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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 "../MetaString.h"
 
- #include "../ResourceSet.h"
 
- #include "../TurnTimerInfo.h"
 
- #include "../gameState/EVictoryLossCheckResult.h"
 
- #include "../gameState/QuestInfo.h"
 
- #include "../gameState/TavernSlot.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;
 
- 	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;
 
- 	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;
 
- 	template <typename Handler> void serialize(Handler & h)
 
- 	{
 
- 		h & reason;
 
- 		h & startOrEnd;
 
- 		h & player;
 
- 	}
 
- };
 
- struct DLL_LINKAGE PlayerCheated : public CPackForClient
 
- {
 
- 	void applyGs(CGameState * gs) const;
 
- 	PlayerColor player;
 
- 	bool losingCheatCode = false;
 
- 	bool winningCheatCode = false;
 
- 	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) const;
 
- 	
 
- 	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) const;
 
- 	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) const;
 
- 	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);
 
- 	void visitTyped(ICPackVisitor & visitor) override;
 
- 	template <typename Handler> void serialize(Handler & h)
 
- 	{
 
- 		h & changes;
 
- 	}
 
- };
 
- struct DLL_LINKAGE SetResources : public CPackForClient
 
- {
 
- 	void applyGs(CGameState * gs) const;
 
- 	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) const;
 
- 	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) const;
 
- 	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) const;
 
- 	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);
 
- 	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) const;
 
- 	void visitTyped(ICPackVisitor & visitor) override;
 
- 	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) const;
 
- 	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);
 
- 	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);
 
- 	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);
 
- 	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);
 
- 	/// 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) const;
 
- 	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) const;
 
- 	PlayerColor player;
 
- 	EVictoryLossCheckResult victoryLossCheckResult;
 
- 	void visitTyped(ICPackVisitor & visitor) override;
 
- 	template <typename Handler> void serialize(Handler & h)
 
- 	{
 
- 		h & player;
 
- 		h & victoryLossCheckResult;
 
- 	}
 
- };
 
- struct DLL_LINKAGE PlayerReinitInterface : public CPackForClient
 
- {
 
- 	void applyGs(CGameState * gs);
 
- 	std::vector<PlayerColor> players;
 
- 	ui8 playerConnectionId; //PLAYER_AI for AI player
 
- 	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);
 
- 	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);
 
- 	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) const;
 
- 	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) const;
 
- 	void visitTyped(ICPackVisitor & visitor) override;
 
- 	template <typename Handler> void serialize(Handler & h)
 
- 	{
 
- 		h & allocatedArtifacts;
 
- 	}
 
- };
 
- struct DLL_LINKAGE UpdateMapEvents : public CPackForClient
 
- {
 
- 	std::list<CMapEvent> events;
 
- 	void applyGs(CGameState * gs) const;
 
- 	void visitTyped(ICPackVisitor & visitor) override;
 
- 	template <typename Handler> void serialize(Handler & h)
 
- 	{
 
- 		h & events;
 
- 	}
 
- };
 
- struct DLL_LINKAGE UpdateCastleEvents : public CPackForClient
 
- {
 
- 	ObjectInstanceID town;
 
- 	std::list<CCastleEvent> events;
 
- 	void applyGs(CGameState * gs) const;
 
- 	void visitTyped(ICPackVisitor & visitor) override;
 
- 	template <typename Handler> void serialize(Handler & h)
 
- 	{
 
- 		h & town;
 
- 		h & events;
 
- 	}
 
- };
 
- struct DLL_LINKAGE ChangeFormation : public CPackForClient
 
- {
 
- 	ObjectInstanceID hid;
 
- 	EArmyFormation formation{};
 
- 	void applyGs(CGameState * gs) const;
 
- 	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);
 
- 	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);
 
- 	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);
 
- 	ObjectInstanceID tid;
 
- 	std::set<BuildingID> bid;
 
- 	si16 builded = 0;
 
- 	void visitTyped(ICPackVisitor & visitor) override;
 
- 	template <typename Handler> void serialize(Handler & h)
 
- 	{
 
- 		h & tid;
 
- 		h & bid;
 
- 		h & builded;
 
- 	}
 
- };
 
- struct DLL_LINKAGE RazeStructures : public CPackForClient
 
- {
 
- 	void applyGs(CGameState * gs);
 
- 	ObjectInstanceID tid;
 
- 	std::set<BuildingID> bid;
 
- 	si16 destroyed = 0;
 
- 	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) const;
 
- 	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) const;
 
- 	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) const;
 
- 	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) const;
 
- 	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;
 
- 	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);
 
- 	/// Object ID to create
 
- 	MapObjectID ID;
 
- 	/// Object secondary ID to create
 
- 	MapObjectSubID subID;
 
- 	/// Position of visitable tile of created object
 
- 	int3 targetPos;
 
- 	/// Which player initiated creation of this object
 
- 	PlayerColor initiator;
 
