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# pragma once
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# include <boost/variant.hpp>
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# include "BattleAction.h"
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# include "HeroBonus.h"
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# include "CCreatureSet.h"
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# include "CMapInfo.h"
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# include "StartInfo.h"
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# include "ConstTransitivePtr.h"
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# include "int3.h"
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# include "ResourceSet.h"
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# include "CObstacleInstance.h"
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# include "CGameState.h"
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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
*
*/
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class CClient ;
class CGameState ;
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class CGameHandler ;
class CConnection ;
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class CCampaignState ;
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class CArtifact ;
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class CSelectionScreen ;
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class CGObjectInstance ;
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class CArtifactInstance ;
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//class CMapInfo;
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struct StackLocation ;
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struct ArtSlotInfo ;
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struct QuestInfo ;
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struct CPack
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{
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ui16 type ;
CPack ( ) { } ;
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virtual ~ CPack ( ) { } ;
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ui16 getType ( ) const { return type ; }
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template < typename Handler > void serialize ( Handler & h , const int version )
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{
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tlog1 < < " CPack serialized... this should not happen! \n " ;
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}
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DLL_LINKAGE void applyGs ( CGameState * gs )
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{ } ;
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} ;
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struct CPackForClient : public CPack
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{
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CPackForClient ( ) { type = 1 ; } ;
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CGameState * GS ( CClient * cl ) ;
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void applyFirstCl ( CClient * cl ) //called before applying to gs
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{ } ;
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void applyCl ( CClient * cl ) //called after applying to gs
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{ } ;
} ;
struct CPackForServer : public CPack
{
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ui8 player ;
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CConnection * c ;
CGameState * GS ( CGameHandler * gh ) ;
CPackForServer ( )
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{
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type = 2 ;
c = NULL ;
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player = 255 ;
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} ;
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bool applyGh ( CGameHandler * gh ) ; //called after applying to gs
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} ;
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struct Query : public CPackForClient
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{
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ui32 queryID ; // equals to -1 if it is not an actual query (and should not be answered)
Query ( )
{
queryID = - 1 ;
}
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} ;
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struct MetaString : public CPack //2001 helper for object scrips
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{
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private :
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enum EMessage { TEXACT_STRING , TLOCAL_STRING , TNUMBER , TREPLACE_ESTRING , TREPLACE_LSTRING , TREPLACE_NUMBER , TREPLACE_PLUSNUMBER } ;
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public :
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enum { GENERAL_TXT = 1 , XTRAINFO_TXT , OBJ_NAMES , RES_NAMES , ART_NAMES , ARRAY_TXT , CRE_PL_NAMES , CREGENS , MINE_NAMES ,
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MINE_EVNTS , ADVOB_TXT , ART_EVNTS , SPELL_NAME , SEC_SKILL_NAME , CRE_SING_NAMES , CREGENS4 , COLOR , ART_DESCR } ;
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std : : vector < ui8 > message ; //vector of EMessage
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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
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std : : vector < std : : string > exactStrings ;
std : : vector < si32 > numbers ;
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template < typename Handler > void serialize ( Handler & h , const int version )
{
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h & exactStrings & localStrings & message & numbers ;
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}
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void addTxt ( ui8 type , ui32 serial )
{
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message . push_back ( TLOCAL_STRING ) ;
localStrings . push_back ( std : : pair < ui8 , ui32 > ( type , serial ) ) ;
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}
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MetaString & operator < < ( const std : : pair < ui8 , ui32 > & txt )
{
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message . push_back ( TLOCAL_STRING ) ;
localStrings . push_back ( txt ) ;
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return * this ;
}
MetaString & operator < < ( const std : : string & txt )
{
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message . push_back ( TEXACT_STRING ) ;
exactStrings . push_back ( txt ) ;
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return * this ;
}
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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 ) ;
}
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void addReplacement2 ( int txt )
{
message . push_back ( TREPLACE_PLUSNUMBER ) ;
numbers . push_back ( txt ) ;
}
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DLL_LINKAGE void addCreReplacement ( TCreature id , TQuantity count ) ; //adds sing or plural name;
DLL_LINKAGE void addReplacement ( const CStackBasicDescriptor & stack ) ; //adds sing or plural name;
DLL_LINKAGE std : : string buildList ( ) const ;
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void clear ( )
{
