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- /*
- * PacksForClient.h, part of VCMI engine
- *
- * Authors: listed in file AUTHORS in main folder
- *
- * License: GNU General Public License v2.0 or later
- * Full text of license available in license.txt file, in main folder
- *
- */
- #pragma once
- #include "ArtifactLocation.h"
- #include "Component.h"
- #include "EInfoWindowMode.h"
- #include "EOpenWindowMode.h"
- #include "EntityChanges.h"
- #include "NetPacksBase.h"
- #include "ObjProperty.h"
- #include "../CCreatureSet.h"
- #include "../ResourceSet.h"
- #include "../TurnTimerInfo.h"
- #include "../gameState/EVictoryLossCheckResult.h"
- #include "../gameState/RumorState.h"
- #include "../gameState/QuestInfo.h"
- #include "../gameState/TavernSlot.h"
- #include "../gameState/GameStatistics.h"
- #include "../int3.h"
- #include "../mapping/CMapDefines.h"
- #include "../spells/ViewSpellInt.h"
- class CClient;
- class CGameHandler;
- VCMI_LIB_NAMESPACE_BEGIN
- class CGameState;
- class CArtifact;
- class CGObjectInstance;
- class CArtifactInstance;
- struct StackLocation;
- struct ArtSlotInfo;
- struct QuestInfo;
- class IBattleState;
- class BattleInfo;
- // This one teleport-specific, but has to be available everywhere in callbacks and netpacks
- // For now it's will be there till teleports code refactored and moved into own file
- using TTeleportExitsList = std::vector<std::pair<ObjectInstanceID, int3>>;
- /***********************************************************************************************************/
- struct DLL_LINKAGE PackageApplied : public CPackForClient
- {
- PackageApplied() = default;
- explicit PackageApplied(ui8 Result)
- : result(Result)
- {
- }
- void visitTyped(ICPackVisitor & visitor) override;
- void applyGs(CGameState *gs) override {}
- ui8 result = 0; //0 - something went wrong, request hasn't been realized; 1 - OK
- ui32 packType = 0; //type id of applied package
- ui32 requestID = 0; //an ID given by client to the request that was applied
- PlayerColor player;
- template <typename Handler> void serialize(Handler & h)
- {
- h & result;
- h & packType;
- h & requestID;
- h & player;
- }
- };
- struct DLL_LINKAGE SystemMessage : public CPackForClient
- {
- explicit SystemMessage(MetaString Text)
- : text(std::move(Text))
- {
- }
- SystemMessage() = default;
- void visitTyped(ICPackVisitor & visitor) override;
- void applyGs(CGameState *gs) override {}
- MetaString text;
- template <typename Handler> void serialize(Handler & h)
- {
- h & text;
- }
- };
- struct DLL_LINKAGE PlayerBlocked : public CPackForClient
- {
- enum EReason { UPCOMING_BATTLE, ONGOING_MOVEMENT };
- enum EMode { BLOCKADE_STARTED, BLOCKADE_ENDED };
- EReason reason = UPCOMING_BATTLE;
- EMode startOrEnd = BLOCKADE_STARTED;
- PlayerColor player;
- void visitTyped(ICPackVisitor & visitor) override;
- void applyGs(CGameState *gs) override {}
- template <typename Handler> void serialize(Handler & h)
- {
- h & reason;
- h & startOrEnd;
- h & player;
- }
- };
- struct DLL_LINKAGE PlayerCheated : public CPackForClient
- {
- void applyGs(CGameState * gs) override;
- PlayerColor player;
- bool losingCheatCode = false;
- bool winningCheatCode = false;
- void visitTyped(ICPackVisitor & visitor) override;
- template <typename Handler> void serialize(Handler & h)
- {
- h & player;
- h & losingCheatCode;
- h & winningCheatCode;
- }
- };
- struct DLL_LINKAGE TurnTimeUpdate : public CPackForClient
- {
- void applyGs(CGameState * gs) override;
-
- PlayerColor player;
- TurnTimerInfo turnTimer;
-
- template <typename Handler> void serialize(Handler & h)
- {
- h & player;
- h & turnTimer;
- }
- };
- struct DLL_LINKAGE PlayerStartsTurn : public Query
- {
- void applyGs(CGameState * gs) override;
- PlayerColor player;
- void visitTyped(ICPackVisitor & visitor) override;
- template <typename Handler> void serialize(Handler & h)
- {
- h & queryID;
- h & player;
- }
- };
- struct DLL_LINKAGE DaysWithoutTown : public CPackForClient
- {
- void applyGs(CGameState * gs) override;
- PlayerColor player;
- std::optional<int32_t> daysWithoutCastle;
- void visitTyped(ICPackVisitor & visitor) override;
- template <typename Handler> void serialize(Handler & h)
- {
- h & player;
- h & daysWithoutCastle;
- }
- };
- struct DLL_LINKAGE EntitiesChanged : public CPackForClient
- {
- std::vector<EntityChanges> changes;
- void applyGs(CGameState * gs) override;
- void visitTyped(ICPackVisitor & visitor) override;
- template <typename Handler> void serialize(Handler & h)
- {
- h & changes;
- }
- };