- 	ObjectInstanceID createdObjectID; //used locally, filled during applyGs
 
- 	void visitTyped(ICPackVisitor & visitor) override;
 
- 	template <typename Handler> void serialize(Handler & h)
 
- 	{
 
- 		h & ID;
 
- 		subID.serializeIdentifier(h, ID);
 
- 		h & targetPos;
 
- 		h & initiator;
 
- 	}
 
- };
 
- struct DLL_LINKAGE SetAvailableArtifacts : public CPackForClient
 
- {
 
- 	void applyGs(CGameState * gs) const;
 
- 	//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);
 
- 	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);
 
- 	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);
 
- 	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);
 
- 	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);
 
- 	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);
 
- 	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);
 
- 	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);
 
- 	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(ArtifactLocation & dst, bool askAssemble = true)
 
- 		: al(dst), askAssemble(askAssemble)
 
- 	{
 
- 	}
 
- 	ArtifactLocation al;
 
- 	bool askAssemble;
 
- 	ConstTransitivePtr<CArtifactInstance> art;
 
- 	void applyGs(CGameState * gs);
 
- 	void visitTyped(ICPackVisitor & visitor) override;
 
- 	template <typename Handler> void serialize(Handler & h)
 
- 	{
 
- 		h & al;
 
- 		h & askAssemble;
 
- 		h & art;
 
- 	}
 
- };
 
- struct DLL_LINKAGE NewArtifact : public CArtifactOperationPack
 
- {
 
- 	ConstTransitivePtr<CArtifactInstance> art;
 
- 	void applyGs(CGameState * gs);
 
- 	void visitTyped(ICPackVisitor & visitor) override;
 
- 	template <typename Handler> void serialize(Handler & h)
 
- 	{
 
- 		h & art;
 
- 	}
 
- };
 
- struct DLL_LINKAGE EraseArtifact : CArtifactOperationPack
 
- {
 
- 	ArtifactLocation al;
 
- 	void applyGs(CGameState * gs);
 
- 	void visitTyped(ICPackVisitor & visitor) override;
 
- 	template <typename Handler> void serialize(Handler & h)
 
- 	{
 
- 		h & al;
 
- 	}
 
- };
 
- struct DLL_LINKAGE MoveArtifact : CArtifactOperationPack
 
- {
 
- 	MoveArtifact() = default;
 
- 	MoveArtifact(const PlayerColor & interfaceOwner, const ArtifactLocation & src, const ArtifactLocation & dst, bool askAssemble = true)
 
- 		: interfaceOwner(interfaceOwner), src(src), dst(dst), askAssemble(askAssemble)
 
- 	{
 
- 	}
 
- 	PlayerColor interfaceOwner;
 
- 	ArtifactLocation src;
 
- 	ArtifactLocation dst;
 
- 	bool askAssemble = true;
 
- 	void applyGs(CGameState * gs);
 
- 	void visitTyped(ICPackVisitor & visitor) override;
 
- 	template <typename Handler> void serialize(Handler & h)
 
- 	{
 
- 		h & interfaceOwner;
 
- 		h & src;
 
- 		h & dst;
 
- 		h & askAssemble;
 
- 	}
 
- };
 
- struct DLL_LINKAGE BulkMoveArtifacts : CArtifactOperationPack
 
- {
 
- 	struct LinkedSlots
 
- 	{
 
- 		ArtifactPosition srcPos;
 
- 		ArtifactPosition dstPos;
 
- 		LinkedSlots() = default;
 
- 		LinkedSlots(const ArtifactPosition & srcPos, const ArtifactPosition & dstPos)
 
- 			: srcPos(srcPos)
 
- 			, dstPos(dstPos)
 
- 		{
 
- 		}
 
- 		template <typename Handler> void serialize(Handler & h)
 
- 		{
 
- 			h & srcPos;
 
- 			h & dstPos;
 
- 		}
 
- 	};
 
- 	PlayerColor interfaceOwner;
 
- 	ObjectInstanceID srcArtHolder;
 
- 	ObjectInstanceID dstArtHolder;
 
- 	std::optional<SlotID> srcCreature;
 
- 	std::optional<SlotID> dstCreature;
 
- 	BulkMoveArtifacts()
 
- 		: interfaceOwner(PlayerColor::NEUTRAL)
 
- 		, srcArtHolder(ObjectInstanceID::NONE)
 
- 		, dstArtHolder(ObjectInstanceID::NONE)
 
- 		, swap(false)
 
- 		, askAssemble(false)
 
- 		, srcCreature(std::nullopt)
 
- 		, dstCreature(std::nullopt)
 
- 	{
 
- 	}
 
- 	BulkMoveArtifacts(const PlayerColor & interfaceOwner, const ObjectInstanceID srcArtHolder, const ObjectInstanceID dstArtHolder, bool swap)
 
- 		: interfaceOwner(interfaceOwner)
 
