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							- /*
 
-  * 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
 
-  *
 
-  */
 
- #pragma once
 
- #include "NetPacksBase.h"
 
- #include "ConstTransitivePtr.h"
 
- #include "MetaString.h"
 
- #include "ResourceSet.h"
 
- #include "TurnTimerInfo.h"
 
- #include "int3.h"
 
- #include "battle/BattleAction.h"
 
- #include "battle/CObstacleInstance.h"
 
- #include "gameState/EVictoryLossCheckResult.h"
 
- #include "gameState/TavernSlot.h"
 
- #include "gameState/QuestInfo.h"
 
- #include "mapObjects/CGHeroInstance.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 Query : public CPackForClient
 
- {
 
- 	QueryID queryID; // equals to -1 if it is not an actual query (and should not be answered)
 
- };
 
- struct StackLocation
 
- {
 
- 	ConstTransitivePtr<CArmedInstance> army;
 
- 	SlotID slot;
 
- 	StackLocation() = default;
 
- 	StackLocation(const CArmedInstance * Army, const SlotID & Slot)
 
- 		: army(const_cast<CArmedInstance *>(Army))  //we are allowed here to const cast -> change will go through one of our packages... do not abuse!
 
- 		, slot(Slot)
 
- 	{
 
- 	}
 
- 	DLL_LINKAGE const CStackInstance * getStack();
 
- 	template <typename Handler> void serialize(Handler & h, const int version)
 
- 	{
 
- 		h & army;
 
- 		h & slot;
 
- 	}
 
- };
 
- /***********************************************************************************************************/
 
- struct DLL_LINKAGE PackageApplied : public CPackForClient
 
- {
 
- 	PackageApplied() = default;
 
- 	PackageApplied(ui8 Result)
 
- 		: result(Result)
 
- 	{
 
- 	}
 
- 	virtual 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, const int version)
 
- 	{
 
- 		h & result;
 
- 		h & packType;
 
- 		h & requestID;
 
- 		h & player;
 
- 	}
 
- };
 
- struct DLL_LINKAGE SystemMessage : public CPackForClient
 
- {
 
- 	SystemMessage(std::string Text)
 
- 		: text(std::move(Text))
 
- 	{
 
- 	}
 
- 	SystemMessage() = default;
 
- 	virtual void visitTyped(ICPackVisitor & visitor) override;
 
- 	std::string text;
 
- 	template <typename Handler> void serialize(Handler & h, const int version)
 
- 	{
 
- 		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;
 
- 	virtual void visitTyped(ICPackVisitor & visitor) override;
 
- 	template <typename Handler> void serialize(Handler & h, const int version)
 
- 	{
 
- 		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;
 
- 	virtual void visitTyped(ICPackVisitor & visitor) override;
 
- 	template <typename Handler> void serialize(Handler & h, const int version)
 
- 	{
 
- 		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, const int version)
 
- 	{
 
- 		h & player;
 
- 		h & turnTimer;
 
- 	}
 
- };
 
- struct DLL_LINKAGE PlayerStartsTurn : public Query
 
- {
 
- 	void applyGs(CGameState * gs) const;
 
- 	PlayerColor player;
 
- 	virtual void visitTyped(ICPackVisitor & visitor) override;
 
- 	template <typename Handler> void serialize(Handler & h, const int version)
 
- 	{
 
- 		h & queryID;
 
- 		h & player;
 
- 	}
 
- };
 
- struct DLL_LINKAGE DaysWithoutTown : public CPackForClient
 
- {
 
- 	void applyGs(CGameState * gs) const;
 
- 	PlayerColor player;
 
- 	std::optional<int32_t> daysWithoutCastle;
 
- 	virtual void visitTyped(ICPackVisitor & visitor) override;
 
- 	template <typename Handler> void serialize(Handler & h, const int version)
 
- 	{
 
- 		h & player;
 
- 		h & daysWithoutCastle;
 
- 	}
 
- };
 
- struct DLL_LINKAGE EntitiesChanged : public CPackForClient
 
- {
 
- 	std::vector<EntityChanges> changes;
 
- 	void applyGs(CGameState * gs);
 
- 	virtual void visitTyped(ICPackVisitor & visitor) override;
 
- 	template <typename Handler> void serialize(Handler & h, const int version)
 
- 	{
 
- 		h & changes;
 
- 	}
 
- };
 
- struct DLL_LINKAGE SetResources : public CPackForClient
 
- {
 
- 	void applyGs(CGameState * gs) const;
 
- 	virtual void visitTyped(ICPackVisitor & visitor) override;
 
- 	bool abs = true; //false - changes by value; 1 - sets to value
 
- 	PlayerColor player;
 
- 	TResources res; //res[resid] => res amount
 
- 	template <typename Handler> void serialize(Handler & h, const int version)
 
- 	{
 
- 		h & abs;
 
- 		h & player;
 
- 		h & res;
 
- 	}
 
- };
 
- struct DLL_LINKAGE SetPrimSkill : public CPackForClient
 
- {
 
- 	void applyGs(CGameState * gs) const;
 
- 	virtual 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, const int version)
 
- 	{
 
- 		h & abs;
 
- 		h & id;
 
- 		h & which;
 
- 		h & val;
 
- 	}
 
- };
 
- struct DLL_LINKAGE SetSecSkill : public CPackForClient
 
- {
 
- 	void applyGs(CGameState * gs) const;
 
- 	virtual 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, const int version)
 
- 	{
 
- 		h & abs;
 
- 		h & id;
 
- 		h & which;
 
- 		h & val;
 
- 	}
 
- };
 
- struct DLL_LINKAGE HeroVisitCastle : public CPackForClient
 
- {
 
- 	void applyGs(CGameState * gs) const;
 
- 	virtual void visitTyped(ICPackVisitor & visitor) override;
 
- 	ui8 flags = 0; //1 - start
 
- 	ObjectInstanceID tid, hid;
 
- 	bool start() const //if hero is entering castle (if false - leaving)
 
- 	{
 
- 		return flags & 1;
 
- 	}
 
- 	template <typename Handler> void serialize(Handler & h, const int version)
 
- 	{
 
- 		h & flags;
 
- 		h & tid;
 
- 		h & hid;
 
- 	}
 
- };
 
- struct DLL_LINKAGE ChangeSpells : public CPackForClient
 
- {
 
- 	void applyGs(CGameState * gs);
 
- 	virtual 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, const int version)
 
- 	{
 
- 		h & learn;
 
- 		h & hid;
 
- 		h & spells;
 
- 	}
 
- };
 
- struct DLL_LINKAGE SetMana : public CPackForClient
 
- {
 
- 	void applyGs(CGameState * gs) const;
 
- 	virtual void visitTyped(ICPackVisitor & visitor) override;
 
- 	ObjectInstanceID hid;
 
- 	si32 val = 0;
 
- 	bool absolute = true;
 
- 	template <typename Handler> void serialize(Handler & h, const int version)
 
- 	{
 
- 		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;
 
- 	virtual void visitTyped(ICPackVisitor & visitor) override;
 
- 	template <typename Handler> void serialize(Handler & h, const int version)
 
- 	{
 
- 		h & val;
 
- 		h & hid;
 
- 		h & absolute;
 
- 	}
 
- };
 
- struct DLL_LINKAGE FoWChange : public CPackForClient
 
- {
 
- 	void applyGs(CGameState * gs);
 
- 	std::unordered_set<int3> tiles;
 
- 	PlayerColor player;
 
- 	ui8 mode = 0; //mode==0 - hide, mode==1 - reveal
 
- 	bool waitForDialogs = false;
 
- 	virtual void visitTyped(ICPackVisitor & visitor) override;
 
- 	template <typename Handler> void serialize(Handler & h, const int version)
 
- 	{
 
- 		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;
 
- 	virtual void visitTyped(ICPackVisitor & visitor) override;
 
- 	template <typename Handler> void serialize(Handler & h, const int version)
 
- 	{
 
- 		h & slotID;
 
- 		h & roleID;
 
- 		h & player;
 
- 		h & hid;
 
- 		h & army;
 
- 	}
 
- };
 
- struct DLL_LINKAGE GiveBonus : public CPackForClient
 
- {
 
- 	enum class ETarget : ui8 { HERO, PLAYER, TOWN, BATTLE };
 
- 	
 
- 	GiveBonus(ETarget Who = ETarget::HERO)
 
- 		:who(Who)
 
- 	{
 
- 	}
 
- 	void applyGs(CGameState * gs);
 
- 	ETarget who = ETarget::HERO; //who receives bonus
 
- 	si32 id = 0; //hero. town or player id - whoever receives it
 
- 	Bonus bonus;
 
- 	MetaString bdescr;
 
- 	virtual void visitTyped(ICPackVisitor & visitor) override;
 
- 	template <typename Handler> void serialize(Handler & h, const int version)
 
- 	{
 
- 		h & bonus;
 
- 		h & id;
 
- 		h & bdescr;
 
- 		h & who;
 
- 		assert(id != -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;
 
- 	virtual void visitTyped(ICPackVisitor & visitor) override;
 
- 	template <typename Handler> void serialize(Handler & h, const int version)
 
- 	{
 
- 		h & objid;
 
- 		h & nPos;
 
- 		h & initiator;
 
- 	}
 
- };
 
- struct DLL_LINKAGE PlayerEndsTurn : public CPackForClient
 
- {
 
- 	void applyGs(CGameState * gs) const;
 
- 	PlayerColor player;
 
- 	virtual void visitTyped(ICPackVisitor & visitor) override;
 
- 	template <typename Handler> void serialize(Handler & h, const int version)
 
- 	{
 
- 		h & player;
 
- 	}
 
- };
 
