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- #ifndef __NETPACKS_H__
- #define __NETPACKS_H__
- #include "../global.h"
- #include "../CGameState.h"
- #include "BattleAction.h"
- #include "HeroBonus.h"
- #include <set>
- class CClient;
- class CGameState;
- struct CPack
- {
- ui16 type;
- CPack(){};
- ~CPack(){};
- ui16 getType() const{return type;}
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- }
- };
- struct CPackForClient : public CPack
- {
- CGameState* GS(CClient *cl);
- void applyFirstCl(CClient *cl)//called before applying to gs
- {
- tlog1 << "CPackForClient::applyFirstCl - We should not be here!\n";
- };
- DLL_EXPORT void applyGs(CGameState *gs)
- {
- tlog1 << "CPackForClient::applyGs - We should not be here!\n";
- };
- void applyCl(CClient *cl)//called after applying to gs
- {
- tlog1 << "CPackForClient::applyCl - We should not be here!\n";
- };
- };
- struct Query : public CPackForClient
- {
- ui32 id;
- };
- struct MetaString : public CPack //2001 helper for object scrips
- {
- std::vector<std::string> strings;
- std::vector<std::pair<ui8,ui32> > texts; //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<si32> message;
- std::vector<std::string> replacements;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & strings & texts & message & replacements;
- }
- MetaString& operator<<(const std::pair<ui8,ui32> &txt)
- {
- message.push_back(-((si32)texts.size())-1);
- texts.push_back(txt);
- return *this;
- }
- MetaString& operator<<(const std::string &txt)
- {
- message.push_back(strings.size()+1);
- strings.push_back(txt);
- return *this;
- }
- void clear()
- {
- strings.clear();
- texts.clear();
- message.clear();
- }
- MetaString(){type = 2001;};
- };
- struct SystemMessage : public CPackForClient //95
- {
- SystemMessage(){type = 95;};
- void applyCl(CClient *cl);
- std::string text;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & text;
- }
- };
- 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, 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);
- ui32 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;
- }
- };
- struct SetAvailableHeroes : public CPackForClient //113
- {
- SetAvailableHeroes(){type = 113;flags=0;};
- void applyCl(CClient *cl);
- DLL_EXPORT void applyGs(CGameState *gs);
- ui8 player;
- si32 hid1, hid2;
- ui8 flags; //1 - reset army of hero1; 2 - reset army of hero 2
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & player & hid1 & hid2 & flags;
- }
- };
- struct GiveBonus : public CPackForClient //115
- {
- GiveBonus(){type = 115;};
- void applyCl(CClient *cl);
- DLL_EXPORT void applyGs(CGameState *gs);
- ui32 hid;
- HeroBonus bonus;
- MetaString bdescr;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & bonus & hid & bdescr;
- }
- };
- struct ChangeObjPos : public CPackForClient //116
- {
- ChangeObjPos(){type = 116;};
- 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 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;};
- void applyFirstCl(CClient *cl);
- void applyCl(CClient *cl);
- void applyqGs(CGameState *gs);
- ui32 id, movePoints;
- ui8 result; //0 - failed; 1- succes -normal move; 2 - teleportation, 3 - instant jump
- int3 start, end;
- std::set<int3> fowRevealed; //revealed tiles
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & id & result & start & end & movePoints & fowRevealed;
- }
- };
- 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 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 SetAvailableCreatures : public CPackForClient //506
- {
- SetAvailableCreatures(){type = 506;};
- void applyCl(CClient *cl);
- DLL_EXPORT void applyGs(CGameState *gs);
- si32 tid;
- std::map<si32,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);
- 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;
- }
- };
- struct PlayerMessage : public CPackForClient //513
- {
- PlayerMessage(){type = 513;};
- void applyCl(CClient *cl);
- ui8 player;
- std::string text;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & text & player;
- }
- };
- struct SetSelection : public CPackForClient //514
- {
- SetSelection(){type = 514;};
- DLL_EXPORT void applyGs(CGameState *gs);
- ui8 player;
- ui32 id;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & id & player;
- }
- };
- 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 NewTurn : public CPackForClient //101
- {
- DLL_EXPORT void applyGs(CGameState *gs);
- struct Hero
- {
- ui32 id, move, mana; //id is a general serial id