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exactStrings . clear ( ) ;
localStrings . clear ( ) ;
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message . clear ( ) ;
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numbers . clear ( ) ;
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}
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DLL_LINKAGE void toString ( std : : string & dst ) const ;
DLL_LINKAGE std : : string toString ( ) const ;
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void getLocalString ( const std : : pair < ui8 , ui32 > & txt , std : : string & dst ) const ;
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MetaString ( )
{
type = 2001 ;
}
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} ;
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struct StackLocation
{
ConstTransitivePtr < CArmedInstance > army ;
TSlot slot ;
StackLocation ( )
{
slot = - 1 ;
}
StackLocation ( const CArmedInstance * Army , TSlot 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 ;
}
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bool validSlot ( ) const
{
return slot > = 0 & & slot < GameConstants : : ARMY_SIZE ;
}
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DLL_LINKAGE const CStackInstance * getStack ( ) ;
template < typename Handler > void serialize ( Handler & h , const int version )
{
h & army & slot ;
}
} ;
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/***********************************************************************************************************/
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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
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ui32 requestID ; //an ID given by client to the request that was applied
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ui8 player ;
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template < typename Handler > void serialize ( Handler & h , const int version )
{
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h & result & packType & requestID & player ;
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}
} ;
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struct SystemMessage : public CPackForClient //95
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{
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SystemMessage ( const std : : string Text ) : text ( Text ) { type = 95 ; } ;
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SystemMessage ( ) { type = 95 ; } ;
void applyCl ( CClient * cl ) ;
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std : : string text ;
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template < typename Handler > void serialize ( Handler & h , const int version )
{
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h & text ;
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}
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} ;
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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 ;
}
} ;
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struct YourTurn : public CPackForClient //100
{
YourTurn ( ) { type = 100 ; } ;
void applyCl ( CClient * cl ) ;
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DLL_LINKAGE void applyGs ( CGameState * gs ) ;
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ui8 player ;
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template < typename Handler > void serialize ( Handler & h , const int version )
{
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h & player ;
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}
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} ;
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struct SetResource : public CPackForClient //102
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{
SetResource ( ) { type = 102 ; } ;
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void applyCl ( CClient * cl ) ;
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DLL_LINKAGE void applyGs ( CGameState * gs ) ;
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ui8 player , resid ;
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TResourceCap val ;
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template < typename Handler > void serialize ( Handler & h , const int version )
{
h & player & resid & val ;
}
} ;
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struct SetResources : public CPackForClient //104
{
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SetResources ( ) { type = 104 ; } ;
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void applyCl ( CClient * cl ) ;
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DLL_LINKAGE void applyGs ( CGameState * gs ) ;
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ui8 player ;
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TResources res ; //res[resid] => res amount
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template < typename Handler > void serialize ( Handler & h , const int version )
{
h & player & res ;
}
} ;
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struct SetPrimSkill : public CPackForClient //105
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{
SetPrimSkill ( ) { type = 105 ; } ;
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void applyCl ( CClient * cl ) ;
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DLL_LINKAGE void applyGs ( CGameState * gs ) ;
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ui8 abs ; //0 - changes by value; 1 - sets to value
si32 id ;
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ui16 which ;
si64 val ;
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template < typename Handler > void serialize ( Handler & h , const int version )
{
h & abs & id & which & val ;
}
} ;
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struct SetSecSkill : public CPackForClient //106
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{
SetSecSkill ( ) { type = 106 ; } ;
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void applyCl ( CClient * cl ) ;
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DLL_LINKAGE void applyGs ( CGameState * gs ) ;
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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 ;
}
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} ;
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struct HeroVisitCastle : public CPackForClient //108
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{
HeroVisitCastle ( ) { flags = 0 ; type = 108 ; } ;
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void applyCl ( CClient * cl ) ;
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DLL_LINKAGE void applyGs ( CGameState * gs ) ;
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ui8 flags ; //1 - start
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ui32 tid , hid ;
bool start ( ) //if hero is entering castle (if false - leaving)
{
return flags & 1 ;
}
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// bool garrison() //if hero is entering/leaving garrison (if false - it's only visiting hero)
// {
// return flags & 2;
// }
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template < typename Handler > void serialize ( Handler & h , const int version )
{
h & flags & tid & hid ;
}
} ;
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struct ChangeSpells : public CPackForClient //109
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{
ChangeSpells ( ) { type = 109 ; } ;
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void applyCl ( CClient * cl ) ;