- struct DLL_LINKAGE SetResources : public CPackForClient
- {
- void applyGs(CGameState * gs) override;
- void visitTyped(ICPackVisitor & visitor) override;
- bool abs = true; //false - changes by value; 1 - sets to value
- PlayerColor player;
- ResourceSet res; //res[resid] => res amount
- template <typename Handler> void serialize(Handler & h)
- {
- h & abs;
- h & player;
- h & res;
- }
- };
- struct DLL_LINKAGE SetPrimSkill : public CPackForClient
- {
- void applyGs(CGameState * gs) override;
- void visitTyped(ICPackVisitor & visitor) override;
- ui8 abs = 0; //0 - changes by value; 1 - sets to value
- ObjectInstanceID id;
- PrimarySkill which = PrimarySkill::ATTACK;
- si64 val = 0;
- template <typename Handler> void serialize(Handler & h)
- {
- h & abs;
- h & id;
- h & which;
- h & val;
- }
- };
- struct DLL_LINKAGE SetSecSkill : public CPackForClient
- {
- void applyGs(CGameState * gs) override;
- void visitTyped(ICPackVisitor & visitor) override;
- ui8 abs = 0; //0 - changes by value; 1 - sets to value
- ObjectInstanceID id;
- SecondarySkill which;
- ui16 val = 0;
- template <typename Handler> void serialize(Handler & h)
- {
- h & abs;
- h & id;
- h & which;
- h & val;
- }
- };
- struct DLL_LINKAGE HeroVisitCastle : public CPackForClient
- {
- void applyGs(CGameState * gs) override;
- void visitTyped(ICPackVisitor & visitor) override;
- ui8 flags = 0; //1 - start
- ObjectInstanceID tid;
- ObjectInstanceID hid;
- bool start() const //if hero is entering castle (if false - leaving)
- {
- return flags & 1;
- }
- template <typename Handler> void serialize(Handler & h)
- {
- h & flags;
- h & tid;
- h & hid;
- }
- };
- struct DLL_LINKAGE ChangeSpells : public CPackForClient
- {
- void applyGs(CGameState * gs) override;
- void visitTyped(ICPackVisitor & visitor) override;
- ui8 learn = 1; //1 - gives spell, 0 - takes
- ObjectInstanceID hid;
- std::set<SpellID> spells;
- template <typename Handler> void serialize(Handler & h)
- {
- h & learn;
- h & hid;
- h & spells;
- }
- };
- struct DLL_LINKAGE SetMana : public CPackForClient
- {
- void applyGs(CGameState * gs) override;
- void visitTyped(ICPackVisitor & visitor) override;
- SetMana() = default;
- SetMana(ObjectInstanceID hid, si32 val, bool absolute)
- : hid(hid)
- , val(val)
- , absolute(absolute)
- {}
- ObjectInstanceID hid;
- si32 val = 0;
- bool absolute = true;
- template <typename Handler> void serialize(Handler & h)
- {
- h & val;
- h & hid;
- h & absolute;
- }
- };
- struct DLL_LINKAGE SetMovePoints : public CPackForClient
- {
- void applyGs(CGameState * gs) override;
- SetMovePoints() = default;
- SetMovePoints(ObjectInstanceID hid, si32 val, bool absolute)
- : hid(hid)
- , val(val)
- , absolute(absolute)
- {}
- ObjectInstanceID hid;
- si32 val = 0;
- bool absolute = true;
- void visitTyped(ICPackVisitor & visitor) override;
- template <typename Handler> void serialize(Handler & h)
- {
- h & val;
- h & hid;
- h & absolute;
- }
- };
- struct DLL_LINKAGE FoWChange : public CPackForClient
- {
- void applyGs(CGameState * gs) override;
- std::unordered_set<int3> tiles;
- PlayerColor player;
- ETileVisibility mode;
- bool waitForDialogs = false;
- void visitTyped(ICPackVisitor & visitor) override;
- template <typename Handler> void serialize(Handler & h)
- {
- h & tiles;
- h & player;
- h & mode;
- h & waitForDialogs;
- }
- };
- struct DLL_LINKAGE SetAvailableHero : public CPackForClient
- {
- SetAvailableHero()
- {
- army.clearSlots();
- }
- void applyGs(CGameState * gs) override;
- TavernHeroSlot slotID;
- TavernSlotRole roleID;
- PlayerColor player;
- HeroTypeID hid; //HeroTypeID::NONE if no hero
- CSimpleArmy army;
- bool replenishPoints;
- void visitTyped(ICPackVisitor & visitor) override;
- template <typename Handler> void serialize(Handler & h)
- {
- h & slotID;
- h & roleID;
- h & player;
- h & hid;
- h & army;
- h & replenishPoints;
- }
- };
- struct DLL_LINKAGE GiveBonus : public CPackForClient
- {
- enum class ETarget : int8_t { OBJECT, PLAYER, BATTLE };
-
- explicit GiveBonus(ETarget Who = ETarget::OBJECT)
- :who(Who)
- {
- }
- void applyGs(CGameState * gs) override;
- ETarget who = ETarget::OBJECT;
- VariantIdentifier<ObjectInstanceID, PlayerColor, BattleID> id;
- Bonus bonus;
- void visitTyped(ICPackVisitor & visitor) override;
- template <typename Handler> void serialize(Handler & h)
- {
- h & bonus;
- h & id;
- h & who;
- assert(id.getNum() != -1);
- }
- };
- struct DLL_LINKAGE ChangeObjPos : public CPackForClient
- {
- void applyGs(CGameState * gs) override;
- /// Object to move
- ObjectInstanceID objid;
