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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 CCampaignState;
 
- 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, TREPLACE_PLUSNUMBER};
 
- public:
 
- 	enum {GENERAL_TXT=1, XTRAINFO_TXT, OBJ_NAMES, RES_NAMES, ART_NAMES, ARRAY_TXT, CRE_PL_NAMES, CREGENS, MINE_NAMES, 
 
- 		MINE_EVNTS, ADVOB_TXT, ART_EVNTS, SPELL_NAME, SEC_SKILL_NAME, CRE_SING_NAMES, CREGENS4, COLOR, ART_DESCR};
 
- 	std::vector<ui8> message; //vector of EMessage
 
- 	std::vector<std::pair<ui8,ui32> > localStrings; //pairs<text handler type, text number>; types: 1 - generaltexthandler->all; 2 - objh->xtrainfo; 3 - objh->names; 4 - objh->restypes; 5 - arth->artifacts[id].name; 6 - generaltexth->arraytxt; 7 - creh->creatures[os->subID].namePl; 8 - objh->creGens; 9 - objh->mines[ID]->first; 10 - objh->mines[ID]->second; 11 - objh->advobtxt
 
- 	std::vector<std::string> exactStrings;
 
- 	std::vector<si32> numbers;
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & exactStrings & localStrings & message & numbers;
 
- 	}
 
- 	void addTxt(ui8 type, ui32 serial)
 
- 	{
 
- 		message.push_back(TLOCAL_STRING);
 
- 		localStrings.push_back(std::pair<ui8,ui32>(type, serial));
 
- 	}
 
- 	MetaString& operator<<(const std::pair<ui8,ui32> &txt)
 
- 	{
 
- 		message.push_back(TLOCAL_STRING);
 
- 		localStrings.push_back(txt);
 
- 		return *this;
 
- 	}
 
- 	MetaString& operator<<(const std::string &txt)
 
- 	{
 
- 		message.push_back(TEXACT_STRING);
 
- 		exactStrings.push_back(txt);
 
- 		return *this;
 
- 	}
 
- 	MetaString& operator<<(int txt)
 
- 	{
 
- 		message.push_back(TNUMBER);
 
- 		numbers.push_back(txt);
 
- 		return *this;
 
- 	}
 
- 	void addReplacement(ui8 type, ui32 serial)
 
- 	{
 
- 		message.push_back(TREPLACE_LSTRING);
 
- 		localStrings.push_back(std::pair<ui8,ui32>(type, serial));
 
- 	}
 
- 	void addReplacement(const std::string &txt)
 
- 	{
 
- 		message.push_back(TREPLACE_ESTRING);
 
- 		exactStrings.push_back(txt);
 
- 	}
 
- 	void addReplacement(int txt)
 
- 	{
 
- 		message.push_back(TREPLACE_NUMBER);
 
- 		numbers.push_back(txt);
 
- 	}
 
- 	void addReplacement2(int txt)
 
- 	{
 
- 		message.push_back(TREPLACE_PLUSNUMBER);
 
- 		numbers.push_back(txt);
 
- 	}
 
- 	DLL_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 UpdateCampaignState : public CPackForClient //119
 
- {
 
- 	UpdateCampaignState()
 
- 	{
 
- 		type = 119;
 
- 	}
 
- 	CCampaignState *camp;
 
- 	void applyCl(CClient *cl);
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & camp;
 
- 	}
 
- };
 
- 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
 
- {
 
- 	enum weekType {NORMAL, DOUBLE_GROWTH, BONUS_GROWTH, DEITYOFFIRE, PLAGUE, CUSTOM, NO_ACTION, NONE};
 
- 	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;
 
- 	ui8 specialWeek; //weekType
 
- 	TCreature creatureid; //for creature weeks
 
- 	NewTurn(){type = 101;};
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & heroes & cres & res & day & resetBuilded & specialWeek & creatureid;
 
- 	}
 
- }; 
 
- struct Component : public CPack //2002 helper for object scrips informations
 
- {
 
- 	enum EComponentType {PRIM_SKILL, SEC_SKILL, RESOURCE, CREATURE, ARTIFACT, EXPERIENCE, SPELL, MORALE=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, AVAILABLE_CREATURE = 7, SUBID = 8};
 
- }
 
- 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
 
- 	expType 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)
 
- 	Bonus 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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