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- #pragma once
- #include "NetPacksBase.h"
- #include "BattleAction.h"
- //#include "HeroBonus.h"
- #include "mapObjects/CGHeroInstance.h"
- //#include "CCreatureSet.h"
- //#include "mapping/CMapInfo.h"
- //#include "StartInfo.h"
- #include "ConstTransitivePtr.h"
- #include "int3.h"
- #include "ResourceSet.h"
- //#include "CObstacleInstance.h"
- #include "CGameStateFwd.h"
- #include "mapping/CMapDefines.h"
- #include "CObstacleInstance.h"
- #include "spells/ViewSpellInt.h"
- /*
- * 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
- *
- */
- class CClient;
- class CGameState;
- class CGameHandler;
- class CConnection;
- class CCampaignState;
- class CArtifact;
- class CSelectionScreen;
- class CGObjectInstance;
- class CArtifactInstance;
- //class CMapInfo;
- struct StackLocation;
- struct ArtSlotInfo;
- struct QuestInfo;
- class CMapInfo;
- struct StartInfo;
- struct CPackForClient : public CPack
- {
- CPackForClient(){type = 1;};
- CGameState* GS(CClient *cl);
- void applyFirstCl(CClient *cl)//called before applying to gs
- {}
- void applyCl(CClient *cl)//called after applying to gs
- {}
- };
- struct CPackForServer : public CPack
- {
- PlayerColor player;
- CConnection *c;
- CGameState* GS(CGameHandler *gh);
- CPackForServer():
- player(PlayerColor::NEUTRAL),
- c(nullptr)
- {
- type = 2;
- }
- bool applyGh(CGameHandler *gh) //called after applying to gs
- {
- logGlobal->errorStream() << "Should not happen... applying plain CPackForServer";
- return false;
- }
- };
- struct Query : public CPackForClient
- {
- QueryID queryID; // equals to -1 if it is not an actual query (and should not be answered)
- Query()
- {
- }
- };
- struct StackLocation
- {
- ConstTransitivePtr<CArmedInstance> army;
- SlotID slot;
- StackLocation()
- {}
- StackLocation(const CArmedInstance *Army, SlotID Slot):
- army(const_cast<CArmedInstance*>(Army)), //we are allowed here to const cast -> change will go through one of our packages... do not abuse!
- slot(Slot)
- {
- }
- DLL_LINKAGE const CStackInstance *getStack();
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & army & slot;
- }
- };
- /***********************************************************************************************************/
- struct PackageApplied : public CPackForClient //94
- {
- PackageApplied() {type = 94;}
- PackageApplied(ui8 Result) : result(Result) {type = 94;}
- void applyCl(CClient *cl);
- ui8 result; //0 - something went wrong, request hasn't been realized; 1 - OK
- ui32 packType; //type id of applied package
- ui32 requestID; //an ID given by client to the request that was applied
- PlayerColor player;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & result & packType & requestID & player;
- }
- };
- struct SystemMessage : public CPackForClient //95
- {
- SystemMessage(const std::string & Text) : text(Text){type = 95;};
- SystemMessage(){type = 95;};
- void applyCl(CClient *cl);
- std::string text;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & text;
- }
- };
- struct PlayerBlocked : public CPackForClient //96
- {
- PlayerBlocked(){type = 96;};
- void applyCl(CClient *cl);
- enum EReason { UPCOMING_BATTLE, ONGOING_MOVEMENT };
- enum EMode { BLOCKADE_STARTED, BLOCKADE_ENDED };
- EReason reason;
- EMode startOrEnd;
- PlayerColor player;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & reason & startOrEnd & player;
- }
- };
- struct YourTurn : public CPackForClient //100
- {
- YourTurn(){type = 100;};
- void applyCl(CClient *cl);
- DLL_LINKAGE void applyGs(CGameState *gs);
- PlayerColor player;
- boost::optional<ui8> daysWithoutCastle;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & player & daysWithoutCastle;
- }
- };
- struct SetResource : public CPackForClient //102
- {
- SetResource(){type = 102;};
- void applyCl(CClient *cl);
- DLL_LINKAGE void applyGs(CGameState *gs);
- PlayerColor player;
- Res::ERes resid;
- TResourceCap val;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & player & resid & val;
- }
- };
- struct SetResources : public CPackForClient //104
- {
- SetResources(){type = 104;};
- void applyCl(CClient *cl);
- DLL_LINKAGE void applyGs(CGameState *gs);
- PlayerColor player;
- TResources res; //res[resid] => res amount
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & player & res;
- }
- };
- struct SetPrimSkill : public CPackForClient //105
- {
- SetPrimSkill(){type = 105;};
- void applyCl(CClient *cl);
- DLL_LINKAGE void applyGs(CGameState *gs);
- ui8 abs; //0 - changes by value; 1 - sets to value
- ObjectInstanceID id;
- PrimarySkill::PrimarySkill which;
- si64 val;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & abs & id & which & val;
- }
- };
- struct SetSecSkill : public CPackForClient //106
- {
- SetSecSkill(){type = 106;};
- void applyCl(CClient *cl);
- DLL_LINKAGE void applyGs(CGameState *gs);
- ui8 abs; //0 - changes by value; 1 - sets to value
- ObjectInstanceID id;
- SecondarySkill which;
- ui16 val;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & abs & id & which & val;
- }
- };
- struct HeroVisitCastle : public CPackForClient //108
- {
- HeroVisitCastle(){flags=0;type = 108;};
- void applyCl(CClient *cl);
- DLL_LINKAGE void applyGs(CGameState *gs);
- ui8 flags; //1 - start
- ObjectInstanceID tid, hid;
- bool start() //if hero is entering castle (if false - leaving)
- {
- return flags & 1;
- }
- // bool garrison() //if hero is entering/leaving garrison (if false - it's only visiting hero)
- // {
- // return flags & 2;
- // }
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & flags & tid & hid;
- }
- };
- struct ChangeSpells : public CPackForClient //109
- {
- ChangeSpells(){type = 109;};
- void applyCl(CClient *cl);
- DLL_LINKAGE void applyGs(CGameState *gs);
- ui8 learn; //1 - gives spell, 0 - takes
- ObjectInstanceID hid;
- std::set<SpellID> spells;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & learn & hid & spells;
- }
- };
- struct SetMana : public CPackForClient //110
- {
- SetMana(){type = 110;absolute=true;};
- void applyCl(CClient *cl);
- DLL_LINKAGE void applyGs(CGameState *gs);
- ObjectInstanceID hid;
- si32 val;