- /// New position of visitable tile of an object
- int3 nPos;
- /// Player that initiated this action, if any
- PlayerColor initiator;
- void visitTyped(ICPackVisitor & visitor) override;
- template <typename Handler> void serialize(Handler & h)
- {
- h & objid;
- h & nPos;
- h & initiator;
- }
- };
- struct DLL_LINKAGE PlayerEndsTurn : public CPackForClient
- {
- void applyGs(CGameState * gs) override;
- PlayerColor player;
- void visitTyped(ICPackVisitor & visitor) override;
- template <typename Handler> void serialize(Handler & h)
- {
- h & player;
- }
- };
- struct DLL_LINKAGE PlayerEndsGame : public CPackForClient
- {
- void applyGs(CGameState * gs) override;
- PlayerColor player;
- EVictoryLossCheckResult victoryLossCheckResult;
- StatisticDataSet statistic;
- void visitTyped(ICPackVisitor & visitor) override;
- template <typename Handler> void serialize(Handler & h)
- {
- h & player;
- h & victoryLossCheckResult;
- if (h.version >= Handler::Version::STATISTICS_SCREEN)
- h & statistic;
- }
- };
- struct DLL_LINKAGE PlayerReinitInterface : public CPackForClient
- {
- void applyGs(CGameState * gs) override;
- std::vector<PlayerColor> players;
- ui8 playerConnectionId; //PLAYER_AI for AI player
- void visitTyped(ICPackVisitor & visitor) override;
- template <typename Handler> void serialize(Handler & h)
- {
- h & players;
- h & playerConnectionId;
- }
- };
- struct DLL_LINKAGE RemoveBonus : public CPackForClient
- {
- explicit RemoveBonus(GiveBonus::ETarget Who = GiveBonus::ETarget::OBJECT)
- :who(Who)
- {
- }
- void applyGs(CGameState * gs) override;
- GiveBonus::ETarget who; //who receives bonus
- VariantIdentifier<HeroTypeID, PlayerColor, BattleID, ObjectInstanceID> whoID;
- //vars to identify bonus: its source
- BonusSource source;
- BonusSourceID id; //source id
- //used locally: copy of removed bonus
- Bonus bonus;
- void visitTyped(ICPackVisitor & visitor) override;
- template <typename Handler> void serialize(Handler & h)
- {
- h & source;
- h & id;
- h & who;
- h & whoID;
- }
- };
- struct DLL_LINKAGE SetCommanderProperty : public CPackForClient
- {
- enum ECommanderProperty { ALIVE, BONUS, SECONDARY_SKILL, EXPERIENCE, SPECIAL_SKILL };
- void applyGs(CGameState * gs) override;
- ObjectInstanceID heroid;
- ECommanderProperty which = ALIVE;
- TExpType amount = 0; //0 for dead, >0 for alive
- si32 additionalInfo = 0; //for secondary skills choice
- Bonus accumulatedBonus;
- void visitTyped(ICPackVisitor & visitor) override;
- template <typename Handler> void serialize(Handler & h)
- {
- h & heroid;
- h & which;
- h & amount;
- h & additionalInfo;
- h & accumulatedBonus;
- }
- };
- struct DLL_LINKAGE AddQuest : public CPackForClient
- {
- void applyGs(CGameState * gs) override;
- PlayerColor player;
- QuestInfo quest;
- void visitTyped(ICPackVisitor & visitor) override;
- template <typename Handler> void serialize(Handler & h)
- {
- h & player;
- h & quest;
- }
- };
- struct DLL_LINKAGE UpdateArtHandlerLists : public CPackForClient
- {
- std::map<ArtifactID, int> allocatedArtifacts;
- void applyGs(CGameState * gs) override;
- void visitTyped(ICPackVisitor & visitor) override;
- template <typename Handler> void serialize(Handler & h)
- {
- h & allocatedArtifacts;
- }
- };
- struct DLL_LINKAGE ChangeFormation : public CPackForClient
- {
- ObjectInstanceID hid;
- EArmyFormation formation{};
- void applyGs(CGameState * gs) override;
- void visitTyped(ICPackVisitor & visitor) override;
- template <typename Handler> void serialize(Handler & h)
- {
- h & hid;
- h & formation;
- }
- };
- struct DLL_LINKAGE RemoveObject : public CPackForClient
- {
- RemoveObject() = default;
- RemoveObject(const ObjectInstanceID & objectID, const PlayerColor & initiator)
- : objectID(objectID)
- , initiator(initiator)
- {
- }
- void applyGs(CGameState * gs) override;
- void visitTyped(ICPackVisitor & visitor) override;
- /// ID of removed object
- ObjectInstanceID objectID;
- /// Player that initiated this action, if any
- PlayerColor initiator;
- template <typename Handler> void serialize(Handler & h)
- {
- h & objectID;
- h & initiator;
- }
- };
- struct DLL_LINKAGE TryMoveHero : public CPackForClient
- {
- void applyGs(CGameState * gs) override;
- enum EResult
- {
- FAILED,
- SUCCESS,
- TELEPORTATION,
- BLOCKING_VISIT,
- EMBARK,
- DISEMBARK
- };
- ObjectInstanceID id;
- ui32 movePoints = 0;
- EResult result = FAILED; //uses EResult
- int3 start; //h3m format
- int3 end;
- std::unordered_set<int3> fowRevealed; //revealed tiles
- std::optional<int3> attackedFrom; // Set when stepping into endangered tile.