- struct DLL_LINKAGE PlayerEndsGame : public CPackForClient
 
- {
 
- 	void applyGs(CGameState * gs) const;
 
- 	PlayerColor player;
 
- 	EVictoryLossCheckResult victoryLossCheckResult;
 
- 	virtual void visitTyped(ICPackVisitor & visitor) override;
 
- 	template <typename Handler> void serialize(Handler & h, const int version)
 
- 	{
 
- 		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
 
- 	virtual void visitTyped(ICPackVisitor & visitor) override;
 
- 	template <typename Handler> void serialize(Handler & h, const int version)
 
- 	{
 
- 		h & players;
 
- 		h & playerConnectionId;
 
- 	}
 
- };
 
- struct DLL_LINKAGE RemoveBonus : public CPackForClient
 
- {
 
- 	RemoveBonus(GiveBonus::ETarget Who = GiveBonus::ETarget::HERO)
 
- 		:who(Who)
 
- 	{
 
- 	}
 
- 	void applyGs(CGameState * gs);
 
- 	GiveBonus::ETarget who; //who receives bonus
 
- 	ui32 whoID = 0; //hero, town or player id - whoever loses bonus
 
- 	//vars to identify bonus: its source
 
- 	ui8 source = 0;
 
- 	ui32 id = 0; //source id
 
- 	//used locally: copy of removed bonus
 
- 	Bonus bonus;
 
- 	virtual void visitTyped(ICPackVisitor & visitor) override;
 
- 	template <typename Handler> void serialize(Handler & h, const int version)
 
- 	{
 
- 		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;
 
- 	virtual void visitTyped(ICPackVisitor & visitor) override;
 
- 	template <typename Handler> void serialize(Handler & h, const int version)
 
- 	{
 
- 		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;
 
- 	virtual void visitTyped(ICPackVisitor & visitor) override;
 
- 	template <typename Handler> void serialize(Handler & h, const int version)
 
- 	{
 
- 		h & player;
 
- 		h & quest;
 
- 	}
 
- };
 
- struct DLL_LINKAGE UpdateArtHandlerLists : public CPackForClient
 
- {
 
- 	std::vector<CArtifact *> treasures, minors, majors, relics;
 
- 	void applyGs(CGameState * gs) const;
 
- 	virtual void visitTyped(ICPackVisitor & visitor) override;
 
- 	template <typename Handler> void serialize(Handler & h, const int version)
 
- 	{
 
- 		h & treasures;
 
- 		h & minors;
 
- 		h & majors;
 
- 		h & relics;
 
- 	}
 
- };
 
- struct DLL_LINKAGE UpdateMapEvents : public CPackForClient
 
- {
 
- 	std::list<CMapEvent> events;
 
- 	void applyGs(CGameState * gs) const;
 
- 	virtual void visitTyped(ICPackVisitor & visitor) override;
 
- 	template <typename Handler> void serialize(Handler & h, const int version)
 
- 	{
 
- 		h & events;
 
- 	}
 
- };
 
- struct DLL_LINKAGE UpdateCastleEvents : public CPackForClient
 
- {
 
- 	ObjectInstanceID town;
 
- 	std::list<CCastleEvent> events;
 
- 	void applyGs(CGameState * gs) const;
 
- 	virtual void visitTyped(ICPackVisitor & visitor) override;
 
- 	template <typename Handler> void serialize(Handler & h, const int version)
 
- 	{
 
- 		h & town;
 
- 		h & events;
 
- 	}
 
- };
 
- struct DLL_LINKAGE ChangeFormation : public CPackForClient
 
- {
 
- 	ObjectInstanceID hid;
 
- 	ui8 formation = 0;
 
- 	void applyGs(CGameState * gs) const;
 
- 	virtual void visitTyped(ICPackVisitor & visitor) override;
 
- 	template <typename Handler> void serialize(Handler & h, const int version)
 
- 	{
 
- 		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);
 
- 	virtual 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, const int version)
 
- 	{
 
- 		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, end; //h3m format
 
- 	std::unordered_set<int3> fowRevealed; //revealed tiles
 
- 	std::optional<int3> attackedFrom; // Set when stepping into endangered tile.
 
- 	virtual void visitTyped(ICPackVisitor & visitor) override;
 
- 	bool stopMovement() const
 
- 	{
 
- 		return result != SUCCESS && result != EMBARK && result != DISEMBARK && result != TELEPORTATION;
 
- 	}
 
- 	template <typename Handler> void serialize(Handler & h, const int version)
 
- 	{
 
- 		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;
 
- 	virtual void visitTyped(ICPackVisitor & visitor) override;
 
- 	template <typename Handler> void serialize(Handler & h, const int version)
 
- 	{
 
- 		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;
 
- 	virtual void visitTyped(ICPackVisitor & visitor) override;
 
- 	template <typename Handler> void serialize(Handler & h, const int version)
 
- 	{
 
- 		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;
 
- 	virtual void visitTyped(ICPackVisitor & visitor) override;
 
- 	template <typename Handler> void serialize(Handler & h, const int version)
 
- 	{
 
- 		h & tid;
 
- 		h & creatures;
 
- 	}
 
- };
 
- struct DLL_LINKAGE SetHeroesInTown : public CPackForClient
 
- {
 
- 	void applyGs(CGameState * gs) const;
 
- 	ObjectInstanceID tid, visiting, garrison; //id of town, visiting hero, hero in garrison
 
- 	virtual void visitTyped(ICPackVisitor & visitor) override;
 
- 	template <typename Handler> void serialize(Handler & h, const int version)
 
- 	{
 
- 		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;
 
- 	virtual void visitTyped(ICPackVisitor & visitor) override;
 
- 	template <typename Handler> void serialize(Handler & h, const int version)
 
- 	{
 
- 		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;
 
- 	virtual void visitTyped(ICPackVisitor & visitor) override;
 
- 	template <typename Handler> void serialize(Handler & h, const int version)
 
- 	{
 
- 		h & id;
 
- 		h & boatId;
 
- 		h & player;
 
- 	}
 
- };
 
- struct DLL_LINKAGE OpenWindow : public CPackForClient
 
- {
 
- 	EOpenWindowMode window;
 
- 	si32 id1 = -1;
 
- 	si32 id2 = -1;
 
- 	virtual void visitTyped(ICPackVisitor & visitor) override;
 
- 	template <typename Handler> void serialize(Handler & h, const int version)
 
- 	{
 
- 		h & window;
 
- 		h & id1;
 
- 		h & id2;
 
- 	}
 
- };
 
- struct DLL_LINKAGE NewObject : public CPackForClient
 
- {
 
- 	void applyGs(CGameState * gs);
 
- 	/// Object ID to create
 
- 	Obj ID;
 
- 	/// Object secondary ID to create
 
- 	ui32 subID = 0;
 
- 	/// 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
 
- 	virtual void visitTyped(ICPackVisitor & visitor) override;
 
- 	template <typename Handler> void serialize(Handler & h, const int version)
 
- 	{
 
- 		h & ID;
 
- 		h & subID;
 
- 		h & targetPos;
 
- 		h & initiator;
 
- 	}
 
- };
 
- struct DLL_LINKAGE SetAvailableArtifacts : public CPackForClient
 
- {
 
- 	void applyGs(CGameState * gs) const;
 
- 	si32 id = 0; //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;
 
- 	virtual void visitTyped(ICPackVisitor & visitor) override;
 
- 	template <typename Handler> void serialize(Handler & h, const int version)
 
- 	{
 
- 		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);
 
- 	virtual void visitTyped(ICPackVisitor & visitor) override;
 
- 	template <typename Handler> void serialize(Handler & h, const int version)
 
- 	{
 
- 		h & army;
 
- 		h & slot;
 
- 		h & count;
 
- 		h & absoluteValue;
 
- 	}
 
- };
 
- struct DLL_LINKAGE SetStackType : CGarrisonOperationPack
 
- {
 
- 	ObjectInstanceID army;
 
- 	SlotID slot;
 
- 	CreatureID type;
 
- 	void applyGs(CGameState * gs);
 
- 	virtual void visitTyped(ICPackVisitor & visitor) override;
 
- 	template <typename Handler> void serialize(Handler & h, const int version)
 
- 	{
 
- 		h & army;
 
- 		h & slot;
 
- 		h & type;
 
- 	}
 
- };
 
- struct DLL_LINKAGE EraseStack : CGarrisonOperationPack
 
- {
 
- 	ObjectInstanceID army;
 
- 	SlotID slot;
 
- 	void applyGs(CGameState * gs);
 
- 	virtual void visitTyped(ICPackVisitor & visitor) override;
 
- 	template <typename Handler> void serialize(Handler & h, const int version)
 
- 	{
 
- 		h & army;
 
- 		h & slot;
 
- 	}
 
- };
 
- struct DLL_LINKAGE SwapStacks : CGarrisonOperationPack
 
- {
 
- 	ObjectInstanceID srcArmy;
 
- 	ObjectInstanceID dstArmy;
 
- 	SlotID srcSlot;
 
- 	SlotID dstSlot;
 
- 	void applyGs(CGameState * gs);
 
- 	virtual void visitTyped(ICPackVisitor & visitor) override;
 
- 	template <typename Handler> void serialize(Handler & h, const int version)
 
- 	{
 
- 		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);
 
- 	virtual void visitTyped(ICPackVisitor & visitor) override;
 
- 	template <typename Handler> void serialize(Handler & h, const int version)
 
- 	{
 
- 		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);
 
- 	virtual void visitTyped(ICPackVisitor & visitor) override;
 
- 	template <typename Handler> void serialize(Handler & h, const int version)
 
- 	{
 
- 		h & srcArmy;
 
- 		h & dstArmy;
 