- bool absolute;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & val & hid & absolute;
- }
- };
- struct SetMovePoints : public CPackForClient //111
- {
- SetMovePoints(){type = 111;};
- void applyCl(CClient *cl);
- DLL_LINKAGE void applyGs(CGameState *gs);
- ObjectInstanceID hid;
- si32 val;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & val & hid;
- }
- };
- struct FoWChange : public CPackForClient //112
- {
- FoWChange(){type = 112;waitForDialogs = false;};
- void applyCl(CClient *cl);
- DLL_LINKAGE void applyGs(CGameState *gs);
- std::unordered_set<int3, struct ShashInt3 > tiles;
- PlayerColor player;
- ui8 mode; //mode==0 - hide, mode==1 - reveal
- bool waitForDialogs;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & tiles & player & mode & waitForDialogs;
- }
- };
- struct SetAvailableHeroes : public CPackForClient //113
- {
- SetAvailableHeroes()
- {
- type = 113;
- for (int i = 0; i < GameConstants::AVAILABLE_HEROES_PER_PLAYER; i++)
- army[i].clear();
- }
- void applyCl(CClient *cl);
- DLL_LINKAGE void applyGs(CGameState *gs);
- PlayerColor player;
- si32 hid[GameConstants::AVAILABLE_HEROES_PER_PLAYER]; //-1 if no hero
- CSimpleArmy army[GameConstants::AVAILABLE_HEROES_PER_PLAYER];
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & player & hid & army;
- }
- };
- struct GiveBonus : public CPackForClient //115
- {
- GiveBonus(ui8 Who = 0)
- {
- who = Who;
- type = 115;
- }
- void applyCl(CClient *cl);
- DLL_LINKAGE void applyGs(CGameState *gs);
- enum {HERO, PLAYER, TOWN};
- ui8 who; //who receives bonus, uses enum above
- si32 id; //hero. town or player id - whoever receives it
- Bonus bonus;
- MetaString bdescr;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & bonus & id & bdescr & who;
- assert( id != -1);
- }
- };
- struct ChangeObjPos : public CPackForClient //116
- {
- ChangeObjPos()
- {
- type = 116;
- flags = 0;
- }
- void applyFirstCl(CClient *cl);
- void applyCl(CClient *cl);
- DLL_LINKAGE void applyGs(CGameState *gs);
- ObjectInstanceID objid;
- int3 nPos;
- ui8 flags; //bit flags: 1 - redraw
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & objid & nPos & flags;
- }
- };
- struct PlayerEndsGame : public CPackForClient //117
- {
- PlayerEndsGame()
- {
- type = 117;
- }
- void applyCl(CClient *cl);
- DLL_LINKAGE void applyGs(CGameState *gs);
- PlayerColor player;
- EVictoryLossCheckResult victoryLossCheckResult;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & player & victoryLossCheckResult;
- }
- };
- struct RemoveBonus : public CPackForClient //118
- {
- RemoveBonus(ui8 Who = 0)
- {
- who = Who;
- type = 118;
- }
- void applyCl(CClient *cl);
- DLL_LINKAGE void applyGs(CGameState *gs);
- enum {HERO, PLAYER, TOWN};
- ui8 who; //who receives bonus, uses enum above
- ui32 whoID; //hero, town or player id - whoever loses bonus
- //vars to identify bonus: its source
- ui8 source;
- ui32 id; //source id
- //used locally: copy of removed bonus
- Bonus bonus;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & source & id & who & whoID;
- }
- };
- struct UpdateCampaignState : public CPackForClient //119
- {
- UpdateCampaignState()
- {
- type = 119;
- }
- std::shared_ptr<CCampaignState> camp;
- void applyCl(CClient *cl);
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & camp;
- }
- };
- struct SetCommanderProperty : public CPackForClient //120
- {
- enum ECommanderProperty {ALIVE, BONUS, SECONDARY_SKILL, EXPERIENCE, SPECIAL_SKILL};
- SetCommanderProperty(){type = 120;};
- void applyCl(CClient *cl){};
- DLL_LINKAGE void applyGs(CGameState *gs);
- ObjectInstanceID heroid; //for commander attached to hero
- StackLocation sl; //for commander not on the hero?
- ECommanderProperty which;
- TExpType amount; //0 for dead, >0 for alive
- si32 additionalInfo; //for secondary skills choice
- Bonus accumulatedBonus;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & heroid & sl & which & amount & additionalInfo & accumulatedBonus;
- }
- };
- struct AddQuest : public CPackForClient //121
- {
- AddQuest(){type = 121;};
- void applyCl(CClient *cl){};
- DLL_LINKAGE void applyGs(CGameState *gs);
- PlayerColor player;
- QuestInfo quest;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & player & quest;
- }
- };
- struct PrepareForAdvancingCampaign : public CPackForClient //122
- {
- PrepareForAdvancingCampaign() {type = 122;}
- void applyCl(CClient *cl);
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- }
- };
- struct UpdateArtHandlerLists : public CPackForClient //123
- {
- UpdateArtHandlerLists(){type = 123;};
- std::vector<CArtifact*> treasures, minors, majors, relics;
- DLL_LINKAGE void applyGs(CGameState *gs);
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & treasures & minors & majors & relics;
- }
- };
- struct UpdateMapEvents : public CPackForClient //124
- {
- UpdateMapEvents(){type = 124;}
- std::list<CMapEvent> events;
- DLL_LINKAGE void applyGs(CGameState *gs);
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & events;
- }
- };
- struct UpdateCastleEvents : public CPackForClient //125
- {
- UpdateCastleEvents(){type = 125;}
- ObjectInstanceID town;
- std::list<CCastleEvent> events;
- DLL_LINKAGE void applyGs(CGameState *gs);
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & town & events;
- }
- };
- struct RemoveObject : public CPackForClient //500
- {
- RemoveObject(){type = 500;};
- RemoveObject(ObjectInstanceID ID){id = ID;type = 500;};
- void applyFirstCl(CClient *cl);
- void applyCl(CClient *cl);
- DLL_LINKAGE void applyGs(CGameState *gs);
- ObjectInstanceID id;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & id;
- }
- };
- struct TryMoveHero : public CPackForClient //501
- {
- TryMoveHero(){type = 501;humanKnows=false;};
- void applyFirstCl(CClient *cl);
- void applyCl(CClient *cl);
- void applyGs(CGameState *gs);
- enum EResult
- {
- FAILED, SUCCESS, TELEPORTATION, RESERVED___, BLOCKING_VISIT, EMBARK, DISEMBARK
- };
- ObjectInstanceID id;
- ui32 movePoints;
- EResult result; //uses EResult
- int3 start, end; //h3m format
- std::unordered_set<int3, ShashInt3> fowRevealed; //revealed tiles
- boost::optional<int3> attackedFrom; // Set when stepping into endangered tile.
