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							- #pragma once
 
- #include <boost/variant.hpp>
 
- #include "BattleAction.h"
 
- #include "HeroBonus.h"
 
- #include "CCreatureSet.h"
 
- #include "mapping/CMapInfo.h"
 
- #include "StartInfo.h"
 
- #include "ConstTransitivePtr.h"
 
- #include "int3.h"
 
- #include "ResourceSet.h"
 
- #include "CObstacleInstance.h"
 
- #include "CGameState.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;
 
- struct CPack
 
- {
 
- 	ui16 type;
 
- 	CPack(){};
 
- 	virtual ~CPack(){};
 
- 	ui16 getType() const{return type;}
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
-         logNetwork->errorStream() << "CPack serialized... this should not happen!";
 
- 	}
 
- 	void applyGs(CGameState *gs)
 
- 	{};
 
- };
 
- 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()
 
- 	{
 
- 		type = 2;
 
- 		c = NULL;
 
- 		player = PlayerColor::NEUTRAL;
 
- 	};
 
- 	bool applyGh(CGameHandler *gh);//called after applying to gs
 
- };
 
- struct Query : public CPackForClient
 
- {
 
- 	ui32 queryID; // equals to -1 if it is not an actual query (and should not be answered)
 
- 	Query()
 
- 	{
 
- 		queryID = -1;
 
- 	}
 
- };
 
- struct MetaString : public CPack //2001 helper for object scrips
 
- {
 
- private:
 
- 	enum EMessage {TEXACT_STRING, TLOCAL_STRING, TNUMBER, TREPLACE_ESTRING, TREPLACE_LSTRING, TREPLACE_NUMBER, TREPLACE_PLUSNUMBER};
 
- public:
 
- 	enum {GENERAL_TXT=1, XTRAINFO_TXT, OBJ_NAMES, RES_NAMES, ART_NAMES, ARRAY_TXT, CRE_PL_NAMES, CREGENS, MINE_NAMES,
 
- 		MINE_EVNTS, ADVOB_TXT, ART_EVNTS, SPELL_NAME, SEC_SKILL_NAME, CRE_SING_NAMES, CREGENS4, COLOR, ART_DESCR};
 
- 	std::vector<ui8> message; //vector of EMessage
 
- 	std::vector<std::pair<ui8,ui32> > localStrings; //pairs<text handler type, text number>; types: 1 - generaltexthandler->all; 2 - objh->xtrainfo; 3 - objh->names; 4 - objh->restypes; 5 - arth->artifacts[id].name; 6 - generaltexth->arraytxt; 7 - creh->creatures[os->subID].namePl; 8 - objh->creGens; 9 - objh->mines[ID]->first; 10 - objh->mines[ID]->second; 11 - objh->advobtxt
 
- 	std::vector<std::string> exactStrings;
 
- 	std::vector<si32> numbers;
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & exactStrings & localStrings & message & numbers;
 
- 	}
 
- 	void addTxt(ui8 type, ui32 serial)
 
- 	{
 
- 		message.push_back(TLOCAL_STRING);
 
- 		localStrings.push_back(std::pair<ui8,ui32>(type, serial));
 
- 	}
 
- 	MetaString& operator<<(const std::pair<ui8,ui32> &txt)
 
- 	{
 
- 		message.push_back(TLOCAL_STRING);
 
- 		localStrings.push_back(txt);
 
- 		return *this;
 
- 	}
 
- 	MetaString& operator<<(const std::string &txt)
 
- 	{
 
- 		message.push_back(TEXACT_STRING);
 
- 		exactStrings.push_back(txt);
 
- 		return *this;
 
- 	}
 
- 	MetaString& operator<<(int txt)
 
- 	{
 
- 		message.push_back(TNUMBER);
 
- 		numbers.push_back(txt);
 
- 		return *this;
 
- 	}
 
- 	void addReplacement(ui8 type, ui32 serial)
 
- 	{
 
- 		message.push_back(TREPLACE_LSTRING);
 