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & id & move & mana;
- }
- bool operator<(const Hero&h)const{return id < h.id;}
- };
- std::set<Hero> heroes; //updates movement and mana points
- std::vector<SetResources> res;//resource list
- std::vector<SetAvailableCreatures> cres;//resource list
- ui32 day;
- bool resetBuilded;
- NewTurn(){type = 101;};
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & heroes & cres & res & day & resetBuilded;
- }
- };
- struct Component : public CPack //2002 helper for object scrips informations
- {
- ui16 id, subtype; //ids: 0 - primskill; 1 - secskill; 2 - resource; 3 - creature; 4 - artifact; 5 - experience (sub==0 exp points; sub==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;};
- 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;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & text & components & player;
- }
- InfoWindow(){type = 103;};
- };
- struct SetObjectProperty : public CPackForClient//1001
- {
- DLL_EXPORT void applyGs(CGameState *gs);
- 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 SelectionDialog : public Query//2001
- {
- void applyCl(CClient *cl);
- MetaString text;
- std::vector<Component> components;
- ui8 player;
- SelectionDialog(){type = 2001;};
-
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & id & text & components & player;
- }
- };
- struct YesNoDialog : public Query//2002
- {
- void applyCl(CClient *cl);
- MetaString text;
- std::vector<Component> components;
- ui8 player;
- YesNoDialog(){type = 2002;};
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & id & text & components & player;
- }
- };
- 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 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 applyqGs(CGameState *gs);
- ui8 result; //0 - normal victory; 1 - escape; 2 - surrender
- ui8 winner; //0 - attacker, 1 - defender, [2 - draw (should be possible?)]
- std::set<std::pair<ui32,si32> > casualties[2]; //first => casualties of attackers - set of pairs crid<>number
- ui32 exp[2]; //exp for attacker and defender
- std::set<ui32> artifacts; //artifacts taken from loser to winner
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & result & winner & casualties[0] & casualties[1] & exp & artifacts;
- }
- };
- struct BattleStackMoved : public CPackForClient//3004
- {
- BattleStackMoved(){type = 3004;};
- void applyFirstCl(CClient *cl);
- void applyqGs(CGameState *gs);
- ui32 stack, tile;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & stack & tile;
- }
- };
- struct BattleStackAttacked : public CPackForClient//3005
- {
- BattleStackAttacked(){flags = 0; type = 3005;};
- void applyCl(CClient *cl);
- DLL_EXPORT void applyGs(CGameState *gs);
- ui32 stackAttacked;
- ui32 newAmount, newHP, killedAmount, damageAmount;
- ui8 flags; //1 - is stack killed; 2 - is there special effect to be shown; 4 - lucky hit
- ui32 effect; //set only if flag 2 is present
- bool killed() //if target stack was killed
- {
- return flags & 1;
- }
- bool isEffect() //if target stack was killed
- {
- return flags & 2;
- }
- bool lucky()
- {
- return flags & 4;
- }
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & stackAttacked & newAmount & newHP & flags & killedAmount & damageAmount & effect;
- }
- };
- struct BattleAttack : public CPackForClient//3006
- {
- BattleAttack(){flags = 0; type = 3006;};
- void applyFirstCl(CClient *cl);
- DLL_EXPORT void applyGs(CGameState *gs);
- void applyCl(CClient *cl);
- 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 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 SpellCasted : public CPackForClient//3009
- {
- SpellCasted(){type = 3009;};
- DLL_EXPORT void applyGs(CGameState *gs);
- void applyCl(CClient *cl);
- ui8 side; //which hero casted spell: 0 - attacker, 1 - defender
- ui32 id;
- ui8 skill;
- ui16 tile; //destination tile (may not be set in some global/mass spells
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & side & id & skill & tile;
- }
- };
- struct SetStackEffect : public CPackForClient //3010
- {
- SetStackEffect(){type = 3010;};
- DLL_EXPORT void applyGs(CGameState *gs);
- void applyCl(CClient *cl);
- ui32 stack;
- CStack::StackEffect effect;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & stack & effect;
- }
- };
- 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;
- }
- };
- #endif //__NETPACKS_H__
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