- virtual void visitTyped(ICPackVisitor & visitor) override;
- template <typename Handler> void serialize(Handler & h, const int version)
- {
- h & queryID;
- h & hero;
- h & channel;
- h & exits;
- h & impassable;
- }
- };
- struct DLL_LINKAGE MapObjectSelectDialog : public Query
- {
- PlayerColor player;
- Component icon;
- MetaString title;
- MetaString description;
- std::vector<ObjectInstanceID> objects;
- virtual void visitTyped(ICPackVisitor & visitor) override;
- template <typename Handler> void serialize(Handler & h, const int version)
- {
- h & queryID;
- h & player;
- h & icon;
- h & title;
- h & description;
- h & objects;
- }
- };
- struct DLL_LINKAGE BattleStart : public CPackForClient
- {
- void applyGs(CGameState * gs) const;
- BattleID battleID = BattleID::NONE;
- BattleInfo * info = nullptr;
- virtual void visitTyped(ICPackVisitor & visitor) override;
- template <typename Handler> void serialize(Handler & h, const int version)
- {
- h & battleID;
- h & info;
- assert(battleID != BattleID::NONE);
- }
- };
- struct DLL_LINKAGE BattleNextRound : public CPackForClient
- {
- void applyGs(CGameState * gs) const;
- BattleID battleID = BattleID::NONE;
- virtual void visitTyped(ICPackVisitor & visitor) override;
- template <typename Handler> void serialize(Handler & h, const int version)
- {
- h & battleID;
- assert(battleID != BattleID::NONE);
- }
- };
- struct DLL_LINKAGE BattleSetActiveStack : public CPackForClient
- {
- void applyGs(CGameState * gs) const;
- BattleID battleID = BattleID::NONE;
- ui32 stack = 0;
- ui8 askPlayerInterface = true;
- virtual void visitTyped(ICPackVisitor & visitor) override;
- template <typename Handler> void serialize(Handler & h, const int version)
- {
- h & battleID;
- h & stack;
- h & askPlayerInterface;
- assert(battleID != BattleID::NONE);
- }
- };
- struct DLL_LINKAGE BattleCancelled: public CPackForClient
- {
- void applyGs(CGameState * gs) const;
- BattleID battleID = BattleID::NONE;
- template <typename Handler> void serialize(Handler & h, const int version)
- {
- h & battleID;
- assert(battleID != BattleID::NONE);
- }
- };
- struct DLL_LINKAGE BattleResultAccepted : public CPackForClient
- {
- void applyGs(CGameState * gs) const;
- struct HeroBattleResults
- {
- HeroBattleResults()
- : hero(nullptr), army(nullptr), exp(0) {}
- CGHeroInstance * hero;
- CArmedInstance * army;
- TExpType exp;
- template <typename Handler> void serialize(Handler & h, const int version)
- {
- h & hero;
- h & army;
- h & exp;
- }
- };
- BattleID battleID = BattleID::NONE;
- std::array<HeroBattleResults, 2> heroResult;
- ui8 winnerSide;
- template <typename Handler> void serialize(Handler & h, const int version)
- {
- h & battleID;
- h & heroResult;
- h & winnerSide;
- assert(battleID != BattleID::NONE);
- }
- };
- struct DLL_LINKAGE BattleResult : public Query
- {
- void applyFirstCl(CClient * cl);
- BattleID battleID = BattleID::NONE;
- EBattleResult result = EBattleResult::NORMAL;
- ui8 winner = 2; //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] = {0, 0}; //exp for attacker and defender
- std::set<ArtifactInstanceID> artifacts; //artifacts taken from loser to winner - currently unused
- virtual void visitTyped(ICPackVisitor & visitor) override;
- template <typename Handler> void serialize(Handler & h, const int version)
- {
- h & battleID;
- h & queryID;
- h & result;
- h & winner;
- h & casualties[0];
- h & casualties[1];
- h & exp;
- h & artifacts;
- assert(battleID != BattleID::NONE);