- bool humanKnows; //used locally during applying to client
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & id & result & start & end & movePoints & fowRevealed & attackedFrom;
- }
- };
- // struct SetGarrisons : public CPackForClient //502
- // {
- // SetGarrisons(){type = 502;};
- // void applyCl(CClient *cl);
- // DLL_LINKAGE void applyGs(CGameState *gs);
- //
- // std::map<ui32,CCreatureSet> garrs;
- //
- // template <typename Handler> void serialize(Handler &h, const int version)
- // {
- // h & garrs;
- // }
- // };
- struct NewStructures : public CPackForClient //504
- {
- NewStructures(){type = 504;};
- void applyCl(CClient *cl);
- DLL_LINKAGE void applyGs(CGameState *gs);
- ObjectInstanceID tid;
- std::set<BuildingID> bid;
- si16 builded;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & tid & bid & builded;
- }
- };
- struct RazeStructures : public CPackForClient //505
- {
- RazeStructures() {type = 505;};
- void applyCl (CClient *cl);
- DLL_LINKAGE void applyGs(CGameState *gs);
- ObjectInstanceID tid;
- std::set<BuildingID> bid;
- si16 destroyed;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & tid & bid & destroyed;
- }
- };
- struct SetAvailableCreatures : public CPackForClient //506
- {
- SetAvailableCreatures(){type = 506;};
- void applyCl(CClient *cl);
- DLL_LINKAGE void applyGs(CGameState *gs);
- ObjectInstanceID tid;
- std::vector<std::pair<ui32, std::vector<CreatureID> > > creatures;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & tid & creatures;
- }
- };
- struct SetHeroesInTown : public CPackForClient //508
- {
- SetHeroesInTown(){type = 508;};
- void applyCl(CClient *cl);
- DLL_LINKAGE void applyGs(CGameState *gs);
- ObjectInstanceID tid, visiting, garrison; //id of town, visiting hero, hero in garrison
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & tid & visiting & garrison;
- }
- };
- // struct SetHeroArtifacts : public CPackForClient //509
- // {
- // SetHeroArtifacts(){type = 509;};
- // void applyCl(CClient *cl);
- // DLL_LINKAGE void applyGs(CGameState *gs);
- // DLL_LINKAGE void setArtAtPos(ui16 pos, const CArtifact* art);
- //
- // si32 hid;
- // std::vector<const CArtifact*> artifacts; //hero's artifacts from bag
- // std::map<ui16, const CArtifact*> artifWorn; //map<position,artifact_id>; positions: 0 - head; 1 - shoulders; 2 - neck; 3 - right hand; 4 - left hand; 5 - torso; 6 - right ring; 7 - left ring; 8 - feet; 9 - misc1; 10 - misc2; 11 - misc3; 12 - misc4; 13 - mach1; 14 - mach2; 15 - mach3; 16 - mach4; 17 - spellbook; 18 - misc5
- //
- // template <typename Handler> void serialize(Handler &h, const int version)
- // {
- // h & hid & artifacts & artifWorn;
- // }
- //
- // std::vector<const CArtifact*> equipped, unequipped; //used locally
- // BonusList gained, lost; //used locally as hlp when applying
- // };
- struct HeroRecruited : public CPackForClient //515
- {
- HeroRecruited(){type = 515;};
- void applyCl(CClient *cl);
- DLL_LINKAGE void applyGs(CGameState *gs);
- si32 hid;//subID of hero
- ObjectInstanceID tid;
- int3 tile;
- PlayerColor player;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & hid & tid & tile & player;
- }
- };
- struct GiveHero : public CPackForClient //516
- {
- GiveHero(){type = 516;};
- void applyFirstCl(CClient *cl);
- void applyCl(CClient *cl);
- DLL_LINKAGE void applyGs(CGameState *gs);
- ObjectInstanceID id; //object id
- PlayerColor player;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & id & player;
- }
- };
- struct OpenWindow : public CPackForClient //517
- {
- OpenWindow(){type = 517;};
- void applyCl(CClient *cl);
- enum EWindow {EXCHANGE_WINDOW, RECRUITMENT_FIRST, RECRUITMENT_ALL, SHIPYARD_WINDOW, THIEVES_GUILD,
- UNIVERSITY_WINDOW, HILL_FORT_WINDOW, MARKET_WINDOW, PUZZLE_MAP, TAVERN_WINDOW};
- ui8 window;
- si32 id1, id2;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & window & id1 & id2;
- }
- };
- struct NewObject : public CPackForClient //518
- {
- NewObject()
- {
- type = 518;
- }
- void applyCl(CClient *cl);
- DLL_LINKAGE void applyGs(CGameState *gs);
- Obj ID;
- ui32 subID;
- int3 pos;
- ObjectInstanceID id; //used locally, filled during applyGs
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & ID & subID & pos;
- }
- };
- struct SetAvailableArtifacts : public CPackForClient //519
- {
- SetAvailableArtifacts(){type = 519;};
- void applyCl(CClient *cl);
- DLL_LINKAGE void applyGs(CGameState *gs);
- si32 id; //two variants: id < 0: set artifact pool for Artifact Merchants in towns; id >= 0: set pool for adv. map Black Market (id is the id of Black Market instance then)
- std::vector<const CArtifact *> arts;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & id & arts;
- }
- };
- struct NewArtifact : public CPackForClient //520
- {
- NewArtifact(){type = 520;};
- //void applyCl(CClient *cl);
- DLL_LINKAGE void applyGs(CGameState *gs);
- ConstTransitivePtr<CArtifactInstance> art;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & art;
- }
- };
- struct CGarrisonOperationPack : CPackForClient
- {
- };
- struct CArtifactOperationPack : CPackForClient
- {
- };
- struct ChangeStackCount : CGarrisonOperationPack //521
- {
- StackLocation sl;
- TQuantity count;
- ui8 absoluteValue; //if not -> count will be added (or subtracted if negative)
- void applyCl(CClient *cl);
- DLL_LINKAGE void applyGs(CGameState *gs);
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & sl & count & absoluteValue;
- }
- };
- struct SetStackType : CGarrisonOperationPack //522
- {
- StackLocation sl;
- const CCreature *type;
- void applyCl(CClient *cl);
- DLL_LINKAGE void applyGs(CGameState *gs);
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & sl & type;
- }
- };
- struct EraseStack : CGarrisonOperationPack //523
- {
- StackLocation sl;
- void applyCl(CClient *cl);
- DLL_LINKAGE void applyGs(CGameState *gs);
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & sl;
- }
- };
- struct SwapStacks : CGarrisonOperationPack //524
- {
- StackLocation sl1, sl2;
- void applyCl(CClient *cl);
- DLL_LINKAGE void applyGs(CGameState *gs);
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & sl1 & sl2;
- }
- };
- struct InsertNewStack : CGarrisonOperationPack //525
- {
- StackLocation sl;
- CStackBasicDescriptor stack;
- void applyCl(CClient *cl);
- DLL_LINKAGE void applyGs(CGameState *gs);
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & sl & stack;
- }
- };
- //moves creatures from src stack to dst slot, may be used for merging/splittint/moving stacks
- struct RebalanceStacks : CGarrisonOperationPack //526
- {
- StackLocation src, dst;
- TQuantity count;
- void applyCl(CClient *cl);
- DLL_LINKAGE void applyGs(CGameState *gs);
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & src & dst & count;
- }
- };