- 		h & srcSlot;
 
- 		h & dstSlot;
 
- 		h & count;
 
- 	}
 
- };
 
- struct DLL_LINKAGE BulkRebalanceStacks : CGarrisonOperationPack
 
- {
 
- 	std::vector<RebalanceStacks> moves;
 
- 	void applyGs(CGameState * gs);
 
- 	virtual void visitTyped(ICPackVisitor & visitor) override;
 
- 	template <typename Handler>
 
- 	void serialize(Handler & h, const int version)
 
- 	{
 
- 		h & moves;
 
- 	}
 
- };
 
- struct DLL_LINKAGE BulkSmartRebalanceStacks : CGarrisonOperationPack
 
- {
 
- 	std::vector<RebalanceStacks> moves;
 
- 	std::vector<ChangeStackCount> changes;
 
- 	void applyGs(CGameState * gs);
 
- 	virtual void visitTyped(ICPackVisitor & visitor) override;
 
- 	template <typename Handler>
 
- 	void serialize(Handler & h, const int version)
 
- 	{
 
- 		h & moves;
 
- 		h & changes;
 
- 	}
 
- };
 
- struct GetEngagedHeroIds
 
- {
 
- 	std::optional<ObjectInstanceID> operator()(const ConstTransitivePtr<CGHeroInstance> & h) const
 
- 	{
 
- 		return h->id;
 
- 	}
 
- 	std::optional<ObjectInstanceID> operator()(const ConstTransitivePtr<CStackInstance> & s) const
 
- 	{
 
- 		if(s->armyObj && s->armyObj->ID == Obj::HERO)
 
- 			return s->armyObj->id;
 
- 		return std::optional<ObjectInstanceID>();
 
- 	}
 
- };
 
- struct DLL_LINKAGE CArtifactOperationPack : CPackForClient
 
- {
 
- };
 
- struct DLL_LINKAGE PutArtifact : CArtifactOperationPack
 
- {
 
- 	PutArtifact() = default;
 
- 	PutArtifact(ArtifactLocation * dst, bool askAssemble = true)
 
- 		: al(*dst), askAssemble(askAssemble)
 
- 	{
 
- 	}
 
- 	ArtifactLocation al;
 
- 	bool askAssemble = false;
 
- 	ConstTransitivePtr<CArtifactInstance> art;
 
- 	void applyGs(CGameState * gs);
 
- 	virtual void visitTyped(ICPackVisitor & visitor) override;
 
- 	template <typename Handler> void serialize(Handler & h, const int version)
 
- 	{
 
- 		h & al;
 
- 		h & askAssemble;
 
- 		h & art;
 
- 	}
 
- };
 
- struct DLL_LINKAGE NewArtifact : public CArtifactOperationPack
 
- {
 
- 	ConstTransitivePtr<CArtifactInstance> art;
 
- 	void applyGs(CGameState * gs);
 
- 	virtual void visitTyped(ICPackVisitor & visitor) override;
 
- 	template <typename Handler> void serialize(Handler & h, const int version)
 
- 	{
 
- 		h & art;
 
- 	}
 
- };
 
- struct DLL_LINKAGE EraseArtifact : CArtifactOperationPack
 
- {
 
- 	ArtifactLocation al;
 
- 	void applyGs(CGameState * gs);
 
- 	virtual void visitTyped(ICPackVisitor & visitor) override;
 
- 	template <typename Handler> void serialize(Handler & h, const int version)
 
- 	{
 
- 		h & al;
 
- 	}
 
- };
 
- struct DLL_LINKAGE MoveArtifact : CArtifactOperationPack
 
- {
 
- 	MoveArtifact() = default;
 
- 	MoveArtifact(ArtifactLocation * src, ArtifactLocation * dst, bool askAssemble = true)
 
- 		: src(*src), dst(*dst), askAssemble(askAssemble)
 
- 	{
 
- 	}
 
- 	ArtifactLocation src, dst;
 
- 	bool askAssemble = true;
 
- 	void applyGs(CGameState * gs);
 
- 	virtual void visitTyped(ICPackVisitor & visitor) override;
 
- 	template <typename Handler> void serialize(Handler & h, const int version)
 
- 	{
 
- 		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, const int version)
 
- 		{
 
- 			h & srcPos;
 
- 			h & dstPos;
 
- 		}
 
- 	};
 
- 	TArtHolder srcArtHolder;
 
- 	TArtHolder dstArtHolder;
 
- 	BulkMoveArtifacts()
 
- 		: swap(false)
 
- 	{
 
- 	}
 
- 	BulkMoveArtifacts(TArtHolder srcArtHolder, TArtHolder dstArtHolder, bool swap)
 
- 		: srcArtHolder(std::move(std::move(srcArtHolder)))
 
- 		, dstArtHolder(std::move(std::move(dstArtHolder)))
 
- 		, swap(swap)
 
- 	{
 
- 	}
 
- 	void applyGs(CGameState * gs);
 
- 	std::vector<LinkedSlots> artsPack0;
 
- 	std::vector<LinkedSlots> artsPack1;
 
- 	bool swap;
 
- 	CArtifactSet * getSrcHolderArtSet();
 
- 	CArtifactSet * getDstHolderArtSet();
 
- 	virtual void visitTyped(ICPackVisitor & visitor) override;
 
- 	template <typename Handler> void serialize(Handler & h, const int version)
 
- 	{
 
- 		h & artsPack0;
 
- 		h & artsPack1;
 
- 		h & srcArtHolder;
 
- 		h & dstArtHolder;
 
- 		h & swap;
 
- 	}
 
- };
 
- struct DLL_LINKAGE AssembledArtifact : CArtifactOperationPack
 
- {
 
- 	ArtifactLocation al; //where assembly will be put
 
- 	CArtifact * builtArt;
 
- 	void applyGs(CGameState * gs);
 
- 	virtual void visitTyped(ICPackVisitor & visitor) override;
 
- 	template <typename Handler> void serialize(Handler & h, const int version)
 
- 	{
 
- 		h & al;
 
- 		h & builtArt;
 
- 	}
 
- };
 
- struct DLL_LINKAGE DisassembledArtifact : CArtifactOperationPack
 
- {
 
- 	ArtifactLocation al;
 
- 	void applyGs(CGameState * gs);
 
- 	virtual void visitTyped(ICPackVisitor & visitor) override;
 
- 	template <typename Handler> void serialize(Handler & h, const int version)
 
- 	{
 
- 		h & al;
 
- 	}
 
- };
 
- struct DLL_LINKAGE HeroVisit : public CPackForClient
 
- {
 
- 	PlayerColor player;
 
- 	ObjectInstanceID heroId;
 
- 	ObjectInstanceID objId;
 
- 	bool starting; //false -> ending
 
- 	void applyGs(CGameState * gs);
 
- 	virtual void visitTyped(ICPackVisitor & visitor) override;
 
- 	template <typename Handler> void serialize(Handler & h, const int version)
 
- 	{
 
- 		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);
 
- 	virtual void visitTyped(ICPackVisitor & visitor) override;
 
- 	struct Hero
 
- 	{
 
- 		ObjectInstanceID id;
 
- 		ui32 move, mana; //id is a general serial id
 
- 		template <typename Handler> void serialize(Handler & h, const int version)
 
- 		{
 
- 			h & id;
 
- 			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, TResources> 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, const int version)
 
- 	{
 
- 		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;
 
- 	virtual void visitTyped(ICPackVisitor & visitor) override;
 
- 	template <typename Handler> void serialize(Handler & h, const int version)
 
- 	{
 
- 		h & type;
 
- 		h & text;
 
- 		h & components;
 
- 		h & player;
 
- 		h & soundID;
 
- 	}
 
- 	InfoWindow() = default;
 
- };
 
- namespace ObjProperty
 
- {
 
- 	enum
 
- 	{
 
- 		OWNER = 1, BLOCKVIS = 2, PRIMARY_STACK_COUNT = 3, VISITORS = 4, VISITED = 5, ID = 6, AVAILABLE_CREATURE = 7, SUBID = 8,
 
- 		MONSTER_COUNT = 10, MONSTER_POWER = 11, MONSTER_EXP = 12, MONSTER_RESTORE_TYPE = 13, MONSTER_REFUSED_JOIN,
 
- 		//town-specific
 
- 		STRUCTURE_ADD_VISITING_HERO, STRUCTURE_CLEAR_VISITORS, STRUCTURE_ADD_GARRISONED_HERO,  //changing buildings state
 
- 		BONUS_VALUE_FIRST, BONUS_VALUE_SECOND, //used in Rampart for special building that generates resources (storing resource type and quantity)
 
- 		//creature-bank specific
 
- 		BANK_DAYCOUNTER, BANK_RESET, BANK_CLEAR,
 
- 		//object with reward
 
- 		REWARD_RANDOMIZE, REWARD_SELECT, REWARD_CLEARED
 
- 	};
 
- }
 
- struct DLL_LINKAGE SetObjectProperty : public CPackForClient
 
- {
 
- 	void applyGs(CGameState * gs) const;
 
- 	ObjectInstanceID id;
 
- 	ui8 what = 0; // see ObjProperty enum
 
- 	ui32 val = 0;
 
- 	SetObjectProperty() = default;
 
- 	SetObjectProperty(const ObjectInstanceID & ID, ui8 What, ui32 Val)
 
- 		: id(ID)
 
- 		, what(What)
 
- 		, val(Val)
 
- 	{
 
- 	}
 
- 	virtual void visitTyped(ICPackVisitor & visitor) override;
 
- 	template <typename Handler> void serialize(Handler & h, const int version)
 
- 	{
 
- 		h & id;
 
- 		h & what;
 
- 		h & val;
 