- 		localStrings.push_back(std::pair<ui8,ui32>(type, serial));
 
- 	}
 
- 	void addReplacement(const std::string &txt)
 
- 	{
 
- 		message.push_back(TREPLACE_ESTRING);
 
- 		exactStrings.push_back(txt);
 
- 	}
 
- 	void addReplacement(int txt)
 
- 	{
 
- 		message.push_back(TREPLACE_NUMBER);
 
- 		numbers.push_back(txt);
 
- 	}
 
- 	void addReplacement2(int txt)
 
- 	{
 
- 		message.push_back(TREPLACE_PLUSNUMBER);
 
- 		numbers.push_back(txt);
 
- 	}
 
- 	DLL_LINKAGE void addCreReplacement(CreatureID id, TQuantity count); //adds sing or plural name;
 
- 	DLL_LINKAGE void addReplacement(const CStackBasicDescriptor &stack); //adds sing or plural name;
 
- 	DLL_LINKAGE std::string buildList () const;
 
- 	void clear()
 
- 	{
 
- 		exactStrings.clear();
 
- 		localStrings.clear();
 
- 		message.clear();
 
- 		numbers.clear();
 
- 	}
 
- 	DLL_LINKAGE void toString(std::string &dst) const;
 
- 	DLL_LINKAGE std::string toString() const;
 
- 	void getLocalString(const std::pair<ui8,ui32> &txt, std::string &dst) const;
 
- 	MetaString()
 
- 	{
 
- 		type = 2001;
 
- 	}
 
- };
 
- 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 };
 
- 	EReason reason;
 
- 	PlayerColor player;
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & reason & player;
 
- 	}
 
- };
 
- struct YourTurn : public CPackForClient //100
 
- {
 
- 	YourTurn(){type = 100;};
 
- 	void applyCl(CClient *cl);
 
- 	DLL_LINKAGE void applyGs(CGameState *gs);
 
- 	PlayerColor player;
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & player;
 
- 	}
 
- };
 
- 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;};
 
- 	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 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;};
 
- 	void applyCl(CClient *cl);
 
- 	DLL_LINKAGE void applyGs(CGameState *gs);
 
- 	boost::unordered_set<int3, struct ShashInt3 > tiles;
 
- 	PlayerColor player;
 
- 	ui8 mode; //mode==0 - hide, mode==1 - reveal
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & tiles & player & mode;
 
- 	}
 
- };
 
- struct SetAvailableHeroes : public CPackForClient //113
 
- {
 
- 	SetAvailableHeroes()
 
- 	{
 
- 		type = 113;
 
- 		for (int i = 0; i < GameConstants::AVAILABLE_HEROES_PER_PLAYER; i++)
 
- 			army[i].clear();
 
- 	}
 
- 	~SetAvailableHeroes()
 
- 	{
 
- 	}
 
- 	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;
 
- 	}
 
- };
 
- 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;
 
- 	ui8 victory;
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & player & victory;
 
- 	}
 
- };
 
- 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;
 
- 	}
 
- 	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
 
- 	boost::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;
 
- 	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;
 
- 	}
 
- };
 
- typedef boost::variant<ConstTransitivePtr<CGHeroInstance>, ConstTransitivePtr<CStackInstance> > TArtHolder;
 
- //struct GetArtifactSet : boost::static_visitor<>
 
- //{
 
- //  void operator()(const ConstTransitivePtr<CGHeroInstance> &h) const {}
 
- //  void operator()(const ConstTransitivePtr<CStackInstance> &s) const {}
 
- //};
 
- //struct GetArtifactSetPtr : boost::static_visitor<>
 
- //{
 
- //  ConstTransitivePtr<CGHeroInstance> operator()(const ConstTransitivePtr<CGHeroInstance> &h) const { return h;}
 
- //  ConstTransitivePtr<CStackInstance> operator()(const ConstTransitivePtr<CStackInstance> &s) const { return s;}
 
- //};
 
- struct ArtifactLocation
 
- {
 
- 	TArtHolder artHolder;
 
- 	ArtifactPosition slot;
 
- 	ArtifactLocation()
 
- 	{
 
- 		artHolder = ConstTransitivePtr<CGHeroInstance>();
 
- 		slot = ArtifactPosition::PRE_FIRST;
 
- 	}
 
- 	template <typename T>
 
- 	ArtifactLocation(const T *ArtHolder, ArtifactPosition Slot)
 
- 	{
 
- 		artHolder = const_cast<T*>(ArtHolder); //we are allowed here to const cast -> change will go through one of our packages... do not abuse!
 