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DLL_LINKAGE void applyGs ( CGameState * gs ) ;
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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 ;
}
} ;
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struct SetMana : public CPackForClient //110
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{
SetMana ( ) { type = 110 ; } ;
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void applyCl ( CClient * cl ) ;
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DLL_LINKAGE void applyGs ( CGameState * gs ) ;
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si32 hid , val ;
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template < typename Handler > void serialize ( Handler & h , const int version )
{
h & val & hid ;
}
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} ;
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struct SetMovePoints : public CPackForClient //111
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{
SetMovePoints ( ) { type = 111 ; } ;
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void applyCl ( CClient * cl ) ;
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DLL_LINKAGE void applyGs ( CGameState * gs ) ;
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ui32 hid , val ;
template < typename Handler > void serialize ( Handler & h , const int version )
{
h & val & hid ;
}
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} ;
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struct FoWChange : public CPackForClient //112
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{
FoWChange ( ) { type = 112 ; } ;
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void applyCl ( CClient * cl ) ;
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DLL_LINKAGE void applyGs ( CGameState * gs ) ;
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boost : : unordered_set < int3 , struct ShashInt3 > tiles ;
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ui8 player , mode ; //mode==0 - hide, mode==1 - reveal
template < typename Handler > void serialize ( Handler & h , const int version )
{
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h & tiles & player & mode ;
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}
} ;
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struct SetAvailableHeroes : public CPackForClient //113
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{
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SetAvailableHeroes ( )
{
type = 113 ;
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for ( int i = 0 ; i < GameConstants : : AVAILABLE_HEROES_PER_PLAYER ; i + + )
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army [ i ] . clear ( ) ;
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}
~ SetAvailableHeroes ( )
{
}
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void applyCl ( CClient * cl ) ;
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DLL_LINKAGE void applyGs ( CGameState * gs ) ;
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ui8 player ;
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si32 hid [ GameConstants : : AVAILABLE_HEROES_PER_PLAYER ] ; //-1 if no hero
CSimpleArmy army [ GameConstants : : AVAILABLE_HEROES_PER_PLAYER ] ;
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template < typename Handler > void serialize ( Handler & h , const int version )
{
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h & player & hid & army ;
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}
} ;
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struct GiveBonus : public CPackForClient //115
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{
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GiveBonus ( ui8 Who = 0 )
{
who = Who ;
type = 115 ;
}
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void applyCl ( CClient * cl ) ;
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DLL_LINKAGE void applyGs ( CGameState * gs ) ;
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enum { HERO , PLAYER , TOWN } ;
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ui8 who ; //who receives bonus, uses enum above
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ui32 id ; //hero. town or player id - whoever receives it
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Bonus bonus ;
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MetaString bdescr ;
template < typename Handler > void serialize ( Handler & h , const int version )
{
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h & bonus & id & bdescr & who ;
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}
} ;
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struct ChangeObjPos : public CPackForClient //116
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{
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ChangeObjPos ( )
{
type = 116 ;
flags = 0 ;
}
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void applyFirstCl ( CClient * cl ) ;
void applyCl ( CClient * cl ) ;
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DLL_LINKAGE void applyGs ( CGameState * gs ) ;
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ui32 objid ;
int3 nPos ;
ui8 flags ; //bit flags: 1 - redraw
template < typename Handler > void serialize ( Handler & h , const int version )
{
h & objid & nPos & flags ;
}
} ;
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struct PlayerEndsGame : public CPackForClient //117
{
PlayerEndsGame ( )
{
type = 117 ;
}
void applyCl ( CClient * cl ) ;
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DLL_LINKAGE void applyGs ( CGameState * gs ) ;
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ui8 player ;
ui8 victory ;
template < typename Handler > void serialize ( Handler & h , const int version )
{
h & player & victory ;
}
} ;
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struct RemoveBonus : public CPackForClient //118
{
RemoveBonus ( ui8 Who = 0 )
{
who = Who ;
type = 118 ;
}
void applyCl ( CClient * cl ) ;
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DLL_LINKAGE void applyGs ( CGameState * gs ) ;
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enum { HERO , PLAYER , TOWN } ;
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ui8 who ; //who receives bonus, uses enum above
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ui32 whoID ; //hero, town or player id - whoever loses bonus
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//vars to identify bonus: its source
ui8 source ;
ui32 id ; //source id
//used locally: copy of removed bonus
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Bonus bonus ;
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template < typename Handler > void serialize ( Handler & h , const int version )
{
h & source & id & who & whoID ;
}
} ;
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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 ;
}
} ;
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struct SetCommanderProperty : public CPackForClient //120
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{
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enum ECommanderProperty { ALIVE , BONUS , SECONDARY_SKILL , EXPERIENCE , SPECIAL_SKILL } ;
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SetCommanderProperty ( ) { type = 120 ; } ;
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void applyCl ( CClient * cl ) { } ;
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DLL_LINKAGE void applyGs ( CGameState * gs ) ;
si32 heroid ; //for commander attached to hero
StackLocation sl ; //for commander not on the hero?