- }
- };
- struct DLL_LINKAGE BattleLogMessage : public CPackForClient
- {
- BattleID battleID = BattleID::NONE;
- std::vector<MetaString> lines;
- void applyGs(CGameState * gs);
- void applyBattle(IBattleState * battleState);
- virtual void visitTyped(ICPackVisitor & visitor) override;
- template <typename Handler> void serialize(Handler & h, const int version)
- {
- h & battleID;
- h & lines;
- assert(battleID != BattleID::NONE);
- }
- };
- struct DLL_LINKAGE BattleStackMoved : public CPackForClient
- {
- BattleID battleID = BattleID::NONE;
- ui32 stack = 0;
- std::vector<BattleHex> tilesToMove;
- int distance = 0;
- bool teleporting = false;
- void applyGs(CGameState * gs);
- void applyBattle(IBattleState * battleState);
- virtual void visitTyped(ICPackVisitor & visitor) override;
- template <typename Handler> void serialize(Handler & h, const int version)
- {
- h & battleID;
- h & stack;
- h & tilesToMove;
- h & distance;
- h & teleporting;
- assert(battleID != BattleID::NONE);
- }
- };
- struct DLL_LINKAGE BattleUnitsChanged : public CPackForClient
- {
- void applyGs(CGameState * gs);
- void applyBattle(IBattleState * battleState);
- BattleID battleID = BattleID::NONE;
- std::vector<UnitChanges> changedStacks;
- virtual void visitTyped(ICPackVisitor & visitor) override;
- template <typename Handler> void serialize(Handler & h, const int version)
- {
- h & battleID;
- h & changedStacks;
- assert(battleID != BattleID::NONE);
- }
- };
- struct BattleStackAttacked
- {
- DLL_LINKAGE void applyGs(CGameState * gs);
- DLL_LINKAGE void applyBattle(IBattleState * battleState);
- BattleID battleID = BattleID::NONE;
- ui32 stackAttacked = 0, attackerID = 0;
- ui32 killedAmount = 0;
- int64_t damageAmount = 0;
- UnitChanges newState;
- enum EFlags { KILLED = 1, SECONDARY = 2, REBIRTH = 4, CLONE_KILLED = 8, SPELL_EFFECT = 16, FIRE_SHIELD = 32, };
- ui32 flags = 0; //uses EFlags (above)
- SpellID spellID = SpellID::NONE; //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 & battleID;
- h & stackAttacked;
- h & attackerID;
- h & newState;
- h & flags;
- h & killedAmount;
- h & damageAmount;
- h & spellID;
- assert(battleID != BattleID::NONE);
- }
- bool operator<(const BattleStackAttacked & b) const
- {
- return stackAttacked < b.stackAttacked;
- }
- };
- struct DLL_LINKAGE BattleAttack : public CPackForClient
- {
- void applyGs(CGameState * gs);
- BattleUnitsChanged attackerChanges;
- BattleID battleID = BattleID::NONE;
- std::vector<BattleStackAttacked> bsa;
- ui32 stackAttacking = 0;
- ui32 flags = 0; //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 = SpellID::NONE; //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;
- }
- virtual void visitTyped(ICPackVisitor & visitor) override;
- template <typename Handler> void serialize(Handler & h, const int version)
- {
- h & battleID;
- h & bsa;
- h & stackAttacking;
- h & flags;
- h & tile;
- h & spellID;
- h & attackerChanges;
- assert(battleID != BattleID::NONE);
- }
- };
- struct DLL_LINKAGE StartAction : public CPackForClient
- {
- StartAction() = default;
- StartAction(BattleAction act)
- : ba(std::move(act))
- {
- }
- void applyFirstCl(CClient * cl);
- void applyGs(CGameState * gs);
- BattleID battleID = BattleID::NONE;
- BattleAction ba;
- virtual void visitTyped(ICPackVisitor & visitor) override;
- template <typename Handler> void serialize(Handler & h, const int version)
- {
- h & battleID;
- h & ba;
- assert(battleID != BattleID::NONE);
- }
- };