- void visitTyped(ICPackVisitor & visitor) override;
- bool stopMovement() const
- {
- return result != SUCCESS && result != EMBARK && result != DISEMBARK && result != TELEPORTATION;
- }
- template <typename Handler> void serialize(Handler & h)
- {
- h & id;
- h & result;
- h & start;
- h & end;
- h & movePoints;
- h & fowRevealed;
- h & attackedFrom;
- }
- };
- struct DLL_LINKAGE NewStructures : public CPackForClient
- {
- void applyGs(CGameState * gs) override;
- ObjectInstanceID tid;
- std::set<BuildingID> bid;
- si16 built = 0;
- void visitTyped(ICPackVisitor & visitor) override;
- template <typename Handler> void serialize(Handler & h)
- {
- h & tid;
- h & bid;
- h & built;
- }
- };
- struct DLL_LINKAGE RazeStructures : public CPackForClient
- {
- void applyGs(CGameState * gs) override;
- ObjectInstanceID tid;
- std::set<BuildingID> bid;
- si16 destroyed = 0;
- void visitTyped(ICPackVisitor & visitor) override;
- template <typename Handler> void serialize(Handler & h)
- {
- h & tid;
- h & bid;
- h & destroyed;
- }
- };
- struct DLL_LINKAGE SetAvailableCreatures : public CPackForClient
- {
- void applyGs(CGameState * gs) override;
- ObjectInstanceID tid;
- std::vector<std::pair<ui32, std::vector<CreatureID> > > creatures;
- void visitTyped(ICPackVisitor & visitor) override;
- template <typename Handler> void serialize(Handler & h)
- {
- h & tid;
- h & creatures;
- }
- };
- struct DLL_LINKAGE SetHeroesInTown : public CPackForClient
- {
- void applyGs(CGameState * gs) override;
- ObjectInstanceID tid; //id of town
- ObjectInstanceID visiting; //id of visiting hero
- ObjectInstanceID garrison; //id of hero in garrison
- void visitTyped(ICPackVisitor & visitor) override;
- template <typename Handler> void serialize(Handler & h)
- {
- h & tid;
- h & visiting;
- h & garrison;
- }
- };
- struct DLL_LINKAGE HeroRecruited : public CPackForClient
- {
- void applyGs(CGameState * gs) override;
- HeroTypeID hid; //subID of hero
- ObjectInstanceID tid;
- ObjectInstanceID boatId;
- int3 tile;
- PlayerColor player;
- void visitTyped(ICPackVisitor & visitor) override;
- template <typename Handler> void serialize(Handler & h)
- {
- h & hid;
- h & tid;
- h & boatId;
- h & tile;
- h & player;
- }
- };
- struct DLL_LINKAGE GiveHero : public CPackForClient
- {
- void applyGs(CGameState * gs) override;
- ObjectInstanceID id; //object id
- ObjectInstanceID boatId;
- PlayerColor player;
- void visitTyped(ICPackVisitor & visitor) override;
- template <typename Handler> void serialize(Handler & h)
- {
- h & id;
- h & boatId;
- h & player;
- }
- };
- struct DLL_LINKAGE OpenWindow : public Query
- {
- EOpenWindowMode window;
- ObjectInstanceID object;
- ObjectInstanceID visitor;
- void visitTyped(ICPackVisitor & visitor) override;
- void applyGs(CGameState *gs) override {}
- template <typename Handler> void serialize(Handler & h)
- {
- h & queryID;
- h & window;
- h & object;
- h & visitor;
- }
- };
- struct DLL_LINKAGE NewObject : public CPackForClient
- {
- void applyGs(CGameState * gs) override;
- /// Object ID to create
- CGObjectInstance * newObject;
- /// Which player initiated creation of this object
- PlayerColor initiator;
- void visitTyped(ICPackVisitor & visitor) override;
- template <typename Handler> void serialize(Handler & h)
- {
- h & newObject;
- h & initiator;
- }
- };
- struct DLL_LINKAGE SetAvailableArtifacts : public CPackForClient
- {
- void applyGs(CGameState * gs) override;
- //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)
- ObjectInstanceID id;
- std::vector<const CArtifact *> arts;
- void visitTyped(ICPackVisitor & visitor) override;
- template <typename Handler> void serialize(Handler & h)
- {
- h & id;
- h & arts;
- }
- };
- struct DLL_LINKAGE CGarrisonOperationPack : CPackForClient
- {
- };
- struct DLL_LINKAGE ChangeStackCount : CGarrisonOperationPack
- {
- ObjectInstanceID army;
- SlotID slot;