- 	}
 
- };
 
- 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_REMOVE,   // unmark visitor, reversed to ADD
 
- 		VISITOR_CLEAR     // clear all visitors from this object (object reset)
 
- 	};
 
- 	ui32 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;
 
- 	virtual void visitTyped(ICPackVisitor & visitor) override;
 
- 	ChangeObjectVisitors() = default;
 
- 	ChangeObjectVisitors(ui32 mode, const ObjectInstanceID & object, const ObjectInstanceID & heroID = ObjectInstanceID(-1))
 
- 		: mode(mode)
 
- 		, object(object)
 
- 		, hero(heroID)
 
- 	{
 
- 	}
 
- 	template <typename Handler> void serialize(Handler & h, const int version)
 
- 	{
 
- 		h & object;
 
- 		h & hero;
 
- 		h & mode;
 
- 	}
 
- };
 
- struct DLL_LINKAGE PrepareHeroLevelUp : public CPackForClient
 
- {
 
- 	ObjectInstanceID heroId;
 
- 	/// Do not serialize, used by server only
 
- 	std::vector<SecondarySkill> skills;
 
- 	void applyGs(CGameState * gs);
 
- 	virtual void visitTyped(ICPackVisitor & visitor) override;
 
- 	template <typename Handler> void serialize(Handler & h, const int version)
 
- 	{
 
- 		h & heroId;
 
- 	}
 
- };
 
- struct DLL_LINKAGE HeroLevelUp : public Query
 
- {
 
- 	PlayerColor player;
 
- 	ObjectInstanceID heroId;
 
- 	PrimarySkill primskill = PrimarySkill::ATTACK;
 
- 	std::vector<SecondarySkill> skills;
 
- 	void applyGs(CGameState * gs) const;
 
- 	virtual void visitTyped(ICPackVisitor & visitor) override;
 
- 	template <typename Handler> void serialize(Handler & h, const int version)
 
- 	{
 
- 		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;
 
- 	virtual void visitTyped(ICPackVisitor & visitor) override;
 
- 	template <typename Handler> void serialize(Handler & h, const int version)
 
- 	{
 
- 		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 };
 
- 	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;
 
- 	}
 
- 	BlockingDialog(bool yesno, bool Selection)
 
- 	{
 
- 		if(yesno) flags |= ALLOW_CANCEL;
 
- 		if(Selection) flags |= SELECTION;
 
- 	}
 
- 	BlockingDialog() = default;
 
- 	virtual void visitTyped(ICPackVisitor & visitor) override;
 
- 	template <typename Handler> void serialize(Handler & h, const int version)
 
- 	{
 
- 		h & queryID;
 
- 		h & text;
 
- 		h & components;
 
- 		h & player;
 
- 		h & flags;
 
- 		h & soundID;
 
- 	}
 
- };
 
- struct DLL_LINKAGE GarrisonDialog : public Query
 
- {
 
- 	ObjectInstanceID objid, hid;
 
- 	bool removableUnits = false;
 
- 	virtual void visitTyped(ICPackVisitor & visitor) override;
 
- 	template <typename Handler> void serialize(Handler & h, const int version)
 
- 	{
 
- 		h & queryID;
 
- 		h & objid;
 
- 		h & hid;
 
- 		h & removableUnits;
 
- 	}
 
- };
 
- struct DLL_LINKAGE ExchangeDialog : public Query
 
- {
 
- 	PlayerColor player;
 
- 	ObjectInstanceID hero1;
 
- 	ObjectInstanceID hero2;
 
- 	virtual void visitTyped(ICPackVisitor & visitor) override;
 
- 	template <typename Handler> void serialize(Handler & h, const int version)
 
- 	{
 
- 		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;
 
- 	virtual void visitTyped(ICPackVisitor & visitor) override;
 
- 	template <typename Handler> void serialize(Handler & h, const int version)
 
- 	{
 
- 		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;
 
- 	virtual void visitTyped(ICPackVisitor & visitor) override;
 
- 	template <typename Handler> void serialize(Handler & h, const int version)
 
- 	{
 
- 		h & queryID;
 
- 		h & player;
 
- 		h & icon;
 
- 		h & title;
 
- 		h & description;
 
- 		h & objects;
 
- 	}
 
- };
 
- struct DLL_LINKAGE BattleStart : public CPackForClient
 
- {
 
- 	void applyGs(CGameState * gs) const;
 
- 	BattleID battleID = BattleID::NONE;
 
- 	BattleInfo * info = nullptr;
 
- 	virtual void visitTyped(ICPackVisitor & visitor) override;
 
- 	template <typename Handler> void serialize(Handler & h, const int version)
 
- 	{
 
- 		h & battleID;
 
- 		h & info;
 
- 		assert(battleID != BattleID::NONE);
 
- 	}
 
- };
 
- struct DLL_LINKAGE BattleNextRound : public CPackForClient
 
- {
 
- 	void applyGs(CGameState * gs) const;
 
- 	BattleID battleID = BattleID::NONE;
 
- 	virtual void visitTyped(ICPackVisitor & visitor) override;
 
- 	template <typename Handler> void serialize(Handler & h, const int version)
 
- 	{
 
- 		h & battleID;
 
- 		assert(battleID != BattleID::NONE);
 
- 	}
 
- };
 
- struct DLL_LINKAGE BattleSetActiveStack : public CPackForClient
 
- {
 
- 	void applyGs(CGameState * gs) const;
 
- 	BattleID battleID = BattleID::NONE;
 
- 	ui32 stack = 0;
 
- 	ui8 askPlayerInterface = true;
 
- 	virtual void visitTyped(ICPackVisitor & visitor) override;
 
- 	template <typename Handler> void serialize(Handler & h, const int version)
 
- 	{
 
- 		h & battleID;
 
- 		h & stack;
 
- 		h & askPlayerInterface;
 
- 		assert(battleID != BattleID::NONE);
 
- 	}
 
- };
 
- struct DLL_LINKAGE BattleCancelled: public CPackForClient
 
- {
 
- 	void applyGs(CGameState * gs) const;
 
- 	BattleID battleID = BattleID::NONE;
 
- 	template <typename Handler> void serialize(Handler & h, const int version)
 
- 	{
 
- 		h & battleID;
 
- 		assert(battleID != BattleID::NONE);
 
- 	}
 
- };
 
- struct DLL_LINKAGE BattleResultAccepted : public CPackForClient
 
- {
 
- 	void applyGs(CGameState * gs) const;
 
- 	struct HeroBattleResults
 
- 	{
 
- 		HeroBattleResults()
 
- 			: hero(nullptr), army(nullptr), exp(0) {}
 
- 		CGHeroInstance * hero;
 
- 		CArmedInstance * army;
 
- 		TExpType exp;
 
- 		template <typename Handler> void serialize(Handler & h, const int version)
 
- 		{
 
- 			h & hero;
 
- 			h & army;
 
- 			h & exp;
 
- 		}
 
- 	};
 
- 	BattleID battleID = BattleID::NONE;
 
- 	std::array<HeroBattleResults, 2> heroResult;
 
- 	ui8 winnerSide;
 
- 	template <typename Handler> void serialize(Handler & h, const int version)
 
- 	{
 
- 		h & battleID;
 
- 		h & heroResult;
 
- 		h & winnerSide;
 
- 		assert(battleID != BattleID::NONE);
 
- 	}
 
- };
 
- struct DLL_LINKAGE BattleResult : public Query
 
- {
 
- 	void applyFirstCl(CClient * cl);
 
- 	BattleID battleID = BattleID::NONE;
 
- 	EBattleResult result = EBattleResult::NORMAL;
 
- 	ui8 winner = 2; //0 - attacker, 1 - defender, [2 - draw (should be possible?)]
 
- 	std::map<ui32, si32> casualties[2]; //first => casualties of attackers - map crid => number
 
- 	TExpType exp[2] = {0, 0}; //exp for attacker and defender
 
- 	std::set<ArtifactInstanceID> artifacts; //artifacts taken from loser to winner - currently unused
 
- 	virtual void visitTyped(ICPackVisitor & visitor) override;
 
- 	template <typename Handler> void serialize(Handler & h, const int version)
 
- 	{
 
- 		h & battleID;
 
- 		h & queryID;
 
- 		h & result;
 
- 		h & winner;
 
- 		h & casualties[0];
 
- 		h & casualties[1];
 
- 		h & exp;
 
- 		h & artifacts;
 
- 		assert(battleID != BattleID::NONE);
 
- 	}
 
- };
 
- struct DLL_LINKAGE BattleLogMessage : public CPackForClient
 
- {
 
- 	BattleID battleID = BattleID::NONE;
 
- 	std::vector<MetaString> lines;
 
- 	void applyGs(CGameState * gs);
 
- 	void applyBattle(IBattleState * battleState);
 
- 	virtual void visitTyped(ICPackVisitor & visitor) override;
 
- 	template <typename Handler> void serialize(Handler & h, const int version)
 
- 	{
 
- 		h & battleID;
 
- 		h & lines;
 
- 		assert(battleID != BattleID::NONE);
 
- 	}
 
- };
 
- struct DLL_LINKAGE BattleStackMoved : public CPackForClient
 
- {
 
- 	BattleID battleID = BattleID::NONE;
 
- 	ui32 stack = 0;
 
- 	std::vector<BattleHex> tilesToMove;
 
- 	int distance = 0;
 
- 	bool teleporting = false;
 
- 	void applyGs(CGameState * gs);
 
- 	void applyBattle(IBattleState * battleState);
 
- 	virtual void visitTyped(ICPackVisitor & visitor) override;
 
- 	template <typename Handler> void serialize(Handler & h, const int version)
 
- 	{
 
- 		h & battleID;
 
