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- #ifndef __NETPACKS_H__
- #define __NETPACKS_H__
- #include "../global.h"
- #include "CGameState.h"
- #include "BattleAction.h"
- #include "HeroBonus.h"
- #include <set>
- #include "CCreatureSet.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 CArtifact;
- struct CPack
- {
- ui16 type;
- CPack(){};
- virtual ~CPack(){};
- ui16 getType() const{return type;}
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- tlog1 << "CPack serialized... this should not happen!\n";
- }
- DLL_EXPORT 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
- {
- CConnection *c;
- CGameState* GS(CGameHandler *gh);
- CPackForServer()
- {
- type = 2;
- c = NULL;
- };
- bool applyGh(CGameHandler *gh);//called after applying to gs
- };
- struct Query : public CPackForClient
- {
- ui32 id;
- };
- struct MetaString : public CPack //2001 helper for object scrips
- {
- private:
- enum EMessage {TEXACT_STRING, TLOCAL_STRING, TNUMBER, TREPLACE_ESTRING, TREPLACE_LSTRING, TREPLACE_NUMBER};
- 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);
- }
- DLL_EXPORT void addReplacement(const CStackInstance &stack); //adds sing or plural name;
- DLL_EXPORT std::string buildList () const;
- void clear()
- {
- exactStrings.clear();
- localStrings.clear();
- message.clear();
- numbers.clear();
- }
- DLL_EXPORT void toString(std::string &dst) const;
- DLL_EXPORT std::string toString() const;
- void getLocalString(const std::pair<ui8,ui32> &txt, std::string &dst) const;
- MetaString()
- {
- type = 2001;
- }
- };
- /***********************************************************************************************************/
- 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
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & result & packType;
- }
- };
- 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 };
- ui8 reason;
- ui8 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_EXPORT void applyGs(CGameState *gs);
- ui8 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_EXPORT void applyGs(CGameState *gs);
- ui8 player, resid;
- si32 val;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & player & resid & val;
- }
- };
- struct SetResources : public CPackForClient //104
- {
- SetResources(){res.resize(RESOURCE_QUANTITY);type = 104;};
- void applyCl(CClient *cl);
- DLL_EXPORT void applyGs(CGameState *gs);
-
- ui8 player;
- std::vector<si32> 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_EXPORT void applyGs(CGameState *gs);
- ui8 abs; //0 - changes by value; 1 - sets to value
- si32 id;
- ui16 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_EXPORT void applyGs(CGameState *gs);
- ui8 abs; //0 - changes by value; 1 - sets to value
- si32 id;
- ui16 which, 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_EXPORT void applyGs(CGameState *gs);
- ui8 flags; //1 - start, 2 - garrison
- ui32 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_EXPORT void applyGs(CGameState *gs);
- ui8 learn; //1 - gives spell, 0 - takes
- ui32 hid;
- std::set<ui32> 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_EXPORT void applyGs(CGameState *gs);
- si32 hid, 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_EXPORT void applyGs(CGameState *gs);
- ui32 hid, 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_EXPORT void applyGs(CGameState *gs);
- std::set<int3> tiles;
- ui8 player, 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 < AVAILABLE_HEROES_PER_PLAYER; i++)
- army[i] = NULL;
- }
- ~SetAvailableHeroes()
- {
- for (int i = 0; i < AVAILABLE_HEROES_PER_PLAYER; i++)
- delete army[i];
- }
- void applyCl(CClient *cl);
- DLL_EXPORT void applyGs(CGameState *gs);
- ui8 player;
- si32 hid[AVAILABLE_HEROES_PER_PLAYER]; //-1 if no hero
- CCreatureSet *army[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_EXPORT void applyGs(CGameState *gs);
- enum {HERO, PLAYER, TOWN};
- ui8 who; //who receives bonus, uses enum above