- 		slot = Slot;
 
- 	}
 
- 	ArtifactLocation(TArtHolder ArtHolder, ArtifactPosition Slot)
 
- 	{
 
- 		artHolder = ArtHolder;
 
- 		slot = Slot;
 
- 	}
 
- 	template <typename T>
 
- 	bool isHolder(const T *t) const
 
- 	{
 
- 		if(auto ptrToT = boost::get<ConstTransitivePtr<T> >(&artHolder))
 
- 		{
 
- 			return ptrToT->get() == t;
 
- 		}
 
- 		return false;
 
- 	}
 
- 	DLL_LINKAGE const CArmedInstance *relatedObj() const; //hero or the stack owner
 
- 	DLL_LINKAGE PlayerColor owningPlayer() const;
 
- 	DLL_LINKAGE CArtifactSet *getHolderArtSet();
 
- 	DLL_LINKAGE CBonusSystemNode *getHolderNode();
 
- 	DLL_LINKAGE const CArtifactSet *getHolderArtSet() const;
 
- 	DLL_LINKAGE const CBonusSystemNode *getHolderNode() const;
 
- 	DLL_LINKAGE const CArtifactInstance *getArt() const;
 
- 	DLL_LINKAGE CArtifactInstance *getArt();
 
- 	DLL_LINKAGE const ArtSlotInfo *getSlot() const;
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & artHolder & slot;
 
- 	}
 
- };
 
- 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;
 
- 	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 & 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;
 
- 	bool resetBuilded;
 
- 	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 & resetBuilded & specialWeek & creatureid;
 
- 	}
 
- };
 
- struct Component : public CPack //2002 helper for object scrips informations
 
- {
 
- 	enum EComponentType {PRIM_SKILL, SEC_SKILL, RESOURCE, CREATURE, ARTIFACT, EXPERIENCE, SPELL, MORALE, LUCK, BUILDING, HERO, FLAG};
 
- 	ui16 id, subtype; //id uses ^^^ enums, when id==EXPPERIENCE subtype==0 means exp points and subtype==1 levels)
 
- 	si32 val; // + give; - take
 
- 	si16 when; // 0 - now; +x - within x days; -x - per x days
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & id & subtype & val & when;
 
- 	}
 
- 	Component()
 
- 	{
 
- 		type = 2002;
 
- 	}
 
- 	DLL_LINKAGE explicit Component(const CStackBasicDescriptor &stack);
 
- 	Component(Component::EComponentType Type, ui16 Subtype, si32 Val, si16 When)
 
- 		:id(Type),subtype(Subtype),val(Val),when(When)
 
- 	{
 
- 		type = 2002;
 
- 	}
 
- };
 
- 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_CLEAR_ARTIFACTS, BANK_ADD_ARTIFACT, BANK_MULTIPLIER, BANK_CONFIG_PRESET, 
 
- 		BANK_CLEAR_CONFIG, BANK_INIT_ARMY, BANK_RESET
 
- 	};
 
- }
 
- struct SetObjectProperty : public CPackForClient//1001
 
- {
 
- 	DLL_LINKAGE void applyGs(CGameState *gs);
 
- 	void applyCl(CClient *cl);
 
- 	ObjectInstanceID id;
 
- 	ui8 what; //1 - owner; 2 - blockvis; 3 - first stack count; 4 - visitors; 5 - visited; 6 - ID (if 34 then also def is replaced)
 
- 	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 SetHoverName : public CPackForClient//1002
 