- struct GetEngagedHeroIds : boost::static_visitor<boost::optional<ObjectInstanceID>>
- {
- boost::optional<ObjectInstanceID> operator()(const ConstTransitivePtr<CGHeroInstance> &h) const
- {
- return h->id;
- }
- boost::optional<ObjectInstanceID> operator()(const ConstTransitivePtr<CStackInstance> &s) const
- {
- if(s->armyObj && s->armyObj->ID == Obj::HERO)
- return s->armyObj->id;
- return boost::optional<ObjectInstanceID>();
- }
- };
- struct PutArtifact : CArtifactOperationPack //526
- {
- ArtifactLocation al;
- ConstTransitivePtr<CArtifactInstance> art;
- void applyCl(CClient *cl);
- DLL_LINKAGE void applyGs(CGameState *gs);
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & al & art;
- }
- };
- struct EraseArtifact : CArtifactOperationPack //527
- {
- ArtifactLocation al;
- void applyCl(CClient *cl);
- DLL_LINKAGE void applyGs(CGameState *gs);
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & al;
- }
- };
- struct MoveArtifact : CArtifactOperationPack //528
- {
- ArtifactLocation src, dst;
- void applyCl(CClient *cl);
- DLL_LINKAGE void applyGs(CGameState *gs);
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & src & dst;
- }
- };
- struct AssembledArtifact : CArtifactOperationPack //529
- {
- ArtifactLocation al; //where assembly will be put
- CArtifact *builtArt;
- //std::vector<CArtifactInstance *> constituents;
- void applyCl(CClient *cl);
- DLL_LINKAGE void applyGs(CGameState *gs);
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & al & builtArt/* & constituents*/;
- }
- };
- struct DisassembledArtifact : CArtifactOperationPack //530
- {
- ArtifactLocation al;
- void applyCl(CClient *cl);
- DLL_LINKAGE void applyGs(CGameState *gs);
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & al;
- }
- };
- struct HeroVisit : CPackForClient //531
- {
- const CGHeroInstance *hero;
- const CGObjectInstance *obj;
- PlayerColor player; //if hero was killed during the visit, its color is already reset
- bool starting; //false -> ending
- void applyCl(CClient *cl);
- DLL_LINKAGE void applyGs(CGameState *gs);
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & hero & obj & player & starting;
- }
- };
- struct NewTurn : public CPackForClient //101
- {
- enum weekType {NORMAL, DOUBLE_GROWTH, BONUS_GROWTH, DEITYOFFIRE, PLAGUE, NO_ACTION};
- void applyCl(CClient *cl);
- DLL_LINKAGE void applyGs(CGameState *gs);
- struct Hero
- {
- ObjectInstanceID id;
- ui32 move, mana; //id is a general serial id
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & id & move & mana;
- }
- bool operator<(const Hero&h)const{return id < h.id;}
- };
- std::set<Hero> heroes; //updates movement and mana points
- //std::vector<SetResources> res;//resource list
- std::map<PlayerColor, TResources> res; //player ID => resource value[res_id]
- std::map<ObjectInstanceID, SetAvailableCreatures> cres;//creatures to be placed in towns
- ui32 day;
- ui8 specialWeek; //weekType
- CreatureID creatureid; //for creature weeks
- NewTurn(){type = 101;};
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & heroes & cres & res & day & specialWeek & creatureid;
- }
- };
- struct InfoWindow : public CPackForClient //103 - displays simple info window
- {
- void applyCl(CClient *cl);
- MetaString text;
- std::vector<Component> components;
- PlayerColor player;
- ui16 soundID;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & text & components & player & soundID;
- }
- InfoWindow()
- {
- type = 103;
- soundID = 0;
- }
- };
- namespace ObjProperty
- {
- enum {OWNER = 1, BLOCKVIS = 2, PRIMARY_STACK_COUNT = 3, VISITORS = 4, VISITED = 5, ID = 6, AVAILABLE_CREATURE = 7, SUBID = 8,
- MONSTER_COUNT = 10, MONSTER_POWER = 11, MONSTER_EXP = 12, MONSTER_RESTORE_TYPE = 13, MONSTER_REFUSED_JOIN,
- //town-specific
- STRUCTURE_ADD_VISITING_HERO, STRUCTURE_CLEAR_VISITORS, STRUCTURE_ADD_GARRISONED_HERO, //changing buildings state
- BONUS_VALUE_FIRST, BONUS_VALUE_SECOND, //used in Rampart for special building that generates resources (storing resource type and quantity)
- //creature-bank specific
- BANK_DAYCOUNTER, BANK_RESET, BANK_CLEAR,
- //object with reward
- REWARD_RESET, REWARD_SELECT
- };
- }
- struct SetObjectProperty : public CPackForClient//1001
- {
- DLL_LINKAGE void applyGs(CGameState *gs);
- void applyCl(CClient *cl);
- ObjectInstanceID id;
- ui8 what; // see ObjProperty enum
- ui32 val;
- SetObjectProperty(){type = 1001;};
- SetObjectProperty(ObjectInstanceID ID, ui8 What, ui32 Val):id(ID),what(What),val(Val){type = 1001;};
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & id & what & val;
- }
- };
- struct ChangeObjectVisitors : public CPackForClient // 1003
- {
- enum VisitMode
- {
- VISITOR_ADD, // mark hero as one that have visited this object
- VISITOR_REMOVE, // unmark visitor, reversed to ADD
- VISITOR_CLEAR // clear all visitors from this object (object reset)
- };
- ui32 mode; // uses VisitMode enum
- ObjectInstanceID object;
- ObjectInstanceID hero; // note: hero owner will be also marked as "visited" this object
- DLL_LINKAGE void applyGs(CGameState *gs);
- ChangeObjectVisitors()
- { type = 1003; }
- ChangeObjectVisitors(ui32 mode, ObjectInstanceID object, ObjectInstanceID heroID = ObjectInstanceID(-1)):
- mode(mode),
- object(object),
- hero(heroID)
- { type = 1003; }
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & object & hero & mode;
- }
- };
- struct HeroLevelUp : public Query//2000
- {
- void applyCl(CClient *cl);
- DLL_LINKAGE void applyGs(CGameState *gs);
- const CGHeroInstance *hero;
- PrimarySkill::PrimarySkill primskill;
- std::vector<SecondarySkill> skills;
- HeroLevelUp(){type = 2000;};
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & queryID & hero & primskill & skills;
- }
- };
- struct CommanderLevelUp : public Query
- {
- void applyCl(CClient *cl);
- DLL_LINKAGE void applyGs(CGameState *gs);
- const CGHeroInstance *hero;
- std::vector<ui32> skills; //0-5 - secondary skills, val-100 - special skill
- CommanderLevelUp(){type = 2005;};
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & queryID & hero & skills;
- }
- };
- struct TradeComponents : public CPackForClient, public CPackForServer
- {
- ///used to handle info about components available in shops
- void applyCl(CClient *cl);
- DLL_LINKAGE void applyGs(CGameState *gs);
- si32 heroid;
- ui32 objectid;
- std::map<ui16, Component> available, chosen, bought;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & heroid & objectid & available & chosen & bought;
- }
- };
- //A dialog that requires making decision by player - it may contain components to choose between or has yes/no options
- //Client responds with QueryReply, where answer: 0 - cancel pressed, choice doesn't matter; 1/2/... - first/second/... component selected and OK pressed
- //Until sending reply player won't be allowed to take any actions