- TQuantity count;
- bool absoluteValue; //if not -> count will be added (or subtracted if negative)
- void applyGs(CGameState * gs) override;
- void visitTyped(ICPackVisitor & visitor) override;
- template <typename Handler> void serialize(Handler & h)
- {
- h & army;
- h & slot;
- h & count;
- h & absoluteValue;
- }
- };
- struct DLL_LINKAGE SetStackType : CGarrisonOperationPack
- {
- ObjectInstanceID army;
- SlotID slot;
- CreatureID type;
- void applyGs(CGameState * gs) override;
- void visitTyped(ICPackVisitor & visitor) override;
- template <typename Handler> void serialize(Handler & h)
- {
- h & army;
- h & slot;
- h & type;
- }
- };
- struct DLL_LINKAGE EraseStack : CGarrisonOperationPack
- {
- ObjectInstanceID army;
- SlotID slot;
- void applyGs(CGameState * gs) override;
- void visitTyped(ICPackVisitor & visitor) override;
- template <typename Handler> void serialize(Handler & h)
- {
- h & army;
- h & slot;
- }
- };
- struct DLL_LINKAGE SwapStacks : CGarrisonOperationPack
- {
- ObjectInstanceID srcArmy;
- ObjectInstanceID dstArmy;
- SlotID srcSlot;
- SlotID dstSlot;
- void applyGs(CGameState * gs) override;
- void visitTyped(ICPackVisitor & visitor) override;
- template <typename Handler> void serialize(Handler & h)
- {
- h & srcArmy;
- h & dstArmy;
- h & srcSlot;
- h & dstSlot;
- }
- };
- struct DLL_LINKAGE InsertNewStack : CGarrisonOperationPack
- {
- ObjectInstanceID army;
- SlotID slot;
- CreatureID type;
- TQuantity count = 0;
- void applyGs(CGameState * gs) override;
- void visitTyped(ICPackVisitor & visitor) override;
- template <typename Handler> void serialize(Handler & h)
- {
- h & army;
- h & slot;
- h & type;
- h & count;
- }
- };
- ///moves creatures from src stack to dst slot, may be used for merging/splittint/moving stacks
- struct DLL_LINKAGE RebalanceStacks : CGarrisonOperationPack
- {
- ObjectInstanceID srcArmy;
- ObjectInstanceID dstArmy;
- SlotID srcSlot;
- SlotID dstSlot;
- TQuantity count;
- void applyGs(CGameState * gs) override;
- void visitTyped(ICPackVisitor & visitor) override;
- template <typename Handler> void serialize(Handler & h)
- {
- h & srcArmy;
- h & dstArmy;
- h & srcSlot;
- h & dstSlot;
- h & count;
- }
- };
- struct DLL_LINKAGE BulkRebalanceStacks : CGarrisonOperationPack
- {
- std::vector<RebalanceStacks> moves;
- void applyGs(CGameState * gs) override;
- void visitTyped(ICPackVisitor & visitor) override;
- template <typename Handler>
- void serialize(Handler & h)
- {
- h & moves;
- }
- };
- struct DLL_LINKAGE BulkSmartRebalanceStacks : CGarrisonOperationPack
- {
- std::vector<RebalanceStacks> moves;
- std::vector<ChangeStackCount> changes;
- void applyGs(CGameState * gs) override;
- void visitTyped(ICPackVisitor & visitor) override;
- template <typename Handler>
- void serialize(Handler & h)
- {
- h & moves;
- h & changes;
- }
- };
- struct DLL_LINKAGE CArtifactOperationPack : CPackForClient
- {
- };
- struct DLL_LINKAGE PutArtifact : CArtifactOperationPack
- {
- PutArtifact() = default;
- explicit PutArtifact(const ArtifactLocation & dst, bool askAssemble = true)
- : al(dst), askAssemble(askAssemble)
- {
- }
- ArtifactLocation al;
- bool askAssemble;
- ConstTransitivePtr<CArtifactInstance> art;
- void applyGs(CGameState * gs) override;
- void visitTyped(ICPackVisitor & visitor) override;
- template <typename Handler> void serialize(Handler & h)
- {
- h & al;
- h & askAssemble;
- h & art;
- }
- };
- struct DLL_LINKAGE NewArtifact : public CArtifactOperationPack
- {
- ObjectInstanceID artHolder;
- ArtifactID artId;
- SpellID spellId;
- ArtifactPosition pos;
- void applyGs(CGameState * gs) override;
- void visitTyped(ICPackVisitor & visitor) override;
- template <typename Handler> void serialize(Handler & h)
- {
- h & artHolder;
- h & artId;
- h & spellId;
- h & pos;
- }
- };
- struct DLL_LINKAGE BulkEraseArtifacts : CArtifactOperationPack
- {