- {
 
- 	DLL_LINKAGE void applyGs(CGameState *gs);
 
- 	ObjectInstanceID id;
 
- 	MetaString name;
 
- 	SetHoverName(){type = 1002;};
 
- 	SetHoverName(ObjectInstanceID ID, MetaString& Name):id(ID),name(Name){type = 1002;};
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & id & name;
 
- 	}
 
- };
 
- struct HeroLevelUp : public Query//2000
 
- {
 
- 	void applyCl(CClient *cl);
 
- 	DLL_LINKAGE void applyGs(CGameState *gs);
 
- 	const CGHeroInstance *hero;
 
- 	PrimarySkill::PrimarySkill primskill;
 
- 	ui8 level;
 
- 	std::vector<SecondarySkill> skills;
 
- 	HeroLevelUp(){type = 2000;};
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & queryID & hero & primskill & level & 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 BattleInfo;
 
- struct BattleStart : public CPackForClient//3000
 
- {
 
- 	BattleStart(){type = 3000;};
 
- 	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;
 
- 		ui8 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; 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, SECONDARY = 4, REBIRTH = 8, CLONE_KILLED = 16};
 
- 	ui8 flags; //uses EFlags (above)
 
- 	ui32 effect; //set only if flag 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;
 
- 	}
 
- 	bool willRebirth() const//if stack was not a primary target (receives no spell effects)
 
- 	{
 
- 		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;
 
- 	}
 
- 	bool operator<(const BattleStackAttacked &b) const
 
- 	{
 
- 		return stackAttacked < b.stackAttacked;
 
- 	}
 
- };
 
- struct BattleAttack : public CPackForClient//3006
 
- {
 
- 	BattleAttack(){flags = 0; type = 3006;};
 
- 	void applyFirstCl(CClient *cl);
 
- 	DLL_LINKAGE void applyGs(CGameState *gs);
 
- 	void applyCl(CClient *cl);
 
- 	std::vector<BattleStackAttacked> bsa;
 
- 	ui32 stackAttacking;
 
- 	ui8 flags; //uses Eflags (below)
 
- 	enum EFlags{SHOT = 1, COUNTER = 2, LUCKY = 4, UNLUCKY = 8, BALLISTA_DOUBLE_DMG = 16, DEATH_BLOW = 32};
 
- 	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
 
- 	{
 
- 		//TODO: support?
 
- 		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 killed() //if target stack was killed
 
- 	//{
 
- 	//	return bsa.killed();
 
- 	//}
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & bsa & stackAttacking & flags;
 
- 	}
 
- };
 
- 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
 
- {
 
- 	BattleSpellCast(){type = 3009;};
 
- 	DLL_LINKAGE void applyGs(CGameState *gs);
 
- 	void applyCl(CClient *cl);
 
- 	si32 dmgToDisplay; //this amount will be displayed as amount of damage dealt by spell
 
- 	ui8 side; //which hero did cast spell: 0 - attacker, 1 - defender
 
- 	ui32 id; //id of spell
 
- 	ui8 skill; //caster's skill level
 
- 	ui8 spellCost;
 
- 	ui8 manaGained; //mana channeling ability
 
- 	BattleHex tile; //destination tile (may not be set in some global/mass spells
 
- 	std::vector<ui32> resisted; //ids of creatures that resisted this spell
 
- 	std::set<ui32> affectedCres; //ids of creatures affected by this spell, generally used if spell does not set any effect (like dispel or cure)
 
- 	CreatureID attackerType;//id of caster to generate console message; -1 if not set (eg. spell casted by artifact)
 
- 	bool castedByHero; //if true - spell has been casted by hero, otherwise by a creature
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & dmgToDisplay & side & id & skill & spellCost & manaGained & tile & resisted & affectedCres & attackerType & castedByHero;
 
- 	}
 
- };
 
- 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 CatapultAttack : public CPackForClient //3015
 
- {
 
- 	CatapultAttack(){type = 3015;}
 
- 	DLL_LINKAGE void applyGs(CGameState *gs);
 