- struct BlockingDialog : public Query//2003
- {
- enum {ALLOW_CANCEL = 1, SELECTION = 2};
- void applyCl(CClient *cl);
- MetaString text;
- std::vector<Component> components;
- PlayerColor player;
- ui8 flags;
- ui16 soundID;
- bool cancel() const
- {
- return flags & ALLOW_CANCEL;
- }
- bool selection() const
- {
- return flags & SELECTION;
- }
- BlockingDialog(bool yesno, bool Selection)
- {
- type = 2003;
- flags = 0;
- soundID = 0;
- if(yesno) flags |= ALLOW_CANCEL;
- if(Selection) flags |= SELECTION;
- }
- BlockingDialog()
- {
- type = 2003;
- flags = 0;
- soundID = 0;
- };
- void addResourceComponents(TResources resources)
- {
- for(TResources::nziterator i(resources); i.valid(); i++)
- components.push_back(Component(Component::RESOURCE, i->resType, i->resVal, 0));
- }
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & queryID & text & components & player & flags & soundID;
- }
- };
- struct GarrisonDialog : public Query//2004
- {
- GarrisonDialog(){type = 2004;}
- void applyCl(CClient *cl);
- ObjectInstanceID objid, hid;
- bool removableUnits;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & queryID & objid & hid & removableUnits;
- }
- };
- struct ExchangeDialog : public Query//2005
- {
- ExchangeDialog(){type = 2005;}
- void applyCl(CClient *cl);
- std::array<const CGHeroInstance*, 2> heroes;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & queryID & heroes;
- }
- };
- struct TeleportDialog : public Query//2006
- {
- TeleportDialog() {type = 2006;}
- TeleportDialog(const CGHeroInstance *Hero, TeleportChannelID Channel)
- : hero(Hero), channel(Channel), impassable(false)
- {
- type = 2006;
- }
- void applyCl(CClient *cl);
- const CGHeroInstance *hero;
- TeleportChannelID channel;
- TTeleportExitsList exits;
- bool impassable;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & queryID & hero & channel & exits & impassable;
- }
- };
- struct BattleInfo;
- struct BattleStart : public CPackForClient//3000
- {
- BattleStart(){type = 3000;};
- void applyFirstCl(CClient *cl);
- void applyCl(CClient *cl);
- DLL_LINKAGE void applyGs(CGameState *gs);
- BattleInfo * info;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & info;
- }
- };
- struct BattleNextRound : public CPackForClient//3001
- {
- BattleNextRound(){type = 3001;};
- void applyFirstCl(CClient *cl);
- void applyCl(CClient *cl);
- DLL_LINKAGE void applyGs( CGameState *gs );
- si32 round;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & round;
- }
- };
- struct BattleSetActiveStack : public CPackForClient//3002
- {
- BattleSetActiveStack()
- {
- type = 3002;
- askPlayerInterface = true;
- }
- void applyCl(CClient *cl);
- DLL_LINKAGE void applyGs(CGameState *gs);
- ui32 stack;
- ui8 askPlayerInterface;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & stack & askPlayerInterface;
- }
- };
- struct BattleResult : public CPackForClient//3003
- {
- enum EResult {NORMAL = 0, ESCAPE = 1, SURRENDER = 2};
- BattleResult(){type = 3003;};
- void applyFirstCl(CClient *cl);
- void applyGs(CGameState *gs);
- EResult result;
- ui8 winner; //0 - attacker, 1 - defender, [2 - draw (should be possible?)]
- std::map<ui32,si32> casualties[2]; //first => casualties of attackers - map crid => number
- TExpType exp[2]; //exp for attacker and defender
- std::set<ArtifactInstanceID> artifacts; //artifacts taken from loser to winner - currently unused
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & result & winner & casualties[0] & casualties[1] & exp & artifacts;
- }
- };
- struct BattleStackMoved : public CPackForClient//3004
- {
- ui32 stack;
- std::vector<BattleHex> tilesToMove;
- ui8 distance, teleporting;
- BattleStackMoved(){type = 3004;};
- void applyFirstCl(CClient *cl);
- void applyGs(CGameState *gs);
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & stack & tilesToMove & distance;
- }
- };
- struct StacksHealedOrResurrected : public CPackForClient //3013
- {
- StacksHealedOrResurrected(){type = 3013;}
- DLL_LINKAGE void applyGs(CGameState *gs);
- void applyCl(CClient *cl);
- struct HealInfo
- {
- ui32 stackID;
- ui32 healedHP;
- bool lowLevelResurrection; //in case this stack is resurrected by this heal, it will be marked as SUMMONED //TODO: replace with separate counter
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & stackID & healedHP & lowLevelResurrection;
- }
- };
- std::vector<HealInfo> healedStacks;
- bool lifeDrain; //if true, this heal is an effect of life drain
- bool tentHealing; //if true, than it's healing via First Aid Tent
- si32 drainedFrom; //if life drain - then stack life was drain from, if tentHealing - stack that is a healer
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & healedStacks & lifeDrain & tentHealing & drainedFrom;
- }
- };
- struct BattleStackAttacked : public CPackForClient//3005
- {
- BattleStackAttacked():
- flags(0), spellID(SpellID::NONE){type=3005;};
- void applyFirstCl(CClient * cl);
- //void applyCl(CClient *cl);
- DLL_LINKAGE void applyGs(CGameState *gs);
- ui32 stackAttacked, attackerID;
- ui32 newAmount, newHP, killedAmount, damageAmount;
- enum EFlags {KILLED = 1, EFFECT = 2/*deprecated */, SECONDARY = 4, REBIRTH = 8, CLONE_KILLED = 16, SPELL_EFFECT = 32 /*, BONUS_EFFECT = 64 */};
- ui32 flags; //uses EFlags (above)
- ui32 effect; //set only if flag EFFECT is set
- SpellID spellID; //only if flag SPELL_EFFECT is set
- std::vector<StacksHealedOrResurrected> healedStacks; //used when life drain
- bool killed() const//if target stack was killed
- {
- return flags & KILLED || flags & CLONE_KILLED;
- }
- bool cloneKilled() const
- {
- return flags & CLONE_KILLED;
- }
- bool isEffect() const//if stack has been attacked by a spell
- {
- return flags & EFFECT;
- }
- 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 lifeDrain() const //if this attack involves life drain effect
- {
- return healedStacks.size() > 0;
- }
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & stackAttacked & attackerID & newAmount & newHP & flags & killedAmount & damageAmount & effect
- & healedStacks;
- h & spellID;
- }
- bool operator<(const BattleStackAttacked &b) const
- {
- return stackAttacked < b.stackAttacked;
- }
- };
- struct BattleAttack : public CPackForClient//3006
- {
- BattleAttack(): flags(0), spellID(SpellID::NONE){type = 3006;};
- void applyFirstCl(CClient *cl);
- DLL_LINKAGE void applyGs(CGameState *gs);
- void applyCl(CClient *cl);
- std::vector<BattleStackAttacked> bsa;
- ui32 stackAttacking;
- ui32 flags; //uses Eflags (below)
- enum EFlags{SHOT = 1, COUNTER = 2, LUCKY = 4, UNLUCKY = 8, BALLISTA_DOUBLE_DMG = 16, DEATH_BLOW = 32, SPELL_LIKE = 64};
- SpellID spellID; //for SPELL_LIKE
- bool shot() const//distance attack - decrease number of shots
- {
- return flags & SHOT;
- }
- bool counter() const//is it counterattack?