- 		, srcArtHolder(srcArtHolder)
 
- 		, dstArtHolder(dstArtHolder)
 
- 		, swap(swap)
 
- 		, askAssemble(false)
 
- 		, srcCreature(std::nullopt)
 
- 		, dstCreature(std::nullopt)
 
- 	{
 
- 	}
 
- 	void applyGs(CGameState * gs);
 
- 	std::vector<LinkedSlots> artsPack0;
 
- 	std::vector<LinkedSlots> artsPack1;
 
- 	bool swap;
 
- 	bool askAssemble;
 
- 	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;
 
- 		h & swap;
 
- 		h & askAssemble;
 
- 	}
 
- };
 
- struct DLL_LINKAGE AssembledArtifact : CArtifactOperationPack
 
- {
 
- 	ArtifactLocation al; //where assembly will be put
 
- 	const CArtifact * builtArt;
 
- 	void applyGs(CGameState * gs);
 
- 	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);
 
- 	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);
 
- 	void visitTyped(ICPackVisitor & visitor) override;
 
- 	template <typename Handler> void serialize(Handler & h)
 
- 	{
 
- 		h & player;
 
- 		h & heroId;
 
- 		h & objId;
 
- 		h & starting;
 
- 	}
 
- };
 
- struct DLL_LINKAGE NewTurn : public CPackForClient
 
- {
 
- 	enum weekType { NORMAL, DOUBLE_GROWTH, BONUS_GROWTH, DEITYOFFIRE, PLAGUE, NO_ACTION };
 
- 	void applyGs(CGameState * gs);
 
- 	void visitTyped(ICPackVisitor & visitor) override;
 
- 	struct Hero
 
- 	{
 
- 		ObjectInstanceID id; //id is a general serial id
 
- 		ui32 move;
 
- 		ui32 mana;
 
- 		template <typename Handler> void serialize(Handler & h)
 
- 		{
 
- 			h & id;
 
- 			h & move;
 
- 			h & mana;
 
- 		}
 
- 		bool operator<(const Hero & h)const { return id < h.id; }
 
- 	};
 
- 	std::set<Hero> heroes; //updates movement and mana points
 
- 	std::map<PlayerColor, ResourceSet> res; //player ID => resource value[res_id]
 
- 	std::map<ObjectInstanceID, SetAvailableCreatures> cres;//creatures to be placed in towns
 
- 	ui32 day = 0;
 
- 	ui8 specialWeek = 0; //weekType
 
- 	CreatureID creatureid; //for creature weeks
 
- 	NewTurn() = default;
 
- 	template <typename Handler> void serialize(Handler & h)
 
- 	{
 
- 		h & heroes;
 
- 		h & cres;
 
- 		h & res;
 
- 		h & day;
 
- 		h & specialWeek;
 
- 		h & creatureid;
 
- 	}
 
- };
 
- struct DLL_LINKAGE InfoWindow : public CPackForClient //103  - displays simple info window
 
- {
 
- 	EInfoWindowMode type = EInfoWindowMode::MODAL;
 
- 	MetaString text;
 
- 	std::vector<Component> components;
 
- 	PlayerColor player;
 
- 	ui16 soundID = 0;
 
- 	void visitTyped(ICPackVisitor & visitor) override;
 
- 	template <typename Handler> void serialize(Handler & h)
 
- 	{
 
- 		h & type;
 
- 		h & text;
 
- 		h & components;
 
- 		h & player;
 
- 		h & soundID;
 
- 	}
 
- 	InfoWindow() = default;
 
- };
 
- struct DLL_LINKAGE SetObjectProperty : public CPackForClient
 
- {
 
- 	void applyGs(CGameState * gs) const;
 
- 	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,      // mark hero as one that have visited this object
 
- 		VISITOR_ADD_TEAM, // mark team as one that have visited this object
 
- 		VISITOR_GLOBAL,   // mark player as one that have visited object of this type
 
- 		VISITOR_REMOVE,   // unmark visitor, reversed to ADD
 
- 		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) const;
 
- 	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) const;
 
- 	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) const;
 
- 	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) const;
 
- 	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;
 
- 	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;
 
- 	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;
 
- 	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;
 
- 	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;
 
- 	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;
 
- };
 
- struct DLL_LINKAGE ShowWorldViewEx : public CPackForClient
 
- {
 
- 	PlayerColor player;
 
- 	bool showTerrain; // TODO: send terrain state
 
- 	std::vector<ObjectPosInfo> objectPositions;
 
- 	template <typename Handler> void serialize(Handler & h)
 
- 	{
 
- 		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;
 
- 	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;
 
- 	template <typename Handler> void serialize(Handler & h)
 
- 	{
 
- 		h & pos;
 
- 		h & player;
 
- 		h & focusTime;
 
- 	}
 
- };
 
- VCMI_LIB_NAMESPACE_END
 
 
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