- ui32 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_EXPORT void applyGs(CGameState *gs);
- ui32 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_EXPORT void applyGs(CGameState *gs);
- ui8 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_EXPORT 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 RemoveObject : public CPackForClient //500
- {
- RemoveObject(){type = 500;};
- RemoveObject(si32 ID){id = ID;type = 500;};
- void applyFirstCl(CClient *cl);
- void applyCl(CClient *cl);
- DLL_EXPORT void applyGs(CGameState *gs);
- si32 id;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & id;
- }
- };
- struct TryMoveHero : public CPackForClient //501
- {
- TryMoveHero(){type = 501;humanKnows=false; attackedFrom = int3(-1, -1, -1);};
- void applyFirstCl(CClient *cl);
- void applyCl(CClient *cl);
- void applyGs(CGameState *gs);
- enum EResult
- {
- FAILED, SUCCESS, TELEPORTATION, RESERVED___, BLOCKING_VISIT, EMBARK, DISEMBARK
- };
- ui32 id, movePoints;
- ui8 result; //uses EResult
- int3 start, end; //h3m format
- std::set<int3> fowRevealed; //revealed tiles
- 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_EXPORT 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_EXPORT virtual void applyGs(CGameState *gs);
- si32 tid;
- std::set<si32> 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_EXPORT void applyGs(CGameState *gs);
- si32 tid;
- std::set<si32> 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_EXPORT void applyGs(CGameState *gs);
- si32 tid;
- std::vector<std::pair<ui32, std::vector<ui32> > > 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_EXPORT void applyGs(CGameState *gs);
- si32 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_EXPORT void applyGs(CGameState *gs);
- DLL_EXPORT void setArtAtPos(ui16 pos, int art);
- si32 hid;
- std::vector<ui32> artifacts; //hero's artifacts from bag
- std::map<ui16,ui32> 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<ui32> equiped, unequiped; //used locally
- BonusList gained, lost; //used locally as hlp when applying
- };
- struct HeroRecruited : public CPackForClient //515
- {
- HeroRecruited(){type = 515;};
- void applyCl(CClient *cl);
- DLL_EXPORT void applyGs(CGameState *gs);
- si32 hid, tid; //subID of hero
- int3 tile;
- ui8 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_EXPORT void applyGs(CGameState *gs);
- ui32 id; //object id
- ui8 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;
- ui32 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_EXPORT void applyGs(CGameState *gs);
- ui32 ID, subID;
- int3 pos;
- int id; //used internally
- 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_EXPORT 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 NewTurn : public CPackForClient //101
- {
- DLL_EXPORT void applyGs(CGameState *gs);
- struct Hero
- {
- ui32 id, 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<ui8, std::vector<si32> > res; //player ID => resource value[res_id]
- std::vector<SetAvailableCreatures> cres;//creatures to be placed in towns
- ui32 day;
- bool resetBuilded;
- NewTurn(){type = 101;};
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & heroes & cres & res & day & resetBuilded;
- }
- };
- struct Component : public CPack //2002 helper for object scrips informations
- {
- enum EComponentType {PRIM_SKILL, SEC_SKILL, RESOURCE, CREATURE, ARTIFACT, EXPERIENCE, SPELL, MORALE=8, 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_EXPORT explicit Component(const CStackInstance &stack);
- Component(ui16 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;
- ui8 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
- {
- //TODO: move non general properties out to the appropriate objs classes
- enum {OWNER = 1, BLOCKVIS = 2, PRIMARY_STACK_COUNT = 3, VISITORS = 4, VISITED = 5, ID = 6};
- }
- struct SetObjectProperty : public CPackForClient//1001
- {
- DLL_EXPORT void applyGs(CGameState *gs);
- void applyCl(CClient *cl);