- {
- return flags & COUNTER;
- }
- bool lucky() const
- {
- return flags & LUCKY;
- }
- bool unlucky() const
- {
- return flags & UNLUCKY;
- }
- bool ballistaDoubleDmg() const //if it's ballista attack and does double dmg
- {
- return flags & BALLISTA_DOUBLE_DMG;
- }
- bool deathBlow() const
- {
- return flags & DEATH_BLOW;
- }
- bool spellLike() const
- {
- return flags & SPELL_LIKE;
- }
- //bool killed() //if target stack was killed
- //{
- // return bsa.killed();
- //}
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & bsa & stackAttacking & flags & spellID;
- }
- };
- struct StartAction : public CPackForClient//3007
- {
- StartAction(){type = 3007;};
- StartAction(const BattleAction &act){ba = act; type = 3007;};
- void applyFirstCl(CClient *cl);
- DLL_LINKAGE void applyGs(CGameState *gs);
- BattleAction ba;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & ba;
- }
- };
- struct EndAction : public CPackForClient//3008
- {
- EndAction(){type = 3008;};
- void applyCl(CClient *cl);
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- }
- };
- struct BattleSpellCast : public CPackForClient//3009
- {
- ///custom effect (resistance, reflection, etc)
- struct CustomEffect
- {
- /// WoG AC format
- ui32 effect;
- ui32 stack;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & effect & stack;
- }
- };
- BattleSpellCast(){type = 3009; casterStack = -1;};
- DLL_LINKAGE void applyGs(CGameState *gs);
- void applyCl(CClient *cl);
- ui8 side; //which hero did cast spell: 0 - attacker, 1 - defender
- ui32 id; //id of spell
- ui8 skill; //caster's skill level
- ui8 manaGained; //mana channeling ability
- BattleHex tile; //destination tile (may not be set in some global/mass spells
- std::vector<CustomEffect> customEffects;
- std::set<ui32> affectedCres; //ids of creatures affected by this spell, generally used if spell does not set any effect (like dispel or cure)
- si32 casterStack;// -1 if not cated by creature, >=0 caster stack ID
- bool castByHero; //if true - spell has been cast by hero, otherwise by a creature
- std::vector<MetaString> battleLog;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & side & id & skill & manaGained & tile & customEffects & affectedCres & casterStack & castByHero;
- h & battleLog;
- }
- };
- struct SetStackEffect : public CPackForClient //3010
- {
- SetStackEffect(){type = 3010;};
- DLL_LINKAGE void applyGs(CGameState *gs);
- void applyCl(CClient *cl);
- std::vector<ui32> stacks; //affected stacks (IDs)
- std::vector<Bonus> effect; //bonuses to apply
- std::vector<std::pair<ui32, Bonus> > uniqueBonuses; //bonuses per single stack
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & stacks & effect & uniqueBonuses;
- }
- };
- struct StacksInjured : public CPackForClient //3011
- {
- StacksInjured(){type = 3011;}
- DLL_LINKAGE void applyGs(CGameState *gs);
- void applyCl(CClient *cl);
- std::vector<BattleStackAttacked> stacks;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & stacks;
- }
- };
- struct BattleResultsApplied : public CPackForClient //3012
- {
- BattleResultsApplied(){type = 3012;}
- PlayerColor player1, player2;
- void applyCl(CClient *cl);
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & player1 & player2;
- }
- };
- struct ObstaclesRemoved : public CPackForClient //3014
- {
- ObstaclesRemoved(){type = 3014;}
- DLL_LINKAGE void applyGs(CGameState *gs);
- void applyCl(CClient *cl);
- std::set<si32> obstacles; //uniqueIDs of removed obstacles
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & obstacles;
- }
- };
- struct ELF_VISIBILITY CatapultAttack : public CPackForClient //3015
- {
- struct AttackInfo
- {
- si16 destinationTile;
- ui8 attackedPart;
- ui8 damageDealt;
- DLL_LINKAGE std::string toString() const;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & destinationTile & attackedPart & damageDealt;
- }
- };
- DLL_LINKAGE CatapultAttack();
- DLL_LINKAGE ~CatapultAttack();
- DLL_LINKAGE void applyGs(CGameState *gs);
- void applyCl(CClient *cl);
- DLL_LINKAGE std::string toString() const override;
- std::vector< AttackInfo > attackedParts;
- int attacker; //if -1, then a spell caused this
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & attackedParts & attacker;
- }
- };
- DLL_LINKAGE std::ostream & operator<<(std::ostream & out, const CatapultAttack::AttackInfo & attackInfo);
- struct BattleStacksRemoved : public CPackForClient //3016
- {
- BattleStacksRemoved(){type = 3016;}
- DLL_LINKAGE void applyGs(CGameState *gs);
- void applyFirstCl(CClient *cl);//inform client before stack objects are destroyed
- std::set<ui32> stackIDs; //IDs of removed stacks
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & stackIDs;
- }
- };
- struct BattleStackAdded : public CPackForClient //3017
- {
- BattleStackAdded(){type = 3017;};
- DLL_LINKAGE void applyGs(CGameState *gs);
- void applyCl(CClient *cl);
- int attacker; // if true, stack belongs to attacker
- CreatureID creID;
- int amount;
- int pos;
- int summoned; //if true, remove it afterwards
- ///Actual stack ID, set on apply, do not serialize
- int newStackID;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & attacker & creID & amount & pos & summoned;
- }
- };
- struct BattleSetStackProperty : public CPackForClient //3018
- {
- BattleSetStackProperty(){type = 3018;};
- enum BattleStackProperty {CASTS, ENCHANTER_COUNTER, UNBIND, CLONED, HAS_CLONE};
- DLL_LINKAGE void applyGs(CGameState *gs);
- int stackID;
- BattleStackProperty which;
- int val;
- int absolute;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & stackID & which & val & absolute;
- }
- };
- struct BattleTriggerEffect : public CPackForClient //3019
- { //activated at the beginning of turn
- BattleTriggerEffect(){type = 3019;};
- DLL_LINKAGE void applyGs(CGameState *gs); //effect
- void applyCl(CClient *cl); //play animations & stuff
- //enum BattleEffect {REGENERATION, MANA_DRAIN, FEAR, MANA_CHANNELING, ENCHANTER, UNBIND, POISON, ENCHANTED, SUMMONER};
- int stackID;
- int effect; //use enumBattleEffect or corresponding Bonus type for sanity?