- 		h & stack;
 
- 		h & tilesToMove;
 
- 		h & distance;
 
- 		h & teleporting;
 
- 		assert(battleID != BattleID::NONE);
 
- 	}
 
- };
 
- struct DLL_LINKAGE BattleUnitsChanged : public CPackForClient
 
- {
 
- 	void applyGs(CGameState * gs);
 
- 	void applyBattle(IBattleState * battleState);
 
- 	BattleID battleID = BattleID::NONE;
 
- 	std::vector<UnitChanges> changedStacks;
 
- 	virtual void visitTyped(ICPackVisitor & visitor) override;
 
- 	template <typename Handler> void serialize(Handler & h, const int version)
 
- 	{
 
- 		h & battleID;
 
- 		h & changedStacks;
 
- 		assert(battleID != BattleID::NONE);
 
- 	}
 
- };
 
- struct BattleStackAttacked
 
- {
 
- 	DLL_LINKAGE void applyGs(CGameState * gs);
 
- 	DLL_LINKAGE void applyBattle(IBattleState * battleState);
 
- 	BattleID battleID = BattleID::NONE;
 
- 	ui32 stackAttacked = 0, attackerID = 0;
 
- 	ui32 killedAmount = 0;
 
- 	int64_t damageAmount = 0;
 
- 	UnitChanges newState;
 
- 	enum EFlags { KILLED = 1, SECONDARY = 2, REBIRTH = 4, CLONE_KILLED = 8, SPELL_EFFECT = 16, FIRE_SHIELD = 32, };
 
- 	ui32 flags = 0; //uses EFlags (above)
 
- 	SpellID spellID = SpellID::NONE; //only if flag SPELL_EFFECT is set
 
- 	bool killed() const//if target stack was killed
 
- 	{
 
- 		return flags & KILLED || flags & CLONE_KILLED;
 
- 	}
 
- 	bool cloneKilled() const
 
- 	{
 
- 		return flags & CLONE_KILLED;
 
- 	}
 
- 	bool isSecondary() const//if stack was not a primary target (receives no spell effects)
 
- 	{
 
- 		return flags & SECONDARY;
 
- 	}
 
- 	///Attacked with spell (SPELL_LIKE_ATTACK)
 
- 	bool isSpell() const
 
- 	{
 
- 		return flags & SPELL_EFFECT;
 
- 	}
 
- 	bool willRebirth() const//resurrection, e.g. Phoenix
 
- 	{
 
- 		return flags & REBIRTH;
 
- 	}
 
- 	bool fireShield() const
 
- 	{
 
- 		return flags & FIRE_SHIELD;
 
- 	}
 
- 	template <typename Handler> void serialize(Handler & h, const int version)
 
- 	{
 
- 		h & battleID;
 
- 		h & stackAttacked;
 
- 		h & attackerID;
 
- 		h & newState;
 
- 		h & flags;
 
- 		h & killedAmount;
 
- 		h & damageAmount;
 
- 		h & spellID;
 
- 		assert(battleID != BattleID::NONE);
 
- 	}
 
- 	bool operator<(const BattleStackAttacked & b) const
 
- 	{
 
- 		return stackAttacked < b.stackAttacked;
 
- 	}
 
- };
 
- struct DLL_LINKAGE BattleAttack : public CPackForClient
 
- {
 
- 	void applyGs(CGameState * gs);
 
- 	BattleUnitsChanged attackerChanges;
 
- 	BattleID battleID = BattleID::NONE;
 
- 	std::vector<BattleStackAttacked> bsa;
 
- 	ui32 stackAttacking = 0;
 
- 	ui32 flags = 0; //uses Eflags (below)
 
- 	enum EFlags { SHOT = 1, COUNTER = 2, LUCKY = 4, UNLUCKY = 8, BALLISTA_DOUBLE_DMG = 16, DEATH_BLOW = 32, SPELL_LIKE = 64, LIFE_DRAIN = 128 };
 
- 	BattleHex tile;
 
- 	SpellID spellID = SpellID::NONE; //for SPELL_LIKE
 
- 	bool shot() const//distance attack - decrease number of shots
 
- 	{
 
- 		return flags & SHOT;
 
- 	}
 
- 	bool counter() const//is it counterattack?
 
- 	{
 
- 		return flags & COUNTER;
 
- 	}
 
- 	bool lucky() const
 
- 	{
 
- 		return flags & LUCKY;
 
- 	}
 
- 	bool unlucky() const
 
- 	{
 
- 		return flags & UNLUCKY;
 
- 	}
 
- 	bool ballistaDoubleDmg() const //if it's ballista attack and does double dmg
 
- 	{
 
- 		return flags & BALLISTA_DOUBLE_DMG;
 
- 	}
 
- 	bool deathBlow() const
 
- 	{
 
- 		return flags & DEATH_BLOW;
 
- 	}
 
- 	bool spellLike() const
 
- 	{
 
- 		return flags & SPELL_LIKE;
 
- 	}
 
- 	bool lifeDrain() const
 
- 	{
 
- 		return flags & LIFE_DRAIN;
 
- 	}
 
- 	virtual void visitTyped(ICPackVisitor & visitor) override;
 
- 	template <typename Handler> void serialize(Handler & h, const int version)
 
- 	{
 
- 		h & battleID;
 
- 		h & bsa;
 
- 		h & stackAttacking;
 
- 		h & flags;
 
- 		h & tile;
 
- 		h & spellID;
 
- 		h & attackerChanges;
 
- 		assert(battleID != BattleID::NONE);
 
- 	}
 
- };
 
- struct DLL_LINKAGE StartAction : public CPackForClient
 
- {
 
- 	StartAction() = default;
 
- 	StartAction(BattleAction act)
 
- 		: ba(std::move(act))
 
- 	{
 
- 	}
 
- 	void applyFirstCl(CClient * cl);
 
- 	void applyGs(CGameState * gs);
 
- 	BattleID battleID = BattleID::NONE;
 
- 	BattleAction ba;
 
- 	virtual void visitTyped(ICPackVisitor & visitor) override;
 
- 	template <typename Handler> void serialize(Handler & h, const int version)
 
- 	{
 
- 		h & battleID;
 
- 		h & ba;
 
- 		assert(battleID != BattleID::NONE);
 
- 	}
 
- };
 
- struct DLL_LINKAGE EndAction : public CPackForClient
 
- {
 
- 	virtual void visitTyped(ICPackVisitor & visitor) override;
 
- 	BattleID battleID = BattleID::NONE;
 
- 	template <typename Handler> void serialize(Handler & h, const int version)
 
- 	{
 
- 		h & battleID;
 
- 	}
 
- };
 
- struct DLL_LINKAGE BattleSpellCast : public CPackForClient
 
- {
 
- 	void applyGs(CGameState * gs) const;
 
- 	BattleID battleID = BattleID::NONE;
 
- 	bool activeCast = true;
 
- 	ui8 side = 0; //which hero did cast spell: 0 - attacker, 1 - defender
 
- 	SpellID spellID; //id of spell
 
- 	ui8 manaGained = 0; //mana channeling ability
 
- 	BattleHex tile; //destination tile (may not be set in some global/mass spells
 
- 	std::set<ui32> affectedCres; //ids of creatures affected by this spell, generally used if spell does not set any effect (like dispel or cure)
 
- 	std::set<ui32> resistedCres; // creatures that resisted the spell (e.g. Dwarves)
 
- 	std::set<ui32> reflectedCres; // creatures that reflected the spell (e.g. Magic Mirror spell)
 
- 	si32 casterStack = -1; // -1 if not cated by creature, >=0 caster stack ID
 
- 	bool castByHero = true; //if true - spell has been cast by hero, otherwise by a creature
 
- 	virtual void visitTyped(ICPackVisitor & visitor) override;
 
- 	template <typename Handler> void serialize(Handler & h, const int version)
 
- 	{
 
- 		h & battleID;
 
- 		h & side;
 
- 		h & spellID;
 
- 		h & manaGained;
 
- 		h & tile;
 
- 		h & affectedCres;
 
- 		h & resistedCres;
 
- 		h & reflectedCres;
 
- 		h & casterStack;
 
- 		h & castByHero;
 
- 		h & activeCast;
 
- 		assert(battleID != BattleID::NONE);
 
- 	}
 
- };
 
- struct DLL_LINKAGE SetStackEffect : public CPackForClient
 
- {
 
- 	void applyGs(CGameState * gs);
 
- 	void applyBattle(IBattleState * battleState);
 
- 	BattleID battleID = BattleID::NONE;
 
- 	std::vector<std::pair<ui32, std::vector<Bonus>>> toAdd;
 
- 	std::vector<std::pair<ui32, std::vector<Bonus>>> toUpdate;
 
- 	std::vector<std::pair<ui32, std::vector<Bonus>>> toRemove;
 
- 	virtual void visitTyped(ICPackVisitor & visitor) override;
 
- 	template <typename Handler> void serialize(Handler & h, const int version)
 
- 	{
 
- 		h & battleID;
 
- 		h & toAdd;
 
- 		h & toUpdate;
 
- 		h & toRemove;
 
- 		assert(battleID != BattleID::NONE);
 
- 	}
 
- };
 
- struct DLL_LINKAGE StacksInjured : public CPackForClient
 
- {
 
- 	void applyGs(CGameState * gs);
 
- 	void applyBattle(IBattleState * battleState);
 
- 	BattleID battleID = BattleID::NONE;
 
- 	std::vector<BattleStackAttacked> stacks;
 
- 	virtual void visitTyped(ICPackVisitor & visitor) override;
 
- 	template <typename Handler> void serialize(Handler & h, const int version)
 
- 	{
 
- 		h & battleID;
 