- struct DLL_LINKAGE EndAction : public CPackForClient
- {
- virtual void visitTyped(ICPackVisitor & visitor) override;
- BattleID battleID = BattleID::NONE;
- template <typename Handler> void serialize(Handler & h, const int version)
- {
- h & battleID;
- }
- };
- struct DLL_LINKAGE BattleSpellCast : public CPackForClient
- {
- void applyGs(CGameState * gs) const;
- BattleID battleID = BattleID::NONE;
- bool activeCast = true;
- ui8 side = 0; //which hero did cast spell: 0 - attacker, 1 - defender
- SpellID spellID; //id of spell
- ui8 manaGained = 0; //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; // -1 if not cated by creature, >=0 caster stack ID
- bool castByHero = true; //if true - spell has been cast by hero, otherwise by a creature
- virtual void visitTyped(ICPackVisitor & visitor) override;
- template <typename Handler> void serialize(Handler & h, const int version)
- {
- h & battleID;
- h & side;
- h & spellID;
- h & manaGained;
- h & tile;
- h & affectedCres;
- h & resistedCres;
- h & reflectedCres;
- h & casterStack;
- h & castByHero;
- h & activeCast;
- assert(battleID != BattleID::NONE);
- }
- };
- struct DLL_LINKAGE SetStackEffect : public CPackForClient
- {
- void applyGs(CGameState * gs);
- void applyBattle(IBattleState * battleState);
- BattleID battleID = BattleID::NONE;
- 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;
- virtual void visitTyped(ICPackVisitor & visitor) override;
- template <typename Handler> void serialize(Handler & h, const int version)
- {
- h & battleID;
- h & toAdd;
- h & toUpdate;
- h & toRemove;
- assert(battleID != BattleID::NONE);
- }
- };
- struct DLL_LINKAGE StacksInjured : public CPackForClient
- {
- void applyGs(CGameState * gs);
- void applyBattle(IBattleState * battleState);
- BattleID battleID = BattleID::NONE;
- std::vector<BattleStackAttacked> stacks;
- virtual void visitTyped(ICPackVisitor & visitor) override;
- template <typename Handler> void serialize(Handler & h, const int version)
- {
- h & battleID;
- h & stacks;
- assert(battleID != BattleID::NONE);
- }
- };
- struct DLL_LINKAGE BattleResultsApplied : public CPackForClient
- {
- BattleID battleID = BattleID::NONE;
- PlayerColor player1, player2;
- virtual void visitTyped(ICPackVisitor & visitor) override;
- template <typename Handler> void serialize(Handler & h, const int version)
- {
- h & battleID;
- h & player1;
- h & player2;
- assert(battleID != BattleID::NONE);
- }
- };
- struct DLL_LINKAGE BattleObstaclesChanged : public CPackForClient
- {
- void applyGs(CGameState * gs);
- void applyBattle(IBattleState * battleState);
- BattleID battleID = BattleID::NONE;
- std::vector<ObstacleChanges> changes;
- virtual void visitTyped(ICPackVisitor & visitor) override;
- template <typename Handler> void serialize(Handler & h, const int version)
- {
- h & battleID;
- h & changes;
- assert(battleID != BattleID::NONE);
- }
- };
- struct DLL_LINKAGE 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;
- }
- };
- CatapultAttack();
- ~CatapultAttack() override;
- void applyGs(CGameState * gs);
- void applyBattle(IBattleState * battleState);
- BattleID battleID = BattleID::NONE;
- std::vector< AttackInfo > attackedParts;
- int attacker = -1; //if -1, then a spell caused this
- virtual void visitTyped(ICPackVisitor & visitor) override;
- template <typename Handler> void serialize(Handler & h, const int version)
- {
- h & battleID;
- h & attackedParts;
- h & attacker;
- assert(battleID != BattleID::NONE);
- }
- };
- struct DLL_LINKAGE BattleSetStackProperty : public CPackForClient
- {
- enum BattleStackProperty { CASTS, ENCHANTER_COUNTER, UNBIND, CLONED, HAS_CLONE };
- void applyGs(CGameState * gs) const;
- BattleID battleID = BattleID::NONE;
- int stackID = 0;
- BattleStackProperty which = CASTS;
- int val = 0;
- int absolute = 0;
- template <typename Handler> void serialize(Handler & h, const int version)
- {
- h & battleID;
- h & stackID;
- h & which;
- h & val;
- h & absolute;
- assert(battleID != BattleID::NONE);
- }
- protected:
- virtual void visitTyped(ICPackVisitor & visitor) override;
- };
- ///activated at the beginning of turn
- struct DLL_LINKAGE BattleTriggerEffect : public CPackForClient
- {
- void applyGs(CGameState * gs) const; //effect
- BattleID battleID = BattleID::NONE;
- int stackID = 0;
- int effect = 0; //use corresponding Bonus type
- int val = 0;
- int additionalInfo = 0;
- template <typename Handler> void serialize(Handler & h, const int version)
- {
- h & battleID;
- h & stackID;
- h & effect;
- h & val;
- h & additionalInfo;
- assert(battleID != BattleID::NONE);
- }
- protected:
- virtual void visitTyped(ICPackVisitor & visitor) override;
- };
- struct DLL_LINKAGE BattleUpdateGateState : public CPackForClient
- {
- void applyGs(CGameState * gs) const;
- BattleID battleID = BattleID::NONE;
- EGateState state = EGateState::NONE;
- template <typename Handler> void serialize(Handler & h, const int version)
- {
- h & battleID;
- h & state;
- assert(battleID != BattleID::NONE);
- }
- protected:
- virtual void visitTyped(ICPackVisitor & visitor) override;
- };
- struct DLL_LINKAGE AdvmapSpellCast : public CPackForClient
- {
- ObjectInstanceID casterID;
- SpellID spellID;
- template <typename Handler> void serialize(Handler & h, const int version)
- {
- h & casterID;
- h & spellID;
- }
- protected:
- virtual void visitTyped(ICPackVisitor & visitor) override;
- };
- struct DLL_LINKAGE ShowWorldViewEx : public CPackForClient
- {
- PlayerColor player;
- bool showTerrain; // TODO: send terrain state
- std::vector<ObjectPosInfo> objectPositions;
- template <typename Handler> void serialize(Handler & h, const int version)
- {
- h & player;
- h & showTerrain;
- h & objectPositions;
- }
- protected:
- virtual void visitTyped(ICPackVisitor & visitor) override;
- };
- /***********************************************************************************************************/
- struct DLL_LINKAGE EndTurn : public CPackForServer
- {
- virtual void visitTyped(ICPackVisitor & visitor) override;
- template <typename Handler> void serialize(Handler & h, const int version)
- {
- h & static_cast<CPackForServer &>(*this);
- }
- };
- struct DLL_LINKAGE DismissHero : public CPackForServer
- {
- DismissHero() = default;
- DismissHero(const ObjectInstanceID & HID)
- : hid(HID)
- {
- }
- ObjectInstanceID hid;
- virtual void visitTyped(ICPackVisitor & visitor) override;
- template <typename Handler> void serialize(Handler & h, const int version)
- {
- h & static_cast<CPackForServer &>(*this);
- h & hid;
- }
- };
- struct DLL_LINKAGE MoveHero : public CPackForServer
- {
- MoveHero() = default;
- MoveHero(const int3 & Dest, const ObjectInstanceID & HID, bool Transit)
- : dest(Dest)
- , hid(HID)
- , transit(Transit)
- {
- }
- int3 dest;
- ObjectInstanceID hid;
- bool transit = false;
- virtual void visitTyped(ICPackVisitor & visitor) override;
- template <typename Handler> void serialize(Handler & h, const int version)
- {
- h & static_cast<CPackForServer &>(*this);
- h & dest;
- h & hid;
- h & transit;
- }
- };
- struct DLL_LINKAGE CastleTeleportHero : public CPackForServer
- {
- CastleTeleportHero() = default;
- CastleTeleportHero(const ObjectInstanceID & HID, const ObjectInstanceID & Dest, ui8 Source)
- : dest(Dest)
- , hid(HID)
- , source(Source)
- {
- }
- ObjectInstanceID dest;
- ObjectInstanceID hid;
- si8 source = 0; //who give teleporting, 1=castle gate
- virtual void visitTyped(ICPackVisitor & visitor) override;
- template <typename Handler> void serialize(Handler & h, const int version)
- {
- h & static_cast<CPackForServer &>(*this);
- h & dest;
- h & hid;
- }
- };
- struct DLL_LINKAGE ArrangeStacks : public CPackForServer
- {
- ArrangeStacks() = default;
- ArrangeStacks(ui8 W, const SlotID & P1, const SlotID & P2, const ObjectInstanceID & ID1, const ObjectInstanceID & ID2, si32 VAL)
- : what(W)
- , p1(P1)
- , p2(P2)
- , id1(ID1)
- , id2(ID2)
- , val(VAL)
- {
- }
- ui8 what = 0; //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 = 0;
- virtual void visitTyped(ICPackVisitor & visitor) override;
- 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 DLL_LINKAGE BulkMoveArmy : public CPackForServer
- {
- SlotID srcSlot;
- ObjectInstanceID srcArmy;
- ObjectInstanceID destArmy;
- BulkMoveArmy() = default;
- BulkMoveArmy(const ObjectInstanceID & srcArmy, const ObjectInstanceID & destArmy, const SlotID & srcSlot)
- : srcArmy(srcArmy)
- , destArmy(destArmy)
- , srcSlot(srcSlot)
- {
- }
- virtual void visitTyped(ICPackVisitor & visitor) override;
- template <typename Handler>
- void serialize(Handler & h, const int version)
- {
- h & static_cast<CPackForServer &>(*this);
- h & srcSlot;
- h & srcArmy;
- h & destArmy;
- }
- };
- struct DLL_LINKAGE BulkSplitStack : public CPackForServer
- {
- SlotID src;
- ObjectInstanceID srcOwner;
- si32 amount = 0;
- BulkSplitStack() = default;
- BulkSplitStack(const ObjectInstanceID & srcOwner, const SlotID & src, si32 howMany)
- : src(src)
- , srcOwner(srcOwner)
- , amount(howMany)
- {
- }
- virtual void visitTyped(ICPackVisitor & visitor) override;
- template <typename Handler>
- void serialize(Handler & h, const int version)
- {
- h & static_cast<CPackForServer &>(*this);
- h & src;
- h & srcOwner;
- h & amount;
- }
- };
- struct DLL_LINKAGE BulkMergeStacks : public CPackForServer
- {
- SlotID src;
- ObjectInstanceID srcOwner;
- BulkMergeStacks() = default;
- BulkMergeStacks(const ObjectInstanceID & srcOwner, const SlotID & src)
- : src(src)
- , srcOwner(srcOwner)
- {
- }
- virtual void visitTyped(ICPackVisitor & visitor) override;
- template <typename Handler>
- void serialize(Handler & h, const int version)
- {
- h & static_cast<CPackForServer &>(*this);
- h & src;
- h & srcOwner;
- }
- };
- struct DLL_LINKAGE BulkSmartSplitStack : public CPackForServer
- {
- SlotID src;
- ObjectInstanceID srcOwner;
- BulkSmartSplitStack() = default;
- BulkSmartSplitStack(const ObjectInstanceID & srcOwner, const SlotID & src)
- : src(src)
- , srcOwner(srcOwner)
- {
- }
- virtual void visitTyped(ICPackVisitor & visitor) override;
- template <typename Handler>
- void serialize(Handler & h, const int version)
- {
- h & static_cast<CPackForServer &>(*this);
- h & src;
- h & srcOwner;
- }
- };
- struct DLL_LINKAGE DisbandCreature : public CPackForServer
- {
- DisbandCreature() = default;
- DisbandCreature(const SlotID & Pos, const ObjectInstanceID & ID)
- : pos(Pos)
- , id(ID)
- {
- }
- SlotID pos; //stack pos
- ObjectInstanceID id; //object id
- virtual void visitTyped(ICPackVisitor & visitor) override;
- template <typename Handler> void serialize(Handler & h, const int version)
- {
- h & static_cast<CPackForServer &>(*this);
- h & pos;
- h & id;
- }
- };
- struct DLL_LINKAGE BuildStructure : public CPackForServer
- {
- BuildStructure() = default;
- BuildStructure(const ObjectInstanceID & TID, const BuildingID & BID)
- : tid(TID)
- , bid(BID)
- {
- }
- ObjectInstanceID tid; //town id
- BuildingID bid; //structure id
- virtual void visitTyped(ICPackVisitor & visitor) override;
- template <typename Handler> void serialize(Handler & h, const int version)
- {
- h & static_cast<CPackForServer &>(*this);
- h & tid;
- h & bid;
- }
- };
- struct DLL_LINKAGE RazeStructure : public BuildStructure
- {
- virtual void visitTyped(ICPackVisitor & visitor) override;
- };
- struct DLL_LINKAGE RecruitCreatures : public CPackForServer
- {
- RecruitCreatures() = default;
- RecruitCreatures(const ObjectInstanceID & TID, const ObjectInstanceID & DST, const 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 = 0; //creature amount
- si32 level = 0; //dwelling level to buy from, -1 if any
- virtual void visitTyped(ICPackVisitor & visitor) override;
- 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 DLL_LINKAGE UpgradeCreature : public CPackForServer
- {
- UpgradeCreature() = default;
- UpgradeCreature(const SlotID & Pos, const ObjectInstanceID & ID, const 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
- virtual void visitTyped(ICPackVisitor & visitor) override;
- template <typename Handler> void serialize(Handler & h, const int version)
- {
- h & static_cast<CPackForServer &>(*this);
- h & pos;
- h & id;
- h & cid;
- }
- };
- struct DLL_LINKAGE GarrisonHeroSwap : public CPackForServer
- {
- GarrisonHeroSwap() = default;
- GarrisonHeroSwap(const ObjectInstanceID & TID)
- : tid(TID)
- {
- }
- ObjectInstanceID tid;
- virtual void visitTyped(ICPackVisitor & visitor) override;
- template <typename Handler> void serialize(Handler & h, const int version)
- {
- h & static_cast<CPackForServer &>(*this);
- h & tid;
- }
- };
- struct DLL_LINKAGE ExchangeArtifacts : public CPackForServer
- {
- ArtifactLocation src, dst;
- virtual void visitTyped(ICPackVisitor & visitor) override;
- template <typename Handler> void serialize(Handler & h, const int version)
- {
- h & static_cast<CPackForServer &>(*this);
- h & src;
- h & dst;
- }
- };
- struct DLL_LINKAGE BulkExchangeArtifacts : public CPackForServer
- {
- ObjectInstanceID srcHero;
- ObjectInstanceID dstHero;
- bool swap = false;
- BulkExchangeArtifacts() = default;
- BulkExchangeArtifacts(const ObjectInstanceID & srcHero, const ObjectInstanceID & dstHero, bool swap)
- : srcHero(srcHero)
- , dstHero(dstHero)
- , swap(swap)
- {
- }
- virtual void visitTyped(ICPackVisitor & visitor) override;
- template <typename Handler> void serialize(Handler & h, const int version)
- {
- h & static_cast<CPackForServer &>(*this);
- h & srcHero;
- h & dstHero;
- h & swap;
- }
- };
- struct DLL_LINKAGE AssembleArtifacts : public CPackForServer
- {
- AssembleArtifacts() = default;
- AssembleArtifacts(const ObjectInstanceID & _heroID, const ArtifactPosition & _artifactSlot, bool _assemble, const ArtifactID & _assembleTo)
- : heroID(_heroID)
- , artifactSlot(_artifactSlot)
- , assemble(_assemble)
- , assembleTo(_assembleTo)
- {
- }
- ObjectInstanceID heroID;
- ArtifactPosition artifactSlot;
- bool assemble = false; // True to assemble artifact, false to disassemble.
- ArtifactID assembleTo; // Artifact to assemble into.
- virtual void visitTyped(ICPackVisitor & visitor) override;
- template <typename Handler> void serialize(Handler & h, const int version)
- {
- h & static_cast<CPackForServer &>(*this);
- h & heroID;
- h & artifactSlot;
- h & assemble;
- h & assembleTo;
- }
- };
- struct DLL_LINKAGE EraseArtifactByClient : public CPackForServer
- {
- EraseArtifactByClient() = default;
- EraseArtifactByClient(const ArtifactLocation & al)
- : al(al)
- {
- }
- ArtifactLocation al;
- virtual void visitTyped(ICPackVisitor & visitor) override;
- template <typename Handler> void serialize(Handler & h, const int version)
- {
- h & static_cast<CPackForServer&>(*this);
- h & al;
- }
- };
- struct DLL_LINKAGE BuyArtifact : public CPackForServer
- {
- BuyArtifact() = default;
- BuyArtifact(const ObjectInstanceID & HID, const ArtifactID & AID)
- : hid(HID)
- , aid(AID)
- {
- }
- ObjectInstanceID hid;
- ArtifactID aid;
- virtual void visitTyped(ICPackVisitor & visitor) override;
- template <typename Handler> void serialize(Handler & h, const int version)
- {
- h & static_cast<CPackForServer &>(*this);
- h & hid;
- h & aid;
- }
- };
- struct DLL_LINKAGE TradeOnMarketplace : public CPackForServer
- {
- ObjectInstanceID marketId;
- ObjectInstanceID heroId;
- EMarketMode mode = EMarketMode::RESOURCE_RESOURCE;
- 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
- virtual void visitTyped(ICPackVisitor & visitor) override;
- 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 DLL_LINKAGE SetFormation : public CPackForServer
- {
- SetFormation() = default;
- ;
- SetFormation(const ObjectInstanceID & HID, ui8 Formation)
- : hid(HID)
- , formation(Formation)
- {
- }
- ObjectInstanceID hid;
- ui8 formation = 0;
- virtual void visitTyped(ICPackVisitor & visitor) override;
- template <typename Handler> void serialize(Handler & h, const int version)
- {
- h & static_cast<CPackForServer &>(*this);
- h & hid;
- h & formation;
- }
- };
- struct DLL_LINKAGE HireHero : public CPackForServer
- {
- HireHero() = default;
- HireHero(HeroTypeID HID, const ObjectInstanceID & TID)
- : hid(HID)
- , tid(TID)
- {
- }
- HeroTypeID hid; //available hero serial
- ObjectInstanceID tid; //town (tavern) id
- PlayerColor player;
- virtual void visitTyped(ICPackVisitor & visitor) override;
- template <typename Handler> void serialize(Handler & h, const int version)
- {
- h & static_cast<CPackForServer &>(*this);
- h & hid;
- h & tid;
- h & player;
- }
- };
- struct DLL_LINKAGE BuildBoat : public CPackForServer
- {
- ObjectInstanceID objid; //where player wants to buy a boat
- virtual void visitTyped(ICPackVisitor & visitor) override;
- template <typename Handler> void serialize(Handler & h, const int version)
- {
- h & static_cast<CPackForServer &>(*this);
- h & objid;
- }
- };
- struct DLL_LINKAGE QueryReply : public CPackForServer
- {
- QueryReply() = default;
- QueryReply(const QueryID & QID, const JsonNode & Reply)
- : qid(QID)
- , reply(Reply)
- {
- }
- QueryID qid;
- PlayerColor player;
- JsonNode reply;