- 	void applyCl(CClient *cl);
 
- 	std::set< std::pair< std::pair< ui8, si16 >, ui8> > attackedParts; // < <attackedPartOfWall, attacked hex >, damageDealt>
 
- 	//attackedPartOfWall; //[0] - keep, [1] - bottom tower, [2] - bottom wall, [3] - below gate, [4] - over gate, [5] - upper wall, [6] - uppert tower, [7] - gate;
 
- 	//damageDealt;
 
- 	int attacker; //if -1, then a spell caused this
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & attackedParts & attacker;
 
- 	}
 
- };
 
- struct BattleStacksRemoved : public CPackForClient //3016
 
- {
 
- 	BattleStacksRemoved(){type = 3016;}
 
- 	DLL_LINKAGE void applyGs(CGameState *gs);
 
- 	void applyCl(CClient *cl);
 
- 	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
 
- 	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};
 
- 	DLL_LINKAGE void applyGs(CGameState *gs);
 
- 	//void applyCl(CClient *cl){};
 
- 	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
 
- 	shared_ptr<CObstacleInstance> obstacle;
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & obstacle;
 
- 	}
 
- };
 
- 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 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) : dest(Dest), hid(HID){};
 
- 	int3 dest;
 
- 	ObjectInstanceID hid;
 
- 	bool applyGh(CGameHandler *gh);
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & dest & hid;
 
- 	}
 
- };
 
- 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, CreatureID CRID, si32 Amount, si32 Level):tid(TID),crid(CRID),amount(Amount),level(Level){};
 
- 	ObjectInstanceID tid; //town id
 
- 	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 & 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(ui32 QID, ui32 Answer):qid(QID),answer(Answer){type = 6000;};
 
- 	ui32 qid, 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)
 
- 		:player(Player),text(Text)
 
- 	{CPackForClient::type = 513;};
 
- 	void applyCl(CClient *cl);
 
- 	void applyGs(CGameState *gs){};
 
- 	bool applyGh(CGameHandler *gh);
 
- 	PlayerColor player;
 
- 	std::string text;
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & text & player;
 
- 	}
 
- };
 
- struct SetSelection : public CPackForClient, public CPackForServer //514
 
- {
 
- 	SetSelection(){CPackForClient::type = 514;};
 
- 	DLL_LINKAGE void applyGs(CGameState *gs);
 
- 	bool applyGh(CGameHandler *gh);
 
- 	void applyCl(CClient *cl);
 
- 	PlayerColor player;
 
- 	ObjectInstanceID id;
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & id & player;
 
- 	}
 
- };
 
- 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 SelectMap : public CPregamePackToPropagate
 
- {
 
- 	const CMapInfo *mapInfo;
 
- 	bool free;
 
- 	SelectMap(const CMapInfo &src)
 
- 	{
 
- 		mapInfo = &src;
 
- 		free = false;
 
- 	}
 
- 	SelectMap()
 
- 	{
 
- 		mapInfo = NULL;
 
- 		free = true;
 
- 	}
 
- 	~SelectMap()
 
- 	{
 
- 		if(free)
 
- 			delete mapInfo;
 
- 	}
 
- 	void apply(CSelectionScreen *selScreen); //that functions are implemented in CPreGame.cpp
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & mapInfo;
 
- 	}
 
- };
 
- struct UpdateStartOptions : public CPregamePackToPropagate
 
- {
 
- 	StartInfo *options;
 
- 	bool free;
 
- 	void apply(CSelectionScreen *selScreen); //that functions are implemented in CPreGame.cpp
 
- 	UpdateStartOptions(StartInfo &src)
 
- 	{
 
- 		options = &src;
 
- 		free = false;
 
- 	}
 
- 	UpdateStartOptions()
 
- 	{
 
- 		options = NULL;
 
- 		free = true;
 
- 	}
 
- 	~UpdateStartOptions()
 
- 	{
 
- 		if(free)
 
- 			delete options;
 
- 	}
 
- 	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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