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ui8 which ; // use ECommanderProperty
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expType amount ; //0 for dead, >0 for alive
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si32 additionalInfo ; //for secondary skills choice
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Bonus accumulatedBonus ;
template < typename Handler > void serialize ( Handler & h , const int version )
{
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h & heroid & sl & which & amount & additionalInfo & accumulatedBonus ;
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}
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} ;
struct AddQuest : public CPackForClient //121
{
AddQuest ( ) { type = 121 ; } ;
void applyCl ( CClient * cl ) { } ;
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DLL_LINKAGE void applyGs ( CGameState * gs ) ;
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ui8 player ;
QuestInfo quest ;
template < typename Handler > void serialize ( Handler & h , const int version )
{
h & player & quest ;
}
} ;
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struct RemoveObject : public CPackForClient //500
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{
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RemoveObject ( ) { type = 500 ; } ;
RemoveObject ( si32 ID ) { id = ID ; type = 500 ; } ;
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void applyFirstCl ( CClient * cl ) ;
void applyCl ( CClient * cl ) ;
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DLL_LINKAGE void applyGs ( CGameState * gs ) ;
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si32 id ;
template < typename Handler > void serialize ( Handler & h , const int version )
{
h & id ;
}
} ;
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struct TryMoveHero : public CPackForClient //501
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{
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TryMoveHero ( ) { type = 501 ; humanKnows = false ; attackedFrom = int3 ( - 1 , - 1 , - 1 ) ; } ;
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void applyFirstCl ( CClient * cl ) ;
void applyCl ( CClient * cl ) ;
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void applyGs ( CGameState * gs ) ;
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enum EResult
{
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FAILED , SUCCESS , TELEPORTATION , RESERVED___ , BLOCKING_VISIT , EMBARK , DISEMBARK
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} ;
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ui32 id , movePoints ;
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ui8 result ; //uses EResult
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int3 start , end ; //h3m format
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boost : : unordered_set < int3 , ShashInt3 > fowRevealed ; //revealed tiles
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int3 attackedFrom ; // Set when stepping into endangered tile.