- 		h & stacks;
 
- 		assert(battleID != BattleID::NONE);
 
- 	}
 
- };
 
- struct DLL_LINKAGE BattleResultsApplied : public CPackForClient
 
- {
 
- 	BattleID battleID = BattleID::NONE;
 
- 	PlayerColor player1, player2;
 
- 	virtual void visitTyped(ICPackVisitor & visitor) override;
 
- 	template <typename Handler> void serialize(Handler & h, const int version)
 
- 	{
 
- 		h & battleID;
 
- 		h & player1;
 
- 		h & player2;
 
- 		assert(battleID != BattleID::NONE);
 
- 	}
 
- };
 
- struct DLL_LINKAGE BattleObstaclesChanged : public CPackForClient
 
- {
 
- 	void applyGs(CGameState * gs);
 
- 	void applyBattle(IBattleState * battleState);
 
- 	BattleID battleID = BattleID::NONE;
 
- 	std::vector<ObstacleChanges> changes;
 
- 	virtual void visitTyped(ICPackVisitor & visitor) override;
 
- 	template <typename Handler> void serialize(Handler & h, const int version)
 
- 	{
 
- 		h & battleID;
 
- 		h & changes;
 
- 		assert(battleID != BattleID::NONE);
 
- 	}
 
- };
 
- struct DLL_LINKAGE CatapultAttack : public CPackForClient
 
- {
 
- 	struct AttackInfo
 
- 	{
 
- 		si16 destinationTile;
 
- 		EWallPart attackedPart;
 
- 		ui8 damageDealt;
 
- 		template <typename Handler> void serialize(Handler & h, const int version)
 
- 		{
 
- 			h & destinationTile;
 
- 			h & attackedPart;
 
- 			h & damageDealt;
 
- 		}
 
- 	};
 
- 	CatapultAttack();
 
- 	~CatapultAttack() override;
 
- 	void applyGs(CGameState * gs);
 
- 	void applyBattle(IBattleState * battleState);
 
- 	BattleID battleID = BattleID::NONE;
 
- 	std::vector< AttackInfo > attackedParts;
 
- 	int attacker = -1; //if -1, then a spell caused this
 
- 	virtual void visitTyped(ICPackVisitor & visitor) override;
 
- 	template <typename Handler> void serialize(Handler & h, const int version)
 
- 	{
 
- 		h & battleID;
 
- 		h & attackedParts;
 
- 		h & attacker;
 
- 		assert(battleID != BattleID::NONE);
 
- 	}
 
- };
 
- struct DLL_LINKAGE BattleSetStackProperty : public CPackForClient
 
- {
 
- 	enum BattleStackProperty { CASTS, ENCHANTER_COUNTER, UNBIND, CLONED, HAS_CLONE };
 
- 	void applyGs(CGameState * gs) const;
 
- 	BattleID battleID = BattleID::NONE;
 
- 	int stackID = 0;
 
- 	BattleStackProperty which = CASTS;
 
- 	int val = 0;
 
- 	int absolute = 0;
 
- 	template <typename Handler> void serialize(Handler & h, const int version)
 
- 	{
 
- 		h & battleID;
 
- 		h & stackID;
 
- 		h & which;
 
- 		h & val;
 
- 		h & absolute;
 
- 		assert(battleID != BattleID::NONE);
 
- 	}
 
- protected:
 
- 	virtual void visitTyped(ICPackVisitor & visitor) override;
 
- };
 
- ///activated at the beginning of turn
 
- struct DLL_LINKAGE BattleTriggerEffect : public CPackForClient
 
- {
 
- 	void applyGs(CGameState * gs) const; //effect
 
- 	BattleID battleID = BattleID::NONE;
 
- 	int stackID = 0;
 
- 	int effect = 0; //use corresponding Bonus type
 
- 	int val = 0;
 
- 	int additionalInfo = 0;
 
- 	template <typename Handler> void serialize(Handler & h, const int version)
 
- 	{
 
- 		h & battleID;
 
- 		h & stackID;
 
- 		h & effect;
 
- 		h & val;
 
- 		h & additionalInfo;
 
- 		assert(battleID != BattleID::NONE);
 
- 	}
 
- protected:
 
- 	virtual void visitTyped(ICPackVisitor & visitor) override;
 
- };
 
- struct DLL_LINKAGE BattleUpdateGateState : public CPackForClient
 
- {
 
- 	void applyGs(CGameState * gs) const;
 
- 	BattleID battleID = BattleID::NONE;
 
- 	EGateState state = EGateState::NONE;
 
- 	template <typename Handler> void serialize(Handler & h, const int version)
 
- 	{
 
- 		h & battleID;
 
- 		h & state;
 
- 		assert(battleID != BattleID::NONE);
 
- 	}
 
- protected:
 
- 	virtual void visitTyped(ICPackVisitor & visitor) override;
 
- };
 
- struct DLL_LINKAGE AdvmapSpellCast : public CPackForClient
 
- {
 
- 	ObjectInstanceID casterID;
 
- 	SpellID spellID;
 
- 	template <typename Handler> void serialize(Handler & h, const int version)
 
- 	{
 
- 		h & casterID;
 
- 		h & spellID;
 
- 	}
 
- protected:
 
- 	virtual 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, const int version)
 
- 	{
 
- 		h & player;
 
- 		h & showTerrain;
 
- 		h & objectPositions;
 
- 	}
 
- protected:
 
- 	virtual void visitTyped(ICPackVisitor & visitor) override;
 
- };
 
- /***********************************************************************************************************/
 
- struct DLL_LINKAGE EndTurn : public CPackForServer
 
- {
 
- 	virtual void visitTyped(ICPackVisitor & visitor) override;
 
- 	template <typename Handler> void serialize(Handler & h, const int version)
 
- 	{
 
- 		h & static_cast<CPackForServer &>(*this);
 
- 	}
 
- };
 
- struct DLL_LINKAGE DismissHero : public CPackForServer
 
- {
 
- 	DismissHero() = default;
 
- 	DismissHero(const ObjectInstanceID & HID)
 
- 		: hid(HID)
 
- 	{
 
- 	}
 
- 	ObjectInstanceID hid;
 
- 	virtual void visitTyped(ICPackVisitor & visitor) override;
 
- 	template <typename Handler> void serialize(Handler & h, const int version)
 
- 	{
 
- 		h & static_cast<CPackForServer &>(*this);
 
- 		h & hid;
 
- 	}
 
- };
 
- struct DLL_LINKAGE MoveHero : public CPackForServer
 
- {
 
- 	MoveHero() = default;
 
- 	MoveHero(const int3 & Dest, const ObjectInstanceID & HID, bool Transit)
 
- 		: dest(Dest)
 
- 		, hid(HID)
 
- 		, transit(Transit)
 
- 	{
 
- 	}
 
- 	int3 dest;
 
- 	ObjectInstanceID hid;
 
- 	bool transit = false;
 
- 	virtual void visitTyped(ICPackVisitor & visitor) override;
 
- 	template <typename Handler> void serialize(Handler & h, const int version)
 
- 	{
 
- 		h & static_cast<CPackForServer &>(*this);
 
- 		h & dest;
 
- 		h & hid;
 
- 		h & transit;
 
- 	}
 
- };
 
- struct DLL_LINKAGE CastleTeleportHero : public CPackForServer
 
- {
 
- 	CastleTeleportHero() = default;
 
- 	CastleTeleportHero(const ObjectInstanceID & HID, const ObjectInstanceID & Dest, ui8 Source)
 
- 		: dest(Dest)
 
- 		, hid(HID)
 
- 		, source(Source)
 
- 	{
 
- 	}
 
- 	ObjectInstanceID dest;
 
- 	ObjectInstanceID hid;
 
- 	si8 source = 0; //who give teleporting, 1=castle gate
 
- 	virtual void visitTyped(ICPackVisitor & visitor) override;
 
- 	template <typename Handler> void serialize(Handler & h, const int version)
 
- 	{
 
- 		h & static_cast<CPackForServer &>(*this);
 
- 		h & dest;
 
- 		h & hid;
 
- 	}
 
- };
 
- struct DLL_LINKAGE ArrangeStacks : public CPackForServer
 
- {
 
- 	ArrangeStacks() = default;
 
- 	ArrangeStacks(ui8 W, const SlotID & P1, const SlotID & P2, const ObjectInstanceID & ID1, const ObjectInstanceID & ID2, si32 VAL)
 
- 		: what(W)
 
- 		, p1(P1)
 
- 		, p2(P2)
 
- 		, id1(ID1)
 
- 		, id2(ID2)
 
- 		, val(VAL)
 
- 	{
 
- 	}
 
- 	ui8 what = 0; //1 - swap; 2 - merge; 3 - split
 
- 	SlotID p1, p2; //positions of first and second stack
 
- 	ObjectInstanceID id1, id2; //ids of objects with garrison
 
- 	si32 val = 0;
 
- 	virtual void visitTyped(ICPackVisitor & visitor) override;
 
- 	template <typename Handler> void serialize(Handler & h, const int version)
 
- 	{
 
- 		h & static_cast<CPackForServer &>(*this);
 
- 		h & what;
 
- 		h & p1;
 
- 		h & p2;
 
- 		h & id1;
 
- 		h & id2;
 
- 		h & val;
 
- 	}
 
- };
 
- struct DLL_LINKAGE BulkMoveArmy : public CPackForServer
 
- {
 
- 	SlotID srcSlot;
 
- 	ObjectInstanceID srcArmy;
 
- 	ObjectInstanceID destArmy;
 
- 	BulkMoveArmy() = default;
 
- 	BulkMoveArmy(const ObjectInstanceID & srcArmy, const ObjectInstanceID & destArmy, const SlotID & srcSlot)
 