- ObjectInstanceID artHolder;
- std::vector<ArtifactPosition> posPack;
- std::optional<SlotID> creature;
- void applyGs(CGameState * gs) override;
- void visitTyped(ICPackVisitor & visitor) override;
- template <typename Handler> void serialize(Handler & h)
- {
- h & artHolder;
- h & posPack;
- h & creature;
- }
- };
- struct DLL_LINKAGE BulkMoveArtifacts : CArtifactOperationPack
- {
- struct LinkedSlots
- {
- ArtifactPosition srcPos;
- ArtifactPosition dstPos;
- bool askAssemble;
- LinkedSlots() = default;
- LinkedSlots(const ArtifactPosition & srcPos, const ArtifactPosition & dstPos, bool askAssemble = false)
- : srcPos(srcPos)
- , dstPos(dstPos)
- , askAssemble(askAssemble)
- {
- }
- template <typename Handler> void serialize(Handler & h)
- {
- h & srcPos;
- h & dstPos;
- h & askAssemble;
- }
- };
- PlayerColor interfaceOwner;
- ObjectInstanceID srcArtHolder;
- ObjectInstanceID dstArtHolder;
- std::optional<SlotID> srcCreature;
- std::optional<SlotID> dstCreature;
- BulkMoveArtifacts()
- : interfaceOwner(PlayerColor::NEUTRAL)
- , srcArtHolder(ObjectInstanceID::NONE)
- , dstArtHolder(ObjectInstanceID::NONE)
- , srcCreature(std::nullopt)
- , dstCreature(std::nullopt)
- {
- }
- BulkMoveArtifacts(const PlayerColor & interfaceOwner, const ObjectInstanceID srcArtHolder, const ObjectInstanceID dstArtHolder, bool swap)
- : interfaceOwner(interfaceOwner)
- , srcArtHolder(srcArtHolder)
- , dstArtHolder(dstArtHolder)
- , srcCreature(std::nullopt)
- , dstCreature(std::nullopt)
- {
- }
- void applyGs(CGameState * gs) override;
- std::vector<LinkedSlots> artsPack0;
- std::vector<LinkedSlots> artsPack1;
- void visitTyped(ICPackVisitor & visitor) override;
- template <typename Handler> void serialize(Handler & h)
- {
- h & interfaceOwner;
- h & artsPack0;
- h & artsPack1;
- h & srcArtHolder;
- h & dstArtHolder;
- h & srcCreature;
- h & dstCreature;
- }
- };
- struct DLL_LINKAGE AssembledArtifact : CArtifactOperationPack
- {
- ArtifactLocation al; //where assembly will be put
- const CArtifact * builtArt;
- void applyGs(CGameState * gs) override;
- void visitTyped(ICPackVisitor & visitor) override;
- template <typename Handler> void serialize(Handler & h)
- {
- h & al;
- h & builtArt;
- }
- };
- struct DLL_LINKAGE DisassembledArtifact : CArtifactOperationPack
- {
- ArtifactLocation al;
- void applyGs(CGameState * gs) override;
- void visitTyped(ICPackVisitor & visitor) override;
- template <typename Handler> void serialize(Handler & h)
- {
- h & al;
- }
- };
- struct DLL_LINKAGE HeroVisit : public CPackForClient
- {
- PlayerColor player;
- ObjectInstanceID heroId;
- ObjectInstanceID objId;
- bool starting; //false -> ending
- void applyGs(CGameState * gs) override;
- void visitTyped(ICPackVisitor & visitor) override;
- template <typename Handler> void serialize(Handler & h)
- {
- h & player;
- h & heroId;
- h & objId;
- h & starting;
- }
- };
- struct DLL_LINKAGE InfoWindow : public CPackForClient //103 - displays simple info window
- {
- EInfoWindowMode type = EInfoWindowMode::MODAL;
- MetaString text;
- std::vector<Component> components;
- PlayerColor player;
- ui16 soundID = 0;
- void visitTyped(ICPackVisitor & visitor) override;
- void applyGs(CGameState * gs) override {}
- template <typename Handler> void serialize(Handler & h)
- {
- h & type;
- h & text;
- h & components;
- h & player;
- h & soundID;
- }
- InfoWindow() = default;
- };
- struct DLL_LINKAGE NewTurn : public CPackForClient
- {
- void applyGs(CGameState * gs) override;
- void visitTyped(ICPackVisitor & visitor) override;
- ui32 day = 0;
- CreatureID creatureid; //for creature weeks
- EWeekType specialWeek = EWeekType::NORMAL;
- std::vector<SetMovePoints> heroesMovement;
- std::vector<SetMana> heroesMana;
- std::vector<SetAvailableCreatures> availableCreatures;
- std::map<PlayerColor, ResourceSet> playerIncome;
- std::optional<RumorState> newRumor; // only on new weeks