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bool humanKnows ; //used locally during applying to client
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template < typename Handler > void serialize ( Handler & h , const int version )
{
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h & id & result & start & end & movePoints & fowRevealed & attackedFrom ;
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}
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} ;
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// struct SetGarrisons : public CPackForClient //502
// {
// SetGarrisons(){type = 502;};
// void applyCl(CClient *cl);
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// DLL_LINKAGE void applyGs(CGameState *gs);
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//
// std::map<ui32,CCreatureSet> garrs;
//
// template <typename Handler> void serialize(Handler &h, const int version)
// {
// h & garrs;
// }
// };
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struct NewStructures : public CPackForClient //504
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{
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NewStructures ( ) { type = 504 ; } ;
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void applyCl ( CClient * cl ) ;
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DLL_LINKAGE virtual void applyGs ( CGameState * gs ) ;
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si32 tid ;
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std : : set < si32 > bid ;
si16 builded ;
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template < typename Handler > void serialize ( Handler & h , const int version )
{
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h & tid & bid & builded ;
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}
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} ;
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struct RazeStructures : public CPackForClient //505
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{
RazeStructures ( ) { type = 505 ; } ;
void applyCl ( CClient * cl ) ;
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DLL_LINKAGE void applyGs ( CGameState * gs ) ;
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si32 tid ;
std : : set < si32 > bid ;
si16 destroyed ;
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template < typename Handler > void serialize ( Handler & h , const int version )
{
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h & tid & bid & destroyed ;
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}
} ;
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struct SetAvailableCreatures : public CPackForClient //506
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{
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SetAvailableCreatures ( ) { type = 506 ; } ;
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void applyCl ( CClient * cl ) ;
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DLL_LINKAGE void applyGs ( CGameState * gs ) ;
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si32 tid ;
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std : : vector < std : : pair < ui32 , std : : vector < ui32 > > > creatures ;
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template < typename Handler > void serialize ( Handler & h , const int version )
{
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h & tid & creatures ;
}
} ;
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struct SetHeroesInTown : public CPackForClient //508
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{
SetHeroesInTown ( ) { type = 508 ; } ;
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void applyCl ( CClient * cl ) ;
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DLL_LINKAGE void applyGs ( CGameState * gs ) ;
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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 ;
}
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} ;
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// struct SetHeroArtifacts : public CPackForClient //509
// {
// SetHeroArtifacts(){type = 509;};
// void applyCl(CClient *cl);
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// DLL_LINKAGE void applyGs(CGameState *gs);
// DLL_LINKAGE void setArtAtPos(ui16 pos, const CArtifact* art);
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//
// si32 hid;
// std::vector<const CArtifact*> artifacts; //hero's artifacts from bag
// std::map<ui16, const CArtifact*> 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;
// }
//
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// std::vector<const CArtifact*> equipped, unequipped; //used locally
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// BonusList gained, lost; //used locally as hlp when applying
// };
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struct HeroRecruited : public CPackForClient //515
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{
HeroRecruited ( ) { type = 515 ; } ;
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void applyCl ( CClient * cl ) ;
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DLL_LINKAGE void applyGs ( CGameState * gs ) ;
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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 ;
}
} ;
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struct GiveHero : public CPackForClient //516
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{
GiveHero ( ) { type = 516 ; } ;
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void applyFirstCl ( CClient * cl ) ;
void applyCl ( CClient * cl ) ;
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DLL_LINKAGE void applyGs ( CGameState * gs ) ;
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ui32 id ; //object id
ui8 player ;
template < typename Handler > void serialize ( Handler & h , const int version )
{
h & id & player ;
}
} ;
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struct OpenWindow : public CPackForClient //517
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{
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OpenWindow ( ) { type = 517 ; } ;
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void applyCl ( CClient * cl ) ;
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enum EWindow { EXCHANGE_WINDOW , RECRUITMENT_FIRST , RECRUITMENT_ALL , SHIPYARD_WINDOW , THIEVES_GUILD ,
UNIVERSITY_WINDOW , HILL_FORT_WINDOW , MARKET_WINDOW , PUZZLE_MAP , TAVERN_WINDOW } ;
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ui8 window ;
ui32 id1 , id2 ;
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template < typename Handler > void serialize ( Handler & h , const int version )
{
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h & window & id1 & id2 ;
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}
} ;
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struct NewObject : public CPackForClient //518
{
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NewObject ( )
{
type = 518 ;
id = - 1 ;
}
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void applyCl ( CClient * cl ) ;
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DLL_LINKAGE void applyGs ( CGameState * gs ) ;