- 		: srcArmy(srcArmy)
 
- 		, destArmy(destArmy)
 
- 		, srcSlot(srcSlot)
 
- 	{
 
- 	}
 
- 	virtual void visitTyped(ICPackVisitor & visitor) override;
 
- 	template <typename Handler>
 
- 	void serialize(Handler & h, const int version)
 
- 	{
 
- 		h & static_cast<CPackForServer &>(*this);
 
- 		h & srcSlot;
 
- 		h & srcArmy;
 
- 		h & destArmy;
 
- 	}
 
- };
 
- struct DLL_LINKAGE BulkSplitStack : public CPackForServer
 
- {
 
- 	SlotID src;
 
- 	ObjectInstanceID srcOwner;
 
- 	si32 amount = 0;
 
- 	BulkSplitStack() = default;
 
- 	BulkSplitStack(const ObjectInstanceID & srcOwner, const SlotID & src, si32 howMany)
 
- 		: src(src)
 
- 		, srcOwner(srcOwner)
 
- 		, amount(howMany)
 
- 	{
 
- 	}
 
- 	virtual void visitTyped(ICPackVisitor & visitor) override;
 
- 	template <typename Handler>
 
- 	void serialize(Handler & h, const int version)
 
- 	{
 
- 		h & static_cast<CPackForServer &>(*this);
 
- 		h & src;
 
- 		h & srcOwner;
 
- 		h & amount;
 
- 	}
 
- };
 
- struct DLL_LINKAGE BulkMergeStacks : public CPackForServer
 
- {
 
- 	SlotID src;
 
- 	ObjectInstanceID srcOwner;
 
- 	BulkMergeStacks() = default;
 
- 	BulkMergeStacks(const ObjectInstanceID & srcOwner, const SlotID & src)
 
- 		: src(src)
 
- 		, srcOwner(srcOwner)
 
- 	{
 
- 	}
 
- 	virtual void visitTyped(ICPackVisitor & visitor) override;
 
- 	template <typename Handler>
 
- 	void serialize(Handler & h, const int version)
 
- 	{
 
- 		h & static_cast<CPackForServer &>(*this);
 
- 		h & src;
 
- 		h & srcOwner;
 
- 	}
 
- };
 
- struct DLL_LINKAGE BulkSmartSplitStack : public CPackForServer
 
- {
 
- 	SlotID src;
 
- 	ObjectInstanceID srcOwner;
 
- 	BulkSmartSplitStack() = default;
 
- 	BulkSmartSplitStack(const ObjectInstanceID & srcOwner, const SlotID & src)
 
- 		: src(src)
 
- 		, srcOwner(srcOwner)
 
- 	{
 
- 	}
 
- 	virtual void visitTyped(ICPackVisitor & visitor) override;
 
- 	template <typename Handler>
 
- 	void serialize(Handler & h, const int version)
 
- 	{
 
- 		h & static_cast<CPackForServer &>(*this);
 
- 		h & src;
 
- 		h & srcOwner;
 
- 	}
 
- };
 
- struct DLL_LINKAGE DisbandCreature : public CPackForServer
 
- {
 
- 	DisbandCreature() = default;
 
- 	DisbandCreature(const SlotID & Pos, const ObjectInstanceID & ID)
 
- 		: pos(Pos)
 
- 		, id(ID)
 
- 	{
 
- 	}
 
- 	SlotID pos; //stack pos
 
- 	ObjectInstanceID id; //object id
 
- 	virtual void visitTyped(ICPackVisitor & visitor) override;
 
- 	template <typename Handler> void serialize(Handler & h, const int version)
 
- 	{
 
- 		h & static_cast<CPackForServer &>(*this);
 
- 		h & pos;
 
- 		h & id;
 
- 	}
 
- };
 
- struct DLL_LINKAGE BuildStructure : public CPackForServer
 
- {
 
- 	BuildStructure() = default;
 
- 	BuildStructure(const ObjectInstanceID & TID, const BuildingID & BID)
 
- 		: tid(TID)
 
- 		, bid(BID)
 
- 	{
 
- 	}
 
- 	ObjectInstanceID tid; //town id
 
- 	BuildingID bid; //structure id
 
- 	virtual void visitTyped(ICPackVisitor & visitor) override;
 
- 	template <typename Handler> void serialize(Handler & h, const int version)
 
- 	{
 
- 		h & static_cast<CPackForServer &>(*this);
 
- 		h & tid;
 
- 		h & bid;
 
- 	}
 
- };
 
- struct DLL_LINKAGE RazeStructure : public BuildStructure
 
- {
 
- 	virtual void visitTyped(ICPackVisitor & visitor) override;
 
- };
 
- struct DLL_LINKAGE RecruitCreatures : public CPackForServer
 
- {
 
- 	RecruitCreatures() = default;
 
- 	RecruitCreatures(const ObjectInstanceID & TID, const ObjectInstanceID & DST, const CreatureID & CRID, si32 Amount, si32 Level)
 
- 		: tid(TID)
 
- 		, dst(DST)
 
- 		, crid(CRID)
 
- 		, amount(Amount)
 
- 		, level(Level)
 
- 	{
 
- 	}
 
- 	ObjectInstanceID tid; //dwelling id, or town
 
- 	ObjectInstanceID dst; //destination ID, e.g. hero
 
- 	CreatureID crid;
 
- 	ui32 amount = 0; //creature amount
 
- 	si32 level = 0; //dwelling level to buy from, -1 if any
 
- 	virtual void visitTyped(ICPackVisitor & visitor) override;
 
- 	template <typename Handler> void serialize(Handler & h, const int version)
 
- 	{
 
- 		h & static_cast<CPackForServer &>(*this);
 
- 		h & tid;
 
- 		h & dst;
 
- 		h & crid;
 
- 		h & amount;
 
- 		h & level;
 
- 	}
 
- };
 
- struct DLL_LINKAGE UpgradeCreature : public CPackForServer
 
- {
 
- 	UpgradeCreature() = default;
 
- 	UpgradeCreature(const SlotID & Pos, const ObjectInstanceID & ID, const CreatureID & CRID)
 
- 		: pos(Pos)
 
- 		, id(ID)
 
- 		, cid(CRID)
 
- 	{
 
- 	}
 
- 	SlotID pos; //stack pos
 
- 	ObjectInstanceID id; //object id
 
- 	CreatureID cid; //id of type to which we want make upgrade
 
- 	virtual void visitTyped(ICPackVisitor & visitor) override;
 
- 	template <typename Handler> void serialize(Handler & h, const int version)
 
- 	{
 
- 		h & static_cast<CPackForServer &>(*this);
 
- 		h & pos;
 
- 		h & id;
 
- 		h & cid;
 
- 	}
 
- };
 
- struct DLL_LINKAGE GarrisonHeroSwap : public CPackForServer
 
- {
 
- 	GarrisonHeroSwap() = default;
 
- 	GarrisonHeroSwap(const ObjectInstanceID & TID)
 
- 		: tid(TID)
 
- 	{
 
- 	}
 
- 	ObjectInstanceID tid;
 
- 	virtual void visitTyped(ICPackVisitor & visitor) override;
 
- 	template <typename Handler> void serialize(Handler & h, const int version)
 
- 	{
 
- 		h & static_cast<CPackForServer &>(*this);
 
- 		h & tid;
 
- 	}
 
- };
 
- struct DLL_LINKAGE ExchangeArtifacts : public CPackForServer
 
- {
 
- 	ArtifactLocation src, dst;
 
- 	virtual void visitTyped(ICPackVisitor & visitor) override;
 
- 	template <typename Handler> void serialize(Handler & h, const int version)
 
- 	{
 
- 		h & static_cast<CPackForServer &>(*this);
 
- 		h & src;
 
- 		h & dst;
 
- 	}
 
- };
 
- struct DLL_LINKAGE BulkExchangeArtifacts : public CPackForServer
 
- {
 
- 	ObjectInstanceID srcHero;
 
- 	ObjectInstanceID dstHero;
 
- 	bool swap = false;
 
- 	bool equipped = true;
 
- 	bool backpack = true;
 
- 	BulkExchangeArtifacts() = default;
 
- 	BulkExchangeArtifacts(const ObjectInstanceID & srcHero, const ObjectInstanceID & dstHero, bool swap, bool equipped, bool backpack)
 
- 		: srcHero(srcHero)
 
- 		, dstHero(dstHero)
 
- 		, swap(swap)
 
- 		, equipped(equipped)
 
- 		, backpack(backpack)
 
- 	{
 
- 	}
 
- 	virtual void visitTyped(ICPackVisitor & visitor) override;
 
- 	template <typename Handler> void serialize(Handler & h, const int version)
 
- 	{
 
- 		h & static_cast<CPackForServer &>(*this);
 
- 		h & srcHero;
 
- 		h & dstHero;
 
- 		h & swap;
 
- 		h & equipped;
 
- 		h & backpack;
 
- 	}
 
- };
 
- struct DLL_LINKAGE AssembleArtifacts : public CPackForServer
 
- {
 
- 	AssembleArtifacts() = default;
 
- 	AssembleArtifacts(const ObjectInstanceID & _heroID, const ArtifactPosition & _artifactSlot, bool _assemble, const ArtifactID & _assembleTo)
 
- 		: heroID(_heroID)
 
- 		, artifactSlot(_artifactSlot)
 
- 		, assemble(_assemble)
 
- 		, assembleTo(_assembleTo)
 
- 	{
 
- 	}
 
- 	ObjectInstanceID heroID;
 
- 	ArtifactPosition artifactSlot;
 
- 	bool assemble = false; // True to assemble artifact, false to disassemble.
 
- 	ArtifactID assembleTo; // Artifact to assemble into.
 