- int val;
- int additionalInfo;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & stackID & effect & val & additionalInfo;
- }
- };
- struct BattleObstaclePlaced : public CPackForClient //3020
- { //activated at the beginning of turn
- BattleObstaclePlaced(){type = 3020;};
- DLL_LINKAGE void applyGs(CGameState *gs); //effect
- void applyCl(CClient *cl); //play animations & stuff
- std::shared_ptr<CObstacleInstance> obstacle;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & obstacle;
- }
- };
- struct BattleUpdateGateState : public CPackForClient//3021
- {
- BattleUpdateGateState(){type = 3021;};
- void applyFirstCl(CClient *cl);
- DLL_LINKAGE void applyGs(CGameState *gs);
- EGateState state;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & state;
- }
- };
- struct ShowInInfobox : public CPackForClient //107
- {
- ShowInInfobox(){type = 107;};
- PlayerColor player;
- Component c;
- MetaString text;
- void applyCl(CClient *cl);
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & player & c & text;
- }
- };
- struct AdvmapSpellCast : public CPackForClient //108
- {
- AdvmapSpellCast(){type = 108;}
- const CGHeroInstance * caster;
- SpellID spellID;
- void applyCl(CClient *cl);
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & caster & spellID;
- }
- };
- struct ShowWorldViewEx : public CPackForClient //4000
- {
- PlayerColor player;
- std::vector<ObjectPosInfo> objectPositions;
- ShowWorldViewEx(){type = 4000;}
- void applyCl(CClient *cl);
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & player & objectPositions;
- }
- };
- /***********************************************************************************************************/
- struct CommitPackage : public CPackForServer
- {
- bool freePack; //for local usage, DO NOT serialize
- bool applyGh(CGameHandler *gh);
- CPackForClient *packToCommit;
- CommitPackage()
- {
- freePack = true;
- }
- ~CommitPackage()
- {
- if(freePack)
- delete packToCommit;
- }
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & packToCommit;
- }
- };
- struct CloseServer : public CPackForServer
- {
- bool applyGh(CGameHandler *gh);
- template <typename Handler> void serialize(Handler &h, const int version)
- {}
- };
- struct EndTurn : public CPackForServer
- {
- bool applyGh(CGameHandler *gh);
- template <typename Handler> void serialize(Handler &h, const int version)
- {}
- };
- struct DismissHero : public CPackForServer
- {
- DismissHero(){};
- DismissHero(ObjectInstanceID HID) : hid(HID) {};
- ObjectInstanceID hid;
- bool applyGh(CGameHandler *gh);
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & hid;
- }
- };
- struct MoveHero : public CPackForServer
- {
- MoveHero(){};
- MoveHero(const int3 &Dest, ObjectInstanceID HID, bool Transit) : dest(Dest), hid(HID), transit(Transit) {};
- int3 dest;
- ObjectInstanceID hid;
- bool transit;
- bool applyGh(CGameHandler *gh);
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & dest & hid & transit;
- }
- };
- struct CastleTeleportHero : public CPackForServer
- {
- CastleTeleportHero(){};
- CastleTeleportHero(const ObjectInstanceID HID, ObjectInstanceID Dest, ui8 Source ) : dest(Dest), hid(HID), source(Source){};
- ObjectInstanceID dest;
- ObjectInstanceID hid;
- si8 source;//who give teleporting, 1=castle gate
- bool applyGh(CGameHandler *gh);
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & dest & hid;
- }
- };
- struct ArrangeStacks : public CPackForServer
- {
- ArrangeStacks(){};
- ArrangeStacks(ui8 W, SlotID P1, SlotID P2, ObjectInstanceID ID1, ObjectInstanceID ID2, si32 VAL)
- :what(W),p1(P1),p2(P2),id1(ID1),id2(ID2),val(VAL) {};
- ui8 what; //1 - swap; 2 - merge; 3 - split
- SlotID p1, p2; //positions of first and second stack
- ObjectInstanceID id1, id2; //ids of objects with garrison
- si32 val;
- bool applyGh(CGameHandler *gh);
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & what & p1 & p2 & id1 & id2 & val;
- }
- };
- struct DisbandCreature : public CPackForServer
- {
- DisbandCreature(){};
- DisbandCreature(SlotID Pos, ObjectInstanceID ID):pos(Pos),id(ID){};
- SlotID pos; //stack pos
- ObjectInstanceID id; //object id
- bool applyGh(CGameHandler *gh);
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & pos & id;
- }
- };
- struct BuildStructure : public CPackForServer
- {
- BuildStructure(){};
- BuildStructure(ObjectInstanceID TID, BuildingID BID):tid(TID), bid(BID){};
- ObjectInstanceID tid; //town id
- BuildingID bid; //structure id
- bool applyGh(CGameHandler *gh);
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & tid & bid;
- }
- };
- struct RazeStructure : public BuildStructure
- {
- RazeStructure(){};
- //RazeStructure(si32 TID, si32 BID):bid(BID),tid(TID){};
- bool applyGh(CGameHandler *gh);
- };
- struct RecruitCreatures : public CPackForServer
- {
- RecruitCreatures(){};
- RecruitCreatures(ObjectInstanceID TID, ObjectInstanceID DST, CreatureID CRID, si32 Amount, si32 Level):
- tid(TID), dst(DST), crid(CRID), amount(Amount), level(Level){};
- ObjectInstanceID tid; //dwelling id, or town
- ObjectInstanceID dst; //destination ID, e.g. hero
- CreatureID crid;
- ui32 amount;//creature amount
- si32 level;//dwelling level to buy from, -1 if any
- bool applyGh(CGameHandler *gh);
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & tid & dst & crid & amount & level;
- }
- };
- struct UpgradeCreature : public CPackForServer
- {
- UpgradeCreature(){};
- UpgradeCreature(SlotID Pos, ObjectInstanceID ID, CreatureID CRID):pos(Pos),id(ID), cid(CRID){};
- SlotID pos; //stack pos
- ObjectInstanceID id; //object id
- CreatureID cid; //id of type to which we want make upgrade
- bool applyGh(CGameHandler *gh);
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & pos & id & cid;
- }
- };
- struct GarrisonHeroSwap : public CPackForServer
- {
- GarrisonHeroSwap(){};
- GarrisonHeroSwap(ObjectInstanceID TID):tid(TID){};
- ObjectInstanceID tid;
- bool applyGh(CGameHandler *gh);
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & tid;
- }
- };
- struct ExchangeArtifacts : public CPackForServer
- //TODO: allow exchange between heroes, stacks and commanders
- {
- ArtifactLocation src, dst;
- ExchangeArtifacts(){};
- bool applyGh(CGameHandler *gh);
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & src & dst;
- }
- };
- struct AssembleArtifacts : public CPackForServer
- {
- AssembleArtifacts(){};
- AssembleArtifacts(ObjectInstanceID _heroID, ArtifactPosition _artifactSlot, bool _assemble, ArtifactID _assembleTo)
- : heroID(_heroID), artifactSlot(_artifactSlot), assemble(_assemble), assembleTo(_assembleTo){};
- ObjectInstanceID heroID;
- ArtifactPosition artifactSlot;
- bool assemble; // True to assemble artifact, false to disassemble.
- ArtifactID assembleTo; // Artifact to assemble into.
- bool applyGh(CGameHandler *gh);
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & heroID & artifactSlot & assemble & assembleTo;
- }
- };
- struct BuyArtifact : public CPackForServer
- {
- BuyArtifact(){};
- BuyArtifact(ObjectInstanceID HID, ArtifactID AID):hid(HID),aid(AID){};
- ObjectInstanceID hid;
- ArtifactID aid;
- bool applyGh(CGameHandler *gh);
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & hid & aid;
- }
- };
- struct TradeOnMarketplace : public CPackForServer
- {
- TradeOnMarketplace(){};
- const CGObjectInstance *market;
- const CGHeroInstance *hero; //needed when trading artifacts / creatures
- EMarketMode::EMarketMode mode;
- ui32 r1, r2; //mode 0: r1 - sold resource, r2 - bought res (exception: when sacrificing art r1 is art id [todo: make r2 preferred slot?]