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ui32 ID , subID ;
int3 pos ;
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int id ; //used locally, filled during applyGs
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template < typename Handler > void serialize ( Handler & h , const int version )
{
h & ID & subID & pos ;
}
} ;
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struct SetAvailableArtifacts : public CPackForClient //519
{
SetAvailableArtifacts ( ) { type = 519 ; } ;
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void applyCl ( CClient * cl ) ;
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DLL_LINKAGE void applyGs ( CGameState * gs ) ;
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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 ;
}
} ;
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struct NewArtifact : public CPackForClient //520
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{
NewArtifact ( ) { type = 520 ; } ;
//void applyCl(CClient *cl);
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DLL_LINKAGE void applyGs ( CGameState * gs ) ;
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ConstTransitivePtr < CArtifactInstance > art ;
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template < typename Handler > void serialize ( Handler & h , const int version )
{
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h & art ;
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}
} ;
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struct CGarrisonOperationPack : CPackForClient
{
} ;
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struct CArtifactOperationPack : CPackForClient
{
} ;
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struct ChangeStackCount : CGarrisonOperationPack //521
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{
StackLocation sl ;
TQuantity count ;
ui8 absoluteValue ; //if not -> count will be added (or subtracted if negative)
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void applyCl ( CClient * cl ) ;
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DLL_LINKAGE void applyGs ( CGameState * gs ) ;
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template < typename Handler > void serialize ( Handler & h , const int version )
{
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h & sl & count & absoluteValue ;
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}
} ;
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struct SetStackType : CGarrisonOperationPack //522
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{
StackLocation sl ;
CCreature * type ;
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void applyCl ( CClient * cl ) ;
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DLL_LINKAGE void applyGs ( CGameState * gs ) ;
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template < typename Handler > void serialize ( Handler & h , const int version )
{
h & sl & type ;
}
} ;
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struct EraseStack : CGarrisonOperationPack //523
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{
StackLocation sl ;
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void applyCl ( CClient * cl ) ;
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DLL_LINKAGE void applyGs ( CGameState * gs ) ;
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template < typename Handler > void serialize ( Handler & h , const int version )
{
h & sl ;
}
} ;
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struct SwapStacks : CGarrisonOperationPack //524
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{
StackLocation sl1 , sl2 ;
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void applyCl ( CClient * cl ) ;
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DLL_LINKAGE void applyGs ( CGameState * gs ) ;
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template < typename Handler > void serialize ( Handler & h , const int version )
{
h & sl1 & sl2 ;
}
} ;
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struct InsertNewStack : CGarrisonOperationPack //525
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{
StackLocation sl ;
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CStackBasicDescriptor stack ;
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void applyCl ( CClient * cl ) ;
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DLL_LINKAGE void applyGs ( CGameState * gs ) ;
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template < typename Handler > void serialize ( Handler & h , const int version )
{
h & sl & stack ;
}
} ;
//moves creatures from src stack to dst slot, may be used for merging/splittint/moving stacks
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struct RebalanceStacks : CGarrisonOperationPack //526
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{
StackLocation src , dst ;
TQuantity count ;
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void applyCl ( CClient * cl ) ;
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DLL_LINKAGE void applyGs ( CGameState * gs ) ;
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template < typename Handler > void serialize ( Handler & h , const int version )
{
h & src & dst & count ;
}
} ;
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typedef si32 TArtPos ;
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typedef boost : : variant < ConstTransitivePtr < CGHeroInstance > , ConstTransitivePtr < CStackInstance > > TArtHolder ;
//struct GetArtifactSet : boost::static_visitor<>
//{
// void operator()(const ConstTransitivePtr<CGHeroInstance> &h) const {}
// void operator()(const ConstTransitivePtr<CStackInstance> &s) const {}
//};
//struct GetArtifactSetPtr : boost::static_visitor<>
//{
// ConstTransitivePtr<CGHeroInstance> operator()(const ConstTransitivePtr<CGHeroInstance> &h) const { return h;}
// ConstTransitivePtr<CStackInstance> operator()(const ConstTransitivePtr<CStackInstance> &s) const { return s;}
//};
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struct ArtifactLocation
{
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TArtHolder artHolder ;
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TArtPos slot ;
ArtifactLocation ( )
{
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artHolder = ConstTransitivePtr < CGHeroInstance > ( ) ;
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slot = - 1 ;
}
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template < typename T >
ArtifactLocation ( const T * ArtHolder , TArtPos Slot )
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{
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artHolder = const_cast < T * > ( ArtHolder ) ; //we are allowed here to const cast -> change will go through one of our packages... do not abuse!
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slot = Slot ;
}
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ArtifactLocation ( TArtHolder ArtHolder , TArtPos Slot )
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{
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artHolder = ArtHolder ;
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slot = