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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_BEGINclass 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 fileusing 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 stacksstruct 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 actionsstruct 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 turnstruct 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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