- ui32 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(ui32 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_EXPORT void applyGs(CGameState *gs);
- ui32 id;
- MetaString name;
- SetHoverName(){type = 1002;};
- SetHoverName(ui32 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_EXPORT void applyGs(CGameState *gs);
- si32 heroid;
- ui8 primskill, level;
- std::vector<ui16> skills;
- HeroLevelUp(){type = 2000;};
-
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & id & heroid & primskill & level & skills;
- }
- };
- struct TradeComponents : public CPackForClient, public CPackForServer
- {
- ///used to handle info about components available in shops
- void applyCl(CClient *cl);
- DLL_EXPORT 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;
- ui8 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;
- };
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & id & text & components & player & flags & soundID;
- }
- };
- struct GarrisonDialog : public Query//2004
- {
- GarrisonDialog(){type = 2004;}
- void applyCl(CClient *cl);
- si32 objid, hid;
- bool removableUnits;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & id & objid & hid & removableUnits;
- }
- };
- struct BattleInfo;
- struct BattleStart : public CPackForClient//3000
- {
- BattleStart(){type = 3000;};
- void applyCl(CClient *cl);
- DLL_EXPORT 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_EXPORT 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;};
- void applyCl(CClient *cl);
- DLL_EXPORT void applyGs(CGameState *gs);
- ui32 stack;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & stack;
- }
- };
- struct BattleResult : public CPackForClient//3003
- {
- BattleResult(){type = 3003;};
- void applyFirstCl(CClient *cl);
- void applyGs(CGameState *gs);
- ui8 result; //0 - normal victory; 1 - escape; 2 - surrender
- ui8 winner; //0 - attacker, 1 - defender, [2 - draw (should be possible?)]
- std::map<ui32,si32> casualties[2]; //first => casualties of attackers - map crid => number
- ui32 exp[2]; //exp for attacker and defender
- std::set<ui32> artifacts; //artifacts taken from loser to winner
- 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, tile;
- ui8 ending, 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 & tile & ending & distance;
- }
- };
- struct StacksHealedOrResurrected : public CPackForClient //3013
- {
- StacksHealedOrResurrected(){type = 3013;}
- DLL_EXPORT 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
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & stackID & healedHP & lowLevelResurrection;
- }
- };
- std::vector<HealInfo> healedStacks;
- ui8 lifeDrain; //if true, this heal is an effect of life drain
- si32 drainedFrom; //if life drain - then stack life was drain from
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & healedStacks & lifeDrain & drainedFrom;
- }
- };
- struct BattleStackAttacked : public CPackForClient//3005
- {
- BattleStackAttacked(){flags = 0; type = 3005;};
- void applyCl(CClient *cl);
- DLL_EXPORT void applyGs(CGameState *gs);
- ui32 stackAttacked, attackerID;
- ui32 newAmount, newHP, killedAmount, damageAmount;
- ui8 flags; //1 - is stack killed; 2 - is there special effect to be shown;
- ui32 effect; //set only if flag 2 is present
- std::vector<StacksHealedOrResurrected> healedStacks; //used when life drain
- bool killed() const//if target stack was killed
- {
- return flags & 1;
- }
- bool isEffect() const//if stack has been attacked by a spell
- {
- return flags & 2;
- }
- 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_EXPORT void applyGs(CGameState *gs);
- void applyCl(CClient *cl);
- std::vector<BattleStackAttacked> bsa;
- ui32 stackAttacking;
- ui8 flags;
- bool shot()//distance attack - decrease number of shots
- {
- return flags & 1;
- }
- bool counter()//is it counterattack?
- {
- return flags & 2;
- }
- bool lucky()
- {
- return flags & 4;
- }
- bool unlucky()
- {
- //TODO: support?