- virtual void visitTyped(ICPackVisitor & visitor) override;
- template <typename Handler> void serialize(Handler & h, const int version)
- {
- h & static_cast<CPackForServer &>(*this);
- h & qid;
- h & player;
- h & reply;
- }
- };
- struct DLL_LINKAGE MakeAction : public CPackForServer
- {
- MakeAction() = default;
- MakeAction(BattleAction BA)
- : ba(std::move(BA))
- {
- }
- BattleAction ba;
- BattleID battleID;
- virtual void visitTyped(ICPackVisitor & visitor) override;
- template <typename Handler> void serialize(Handler & h, const int version)
- {
- h & static_cast<CPackForServer &>(*this);
- h & ba;
- h & battleID;
- }
- };
- struct DLL_LINKAGE DigWithHero : public CPackForServer
- {
- ObjectInstanceID id; //digging hero id
- virtual void visitTyped(ICPackVisitor & visitor) override;
- template <typename Handler> void serialize(Handler & h, const int version)
- {
- h & static_cast<CPackForServer &>(*this);
- h & id;
- }
- };
- struct DLL_LINKAGE CastAdvSpell : public CPackForServer
- {
- ObjectInstanceID hid; //hero id
- SpellID sid; //spell id
- int3 pos; //selected tile (not always used)
- virtual void visitTyped(ICPackVisitor & visitor) override;
- template <typename Handler> void serialize(Handler & h, const int version)
- {
- h & static_cast<CPackForServer &>(*this);
- h & hid;
- h & sid;
- h & pos;
- }
- };
- /***********************************************************************************************************/
- struct DLL_LINKAGE SaveGame : public CPackForServer
- {
- SaveGame() = default;
- SaveGame(std::string Fname)
- : fname(std::move(Fname))
- {
- }
- std::string fname;
- void applyGs(CGameState * gs) {};
- virtual void visitTyped(ICPackVisitor & visitor) override;
- template <typename Handler> void serialize(Handler & h, const int version)
- {
- h & static_cast<CPackForServer &>(*this);
- h & fname;
- }
- };
- struct DLL_LINKAGE PlayerMessage : public CPackForServer
- {
- PlayerMessage() = default;
- PlayerMessage(std::string Text, const ObjectInstanceID & obj)
- : text(std::move(Text))
- , currObj(obj)
- {
- }
- void applyGs(CGameState * gs) {};
- virtual void visitTyped(ICPackVisitor & visitor) override;
- 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 DLL_LINKAGE PlayerMessageClient : public CPackForClient
- {
- PlayerMessageClient() = default;
- PlayerMessageClient(const PlayerColor & Player, std::string Text)
- : player(Player)
- , text(std::move(Text))
- {
- }
- virtual void visitTyped(ICPackVisitor & visitor) override;
- PlayerColor player;
- std::string text;
- template <typename Handler> void serialize(Handler & h, const int version)
- {
- h & player;
- h & text;
- }
- };
- struct DLL_LINKAGE CenterView : public CPackForClient
- {
- PlayerColor player;
- int3 pos;
- ui32 focusTime = 0; //ms
- virtual void visitTyped(ICPackVisitor & visitor) override;
- template <typename Handler> void serialize(Handler & h, const int version)
- {
- h & pos;
- h & player;
- h & focusTime;
- }
- };
- VCMI_LIB_NAMESPACE_END
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