- std::optional<InfoWindow> newWeekNotification; // only on new week
- NewTurn() = default;
- template <typename Handler> void serialize(Handler & h)
- {
- h & day;
- h & creatureid;
- h & specialWeek;
- h & heroesMovement;
- h & heroesMana;
- h & availableCreatures;
- h & playerIncome;
- h & newRumor;
- h & newWeekNotification;
- }
- };
- struct DLL_LINKAGE SetObjectProperty : public CPackForClient
- {
- void applyGs(CGameState * gs) override;
- ObjectInstanceID id;
- ObjProperty what{};
- ObjPropertyID identifier;
- SetObjectProperty() = default;
- void visitTyped(ICPackVisitor & visitor) override;
- template <typename Handler> void serialize(Handler & h)
- {
- h & id;
- h & what;
- h & identifier;
- }
- };
- struct DLL_LINKAGE ChangeObjectVisitors : public CPackForClient
- {
- enum VisitMode
- {
- VISITOR_ADD_HERO, // mark hero as one that have visited this object
- VISITOR_ADD_PLAYER, // mark player as one that have visited this object instance
- VISITOR_GLOBAL, // mark player as one that have visited object of this type
- VISITOR_SCOUTED, // marks targeted team as having scouted this object
- VISITOR_CLEAR, // clear all visitors from this object (object reset)
- };
- VisitMode mode = VISITOR_CLEAR; // uses VisitMode enum
- ObjectInstanceID object;
- ObjectInstanceID hero; // note: hero owner will be also marked as "visited" this object
- void applyGs(CGameState * gs) override;
- void visitTyped(ICPackVisitor & visitor) override;
- ChangeObjectVisitors() = default;
- ChangeObjectVisitors(VisitMode mode, const ObjectInstanceID & object, const ObjectInstanceID & heroID = ObjectInstanceID(-1))
- : mode(mode)
- , object(object)
- , hero(heroID)
- {
- }
- template <typename Handler> void serialize(Handler & h)
- {
- h & object;
- h & hero;
- h & mode;
- }
- };
- struct DLL_LINKAGE ChangeArtifactsCostume : public CPackForClient
- {
- std::map<ArtifactPosition, ArtifactID> costumeSet;
- uint32_t costumeIdx = 0;
- const PlayerColor player = PlayerColor::NEUTRAL;
- void applyGs(CGameState * gs) override;
- void visitTyped(ICPackVisitor & visitor) override;
- ChangeArtifactsCostume() = default;
- ChangeArtifactsCostume(const PlayerColor & player, const uint32_t costumeIdx)
- : costumeIdx(costumeIdx)
- , player(player)
- {
- }
- template <typename Handler> void serialize(Handler & h)
- {
- h & costumeSet;
- h & costumeIdx;
- h & player;
- }
- };
- struct DLL_LINKAGE HeroLevelUp : public Query
- {
- PlayerColor player;
- ObjectInstanceID heroId;
- PrimarySkill primskill = PrimarySkill::ATTACK;
- std::vector<SecondarySkill> skills;
- void applyGs(CGameState * gs) override;
- void visitTyped(ICPackVisitor & visitor) override;
- template <typename Handler> void serialize(Handler & h)
- {
- h & queryID;
- h & player;
- h & heroId;
- h & primskill;
- h & skills;
- }
- };
- struct DLL_LINKAGE CommanderLevelUp : public Query
- {
- PlayerColor player;
- ObjectInstanceID heroId;
- std::vector<ui32> skills; //0-5 - secondary skills, val-100 - special skill
- void applyGs(CGameState * gs) override;
- void visitTyped(ICPackVisitor & visitor) override;
- template <typename Handler> void serialize(Handler & h)
- {
- h & queryID;
- h & player;
- h & heroId;
- h & skills;
- }
- };
- //A dialog that requires making decision by player - it may contain components to choose between or has yes/no options
- //Client responds with QueryReply, where answer: 0 - cancel pressed, choice doesn't matter; 1/2/... - first/second/... component selected and OK pressed
- //Until sending reply player won't be allowed to take any actions
- struct DLL_LINKAGE BlockingDialog : public Query
- {
- enum { ALLOW_CANCEL = 1, SELECTION = 2, SAFE_TO_AUTOACCEPT = 4 };
- MetaString text;
- std::vector<Component> components;
- PlayerColor player;
- ui8 flags = 0;
- ui16 soundID = 0;
- bool cancel() const
- {
- return flags & ALLOW_CANCEL;
- }