- ui32 val; //units of sold resource
- bool applyGh(CGameHandler *gh);
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & market & hero & mode & r1 & r2 & val;
- }
- };
- struct SetFormation : public CPackForServer
- {
- SetFormation(){};
- SetFormation(ObjectInstanceID HID, ui8 Formation):hid(HID),formation(Formation){};
- ObjectInstanceID hid;
- ui8 formation;
- bool applyGh(CGameHandler *gh);
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & hid & formation;
- }
- };
- struct HireHero : public CPackForServer
- {
- HireHero(){};
- HireHero(si32 HID, ObjectInstanceID TID):hid(HID),tid(TID){};
- si32 hid; //available hero serial
- ObjectInstanceID tid; //town (tavern) id
- PlayerColor player;
- bool applyGh(CGameHandler *gh);
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & hid & tid & player;
- }
- };
- struct BuildBoat : public CPackForServer
- {
- BuildBoat(){};
- ObjectInstanceID objid; //where player wants to buy a boat
- bool applyGh(CGameHandler *gh);
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & objid;
- }
- };
- struct QueryReply : public CPackForServer
- {
- QueryReply(){type = 6000;};
- QueryReply(QueryID QID, ui32 Answer):qid(QID),answer(Answer){type = 6000;};
- QueryID qid;
- ui32 answer; //hero and artifact id
- PlayerColor player;
- bool applyGh(CGameHandler *gh);
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & qid & answer & player;
- }
- };
- struct MakeAction : public CPackForServer
- {
- MakeAction(){};
- MakeAction(const BattleAction &BA):ba(BA){};
- BattleAction ba;
- bool applyGh(CGameHandler *gh);
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & ba;
- }
- };
- struct MakeCustomAction : public CPackForServer
- {
- MakeCustomAction(){};
- MakeCustomAction(const BattleAction &BA):ba(BA){};
- BattleAction ba;
- bool applyGh(CGameHandler *gh);
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & ba;
- }
- };
- struct DigWithHero : public CPackForServer
- {
- DigWithHero(){}
- ObjectInstanceID id; //digging hero id
- bool applyGh(CGameHandler *gh);
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & id;
- }
- };
- struct CastAdvSpell : public CPackForServer
- {
- CastAdvSpell(){}
- ObjectInstanceID hid; //hero id
- SpellID sid; //spell id
- int3 pos; //selected tile (not always used)
- bool applyGh(CGameHandler *gh);
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & hid & sid & pos;
- }
- };
- /***********************************************************************************************************/
- struct SaveGame : public CPackForClient, public CPackForServer
- {
- SaveGame(){};
- SaveGame(const std::string &Fname) :fname(Fname){};
- std::string fname;
- void applyCl(CClient *cl);
- void applyGs(CGameState *gs){};
- bool applyGh(CGameHandler *gh);
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & fname;
- }
- };
- struct PlayerMessage : public CPackForClient, public CPackForServer //513
- {
- PlayerMessage(){CPackForClient::type = 513;};
- PlayerMessage(PlayerColor Player, const std::string &Text, ObjectInstanceID obj)
- :player(Player),text(Text), currObj(obj)
- {CPackForClient::type = 513;};
- void applyCl(CClient *cl);
- void applyGs(CGameState *gs){};
- bool applyGh(CGameHandler *gh);
- PlayerColor player;
- std::string text;
- ObjectInstanceID currObj; // optional parameter that specifies current object. For cheats :)
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & text & player & currObj;
- }
- };
- struct CenterView : public CPackForClient//515
- {
- CenterView(){CPackForClient::type = 515;};
- void applyCl(CClient *cl);
- PlayerColor player;
- int3 pos;
- ui32 focusTime; //ms
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & pos & player & focusTime;
- }
- };
- /***********************************************************************************************************/
- struct CPackForSelectionScreen : public CPack
- {
- void apply(CSelectionScreen *selScreen){}; //that functions are implemented in CPreGame.cpp
- };
- class CPregamePackToPropagate : public CPackForSelectionScreen
- {};
- class CPregamePackToHost : public CPackForSelectionScreen
- {};
- struct ChatMessage : public CPregamePackToPropagate
- {
- std::string playerName, message;
- void apply(CSelectionScreen *selScreen);
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & playerName & message;
- }
- };
- struct QuitMenuWithoutStarting : public CPregamePackToPropagate
- {
- void apply(CSelectionScreen *selScreen); //that functions are implemented in CPreGame.cpp
- template <typename Handler> void serialize(Handler &h, const int version)
- {}
- };
- struct PlayerJoined : public CPregamePackToHost
- {
- std::string playerName;
- ui8 connectionID;
- void apply(CSelectionScreen *selScreen); //that functions are implemented in CPreGame.cpp
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & playerName & connectionID;
- }
- };
- struct ELF_VISIBILITY SelectMap : public CPregamePackToPropagate
- {
- const CMapInfo *mapInfo;
- bool free;//local flag, do not serialize
- DLL_LINKAGE SelectMap(const CMapInfo &src);
- DLL_LINKAGE SelectMap();
- DLL_LINKAGE ~SelectMap();
- void apply(CSelectionScreen *selScreen); //that functions are implemented in CPreGame.cpp
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & mapInfo;
- }
- };
- struct ELF_VISIBILITY UpdateStartOptions : public CPregamePackToPropagate
- {
- StartInfo *options;
- bool free;//local flag, do not serialize
- void apply(CSelectionScreen *selScreen); //that functions are implemented in CPreGame.cpp
- DLL_LINKAGE UpdateStartOptions(StartInfo &src);
- DLL_LINKAGE UpdateStartOptions();
- DLL_LINKAGE ~UpdateStartOptions();
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & options;
- }
- };
- struct PregameGuiAction : public CPregamePackToPropagate
- {
- enum {NO_TAB, OPEN_OPTIONS, OPEN_SCENARIO_LIST, OPEN_RANDOM_MAP_OPTIONS}
- action;
- void apply(CSelectionScreen *selScreen); //that functions are implemented in CPreGame.cpp
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & action;
- }
- };
- struct RequestOptionsChange : public CPregamePackToHost
- {
- enum EWhat {TOWN, HERO, BONUS};
- ui8 what;
- si8 direction; //-1 or +1
- ui8 playerID;
- RequestOptionsChange(ui8 What, si8 Dir, ui8 Player)
- :what(What), direction(Dir), playerID(Player)
- {}
- RequestOptionsChange(){}
- void apply(CSelectionScreen *selScreen); //that functions are implemented in CPreGame.cpp
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & what & direction & playerID;
- }
- };
- struct PlayerLeft : public CPregamePackToPropagate
- {
- ui8 playerID;
- void apply(CSelectionScreen *selScreen); //that functions are implemented in CPreGame.cpp
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & playerID;
- }
- };
- struct PlayersNames : public CPregamePackToPropagate
- {
- public:
- std::map<ui8, std::string> playerNames;
- void apply(CSelectionScreen *selScreen); //that functions are implemented in CPreGame.cpp
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & playerNames;
- }
- };
- struct StartWithCurrentSettings : public CPregamePackToPropagate
- {
- public:
- void apply(CSelectionScreen *selScreen); //that functions are implemented in CPreGame.cpp
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- //h & playerNames;
- }
- };
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