- 	virtual void visitTyped(ICPackVisitor & visitor) override;
 
- 	template <typename Handler> void serialize(Handler & h, const int version)
 
- 	{
 
- 		h & static_cast<CPackForServer &>(*this);
 
- 		h & heroID;
 
- 		h & artifactSlot;
 
- 		h & assemble;
 
- 		h & assembleTo;
 
- 	}
 
- };
 
- struct DLL_LINKAGE EraseArtifactByClient : public CPackForServer
 
- {
 
- 	EraseArtifactByClient() = default;
 
- 	EraseArtifactByClient(const ArtifactLocation & al)
 
- 		: al(al)
 
- 	{
 
- 	}
 
- 	ArtifactLocation al;
 
- 	virtual void visitTyped(ICPackVisitor & visitor) override;
 
- 	template <typename Handler> void serialize(Handler & h, const int version)
 
- 	{
 
- 		h & static_cast<CPackForServer&>(*this);
 
- 		h & al;
 
- 	}
 
- };
 
- struct DLL_LINKAGE BuyArtifact : public CPackForServer
 
- {
 
- 	BuyArtifact() = default;
 
- 	BuyArtifact(const ObjectInstanceID & HID, const ArtifactID & AID)
 
- 		: hid(HID)
 
- 		, aid(AID)
 
- 	{
 
- 	}
 
- 	ObjectInstanceID hid;
 
- 	ArtifactID aid;
 
- 	virtual void visitTyped(ICPackVisitor & visitor) override;
 
- 	template <typename Handler> void serialize(Handler & h, const int version)
 
- 	{
 
- 		h & static_cast<CPackForServer &>(*this);
 
- 		h & hid;
 
- 		h & aid;
 
- 	}
 
- };
 
- struct DLL_LINKAGE TradeOnMarketplace : public CPackForServer
 
- {
 
- 	ObjectInstanceID marketId;
 
- 	ObjectInstanceID heroId;
 
- 	EMarketMode mode = EMarketMode::RESOURCE_RESOURCE;
 
- 	std::vector<ui32> r1, r2; //mode 0: r1 - sold resource, r2 - bought res (exception: when sacrificing art r1 is art id [todo: make r2 preferred slot?]
 
- 	std::vector<ui32> val; //units of sold resource
 
- 	virtual void visitTyped(ICPackVisitor & visitor) override;
 
- 	template <typename Handler> void serialize(Handler & h, const int version)
 
- 	{
 
- 		h & static_cast<CPackForServer &>(*this);
 
- 		h & marketId;
 
- 		h & heroId;
 
- 		h & mode;
 
- 		h & r1;
 
- 		h & r2;
 
- 		h & val;
 
- 	}
 
- };
 
- struct DLL_LINKAGE SetFormation : public CPackForServer
 
- {
 
- 	SetFormation() = default;
 
- 	;
 
- 	SetFormation(const ObjectInstanceID & HID, ui8 Formation)
 
- 		: hid(HID)
 
- 		, formation(Formation)
 
- 	{
 
- 	}
 
- 	ObjectInstanceID hid;
 
- 	ui8 formation = 0;
 
- 	virtual void visitTyped(ICPackVisitor & visitor) override;
 
- 	template <typename Handler> void serialize(Handler & h, const int version)
 
- 	{
 
- 		h & static_cast<CPackForServer &>(*this);
 
- 		h & hid;
 
- 		h & formation;
 
- 	}
 
- };
 
- struct DLL_LINKAGE HireHero : public CPackForServer
 
- {
 
- 	HireHero() = default;
 
- 	HireHero(HeroTypeID HID, const ObjectInstanceID & TID)
 
- 		: hid(HID)
 
- 		, tid(TID)
 
- 	{
 
- 	}
 
- 	HeroTypeID hid; //available hero serial
 
- 	ObjectInstanceID tid; //town (tavern) id
 
- 	PlayerColor player;
 
- 	virtual void visitTyped(ICPackVisitor & visitor) override;
 
- 	template <typename Handler> void serialize(Handler & h, const int version)
 
- 	{
 
- 		h & static_cast<CPackForServer &>(*this);
 
- 		h & hid;
 
- 		h & tid;
 
- 		h & player;
 
- 	}
 
- };
 
- struct DLL_LINKAGE BuildBoat : public CPackForServer
 
- {
 
- 	ObjectInstanceID objid; //where player wants to buy a boat
 
- 	virtual void visitTyped(ICPackVisitor & visitor) override;
 
- 	template <typename Handler> void serialize(Handler & h, const int version)
 
- 	{
 
- 		h & static_cast<CPackForServer &>(*this);
 
- 		h & objid;
 
- 	}
 
- };
 
- struct DLL_LINKAGE QueryReply : public CPackForServer
 
- {
 
- 	QueryReply() = default;
 
- 	QueryReply(const QueryID & QID, std::optional<int32_t> Reply)
 
- 		: qid(QID)
 
- 		, reply(Reply)
 
- 	{
 
- 	}
 
- 	QueryID qid;
 
- 	PlayerColor player;
 
- 	std::optional<int32_t> reply;
 
- 	virtual void visitTyped(ICPackVisitor & visitor) override;
 
- 	template <typename Handler> void serialize(Handler & h, const int version)
 
- 	{
 
- 		h & static_cast<CPackForServer &>(*this);
 
- 		h & qid;
 
- 		h & player;
 
- 		h & reply;
 
- 	}
 
- };
 
- struct DLL_LINKAGE MakeAction : public CPackForServer
 
- {
 
- 	MakeAction() = default;
 
- 	MakeAction(BattleAction BA)
 
- 		: ba(std::move(BA))
 
- 	{
 
- 	}
 
- 	BattleAction ba;
 
- 	BattleID battleID;
 
- 	virtual void visitTyped(ICPackVisitor & visitor) override;
 
- 	template <typename Handler> void serialize(Handler & h, const int version)
 
- 	{
 
- 		h & static_cast<CPackForServer &>(*this);
 
- 		h & ba;
 
- 		h & battleID;
 
- 	}
 
- };
 
- struct DLL_LINKAGE DigWithHero : public CPackForServer
 
- {
 
- 	ObjectInstanceID id; //digging hero id
 
- 	virtual void visitTyped(ICPackVisitor & visitor) override;
 
- 	template <typename Handler> void serialize(Handler & h, const int version)
 
- 	{
 
- 		h & static_cast<CPackForServer &>(*this);
 
- 		h & id;
 
- 	}
 
- };
 
- struct DLL_LINKAGE CastAdvSpell : public CPackForServer
 
- {
 
- 	ObjectInstanceID hid; //hero id
 
- 	SpellID sid; //spell id
 
- 	int3 pos; //selected tile (not always used)
 
- 	virtual void visitTyped(ICPackVisitor & visitor) override;
 
- 	template <typename Handler> void serialize(Handler & h, const int version)
 
- 	{
 
- 		h & static_cast<CPackForServer &>(*this);
 
- 		h & hid;
 
- 		h & sid;
 
- 		h & pos;
 
- 	}
 
- };
 
- /***********************************************************************************************************/
 
- struct DLL_LINKAGE SaveGame : public CPackForServer
 
- {
 
- 	SaveGame() = default;
 
- 	SaveGame(std::string Fname)
 
- 		: fname(std::move(Fname))
 
- 	{
 
- 	}
 
- 	std::string fname;
 
- 	void applyGs(CGameState * gs) {};
 
- 	virtual void visitTyped(ICPackVisitor & visitor) override;
 
- 	template <typename Handler> void serialize(Handler & h, const int version)
 
- 	{
 
- 		h & static_cast<CPackForServer &>(*this);
 
- 		h & fname;
 
- 	}
 
- };
 
- struct DLL_LINKAGE PlayerMessage : public CPackForServer
 
- {
 
- 	PlayerMessage() = default;
 
- 	PlayerMessage(std::string Text, const ObjectInstanceID & obj)
 
- 		: text(std::move(Text))
 
- 		, currObj(obj)
 
- 	{
 
- 	}
 
- 	void applyGs(CGameState * gs) {};
 
- 	virtual void visitTyped(ICPackVisitor & visitor) override;
 
- 	std::string text;
 
- 	ObjectInstanceID currObj; // optional parameter that specifies current object. For cheats :)
 
- 	template <typename Handler> void serialize(Handler & h, const int version)
 
- 	{
 
- 		h & static_cast<CPackForServer &>(*this);
 
- 		h & text;
 
- 		h & currObj;
 
- 	}
 
- };
 
- struct DLL_LINKAGE PlayerMessageClient : public CPackForClient
 
- {
 
- 	PlayerMessageClient() = default;
 
- 	PlayerMessageClient(const PlayerColor & Player, std::string Text)
 
- 		: player(Player)
 
- 		, text(std::move(Text))
 
- 	{
 
- 	}
 
- 	virtual void visitTyped(ICPackVisitor & visitor) override;
 
- 	PlayerColor player;
 
- 	std::string text;
 
- 	template <typename Handler> void serialize(Handler & h, const int version)
 
- 	{
 
- 		h & player;
 
- 		h & text;
 
- 	}
 
- };
 
- struct DLL_LINKAGE CenterView : public CPackForClient
 
- {
 
- 	PlayerColor player;
 
- 	int3 pos;
 
- 	ui32 focusTime = 0; //ms
 
- 	virtual void visitTyped(ICPackVisitor & visitor) override;
 
- 	template <typename Handler> void serialize(Handler & h, const int version)
 
- 	{
 
- 		h & pos;
 
- 		h & player;
 
- 		h & focusTime;
 
- 	}
 
- };
 
- VCMI_LIB_NAMESPACE_END
 
 
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