- return flags & 8;
- }
- //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_EXPORT 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_EXPORT 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
- ui16 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)
- ui8 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 & tile & resisted & affectedCres & castedByHero;
- }
- };
- struct SetStackEffect : public CPackForClient //3010
- {
- SetStackEffect(){type = 3010;};
- DLL_EXPORT void applyGs(CGameState *gs);
- void applyCl(CClient *cl);
- std::vector<ui32> stacks; //affected stacks (IDs)
- CStack::StackEffect effect; //type of effect
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & stacks & effect;
- }
- };
- struct StacksInjured : public CPackForClient //3011
- {
- StacksInjured(){type = 3011;}
- DLL_EXPORT 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;}
- ui8 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_EXPORT 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_EXPORT 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_EXPORT 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 ShowInInfobox : public CPackForClient //107
- {
- ShowInInfobox(){type = 107;};
- ui8 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;
- si32 spellID;
- void applyCl(CClient *cl);
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & caster & spellID;
- }
- };
- /***********************************************************************************************************/
- 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(si32 HID) : hid(HID) {};
- si32 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, si32 HID) : dest(Dest), hid(HID){};
- int3 dest;
- si32 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 si32 HID, si32 Dest, ui8 Source ) : dest(Dest), hid(HID), source(Source){};
- si32 dest;
- si32 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, ui8 P1, ui8 P2, si32 ID1, si32 ID2, si32 VAL)
- :what(W),p1(P1),p2(P2),id1(ID1),id2(ID2),val(VAL) {};
- ui8 what; //1 - swap; 2 - merge; 3 - split
- ui8 p1, p2; //positions of first and second stack
- si32 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(ui8 Pos, si32 ID):pos(Pos),id(ID){};
- ui8 pos; //stack pos
- si32 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(si32 TID, si32 BID):bid(BID),tid(TID){};
- si32 bid, tid; //structure and town ids
- 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(si32 TID, si32 CRID, si32 Amount, si32 Level):tid(TID),crid(CRID),amount(Amount),level(Level){};
- si32 tid; //town id
- ui32 crid, amount;//creature ID and 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(ui8 Pos, si32 ID, si32 CRID):pos(Pos),id(ID), cid(CRID){};
- ui8 pos; //stack pos
- si32 id; //object id
- si32 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(si32 TID):tid(TID){};
- si32 tid;
- bool applyGh(CGameHandler *gh);
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & tid;
- }
- };
- struct ExchangeArtifacts : public CPackForServer
- {
- ExchangeArtifacts(){};
- ExchangeArtifacts(si32 H1, si32 H2, ui16 S1, ui16 S2)
- :hid1(H1),hid2(H2),slot1(S1),slot2(S2){};
- si32 hid1, hid2;
- ui16 slot1, slot2;
- bool applyGh(CGameHandler *gh);
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & hid1 & hid2 & slot1 & slot2;
- }
- };
- struct AssembleArtifacts : public CPackForServer
- {
- AssembleArtifacts(){};
- AssembleArtifacts(si32 _heroID, ui16 _artifactSlot, bool _assemble, ui32 _assembleTo)
- : heroID(_heroID), artifactSlot(_artifactSlot), assemble(_assemble), assembleTo(_assembleTo){};
- si32 heroID;
- ui16 artifactSlot;
- bool assemble; // True to assemble artifact, false to disassemble.
- ui32 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(si32 HID, si32 AID):hid(HID),aid(AID){};
- si32 hid, aid; //hero and artifact id
- 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
- ui8 mode;//enum EMarketMode
- 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(si32 HID, ui8 Formation):hid(HID),formation(Formation){};
- si32 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, si32 TID):hid(HID),tid(TID){};
- si32 hid, tid; //available hero serial and town (tavern) id
- ui8 player;
- bool applyGh(CGameHandler *gh);
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & hid & tid & player;
- }
- };
- struct BuildBoat : public CPackForServer
- {
- BuildBoat(){};
- si32 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
- bool applyGh(CGameHandler *gh);
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & qid & answer;
- }
- };
- 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(){}
- si32 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(){}
- si32 hid; //hero id
- ui32 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(ui8 Player, const std::string &Text)
- :player(Player),text(Text)
- {CPackForClient::type = 513;};
- void applyCl(CClient *cl);
- void applyGs(CGameState *gs){};
- bool applyGh(CGameHandler *gh);
- ui8 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_EXPORT void applyGs(CGameState *gs);
- bool applyGh(CGameHandler *gh);
- void applyCl(CClient *cl);
- ui8 player;
- ui32 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);
- ui8 player;
- int3 pos;
- ui32 focusTime; //ms
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & pos & player & focusTime;
- }
- };
- #endif //__NETPACKS_H__
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