- bool selection() const
- {
- return flags & SELECTION;
- }
- bool safeToAutoaccept() const
- {
- return flags & SAFE_TO_AUTOACCEPT;
- }
- BlockingDialog(bool yesno, bool Selection)
- {
- if(yesno) flags |= ALLOW_CANCEL;
- if(Selection) flags |= SELECTION;
- }
- BlockingDialog() = default;
- void visitTyped(ICPackVisitor & visitor) override;
- void applyGs(CGameState * gs) override {}
- template <typename Handler> void serialize(Handler & h)
- {
- h & queryID;
- h & text;
- h & components;
- h & player;
- h & flags;
- h & soundID;
- }
- };
- struct DLL_LINKAGE GarrisonDialog : public Query
- {
- ObjectInstanceID objid;
- ObjectInstanceID hid;
- bool removableUnits = false;
- void visitTyped(ICPackVisitor & visitor) override;
- void applyGs(CGameState * gs) override {}
- template <typename Handler> void serialize(Handler & h)
- {
- h & queryID;
- h & objid;
- h & hid;
- h & removableUnits;
- }
- };
- struct DLL_LINKAGE ExchangeDialog : public Query
- {
- PlayerColor player;
- ObjectInstanceID hero1;
- ObjectInstanceID hero2;
- void visitTyped(ICPackVisitor & visitor) override;
- void applyGs(CGameState * gs) override {}
- template <typename Handler> void serialize(Handler & h)
- {
- h & queryID;
- h & player;
- h & hero1;
- h & hero2;
- }
- };
- struct DLL_LINKAGE TeleportDialog : public Query
- {
- TeleportDialog() = default;
- TeleportDialog(const ObjectInstanceID & hero, const TeleportChannelID & Channel)
- : hero(hero)
- , channel(Channel)
- {
- }
- ObjectInstanceID hero;
- TeleportChannelID channel;
- TTeleportExitsList exits;
- bool impassable = false;
- void visitTyped(ICPackVisitor & visitor) override;
- void applyGs(CGameState * gs) override {}
- template <typename Handler> void serialize(Handler & h)
- {
- h & queryID;
- h & hero;
- h & channel;
- h & exits;
- h & impassable;
- }
- };
- struct DLL_LINKAGE MapObjectSelectDialog : public Query
- {
- PlayerColor player;
- Component icon;
- MetaString title;
- MetaString description;
- std::vector<ObjectInstanceID> objects;
- void visitTyped(ICPackVisitor & visitor) override;
- void applyGs(CGameState * gs) override {}
- template <typename Handler> void serialize(Handler & h)
- {
- h & queryID;
- h & player;
- h & icon;
- h & title;
- h & description;
- h & objects;
- }
- };
- struct DLL_LINKAGE AdvmapSpellCast : public CPackForClient
- {
- ObjectInstanceID casterID;
- SpellID spellID;
- template <typename Handler> void serialize(Handler & h)
- {
- h & casterID;
- h & spellID;
- }
- protected:
- void visitTyped(ICPackVisitor & visitor) override;
- void applyGs(CGameState * gs) override {}
- };
- struct DLL_LINKAGE ShowWorldViewEx : public CPackForClient
- {
- PlayerColor player;
- bool showTerrain; // TODO: send terrain state
- std::vector<ObjectPosInfo> objectPositions;
- void applyGs(CGameState * gs) override {}
- template <typename Handler> void serialize(Handler & h)
- {
- h & player;
- h & showTerrain;
- h & objectPositions;
- }
- protected:
- void visitTyped(ICPackVisitor & visitor) override;
- };
- struct DLL_LINKAGE PlayerMessageClient : public CPackForClient
- {
- PlayerMessageClient() = default;
- PlayerMessageClient(const PlayerColor & Player, std::string Text)
- : player(Player)
- , text(std::move(Text))
- {
- }
- void visitTyped(ICPackVisitor & visitor) override;
- void applyGs(CGameState * gs) override {}
- PlayerColor player;
- std::string text;
- template <typename Handler> void serialize(Handler & h)
- {
- h & player;
- h & text;
- }
- };
- struct DLL_LINKAGE CenterView : public CPackForClient
- {
- PlayerColor player;
- int3 pos;
- ui32 focusTime = 0; //ms
- void visitTyped(ICPackVisitor & visitor) override;
- void applyGs(CGameState * gs) override {}
- template <typename Handler> void serialize(Handler & h)
- {
- h & pos;
- h & player;
- h & focusTime;
- }
- };
- VCMI_LIB_NAMESPACE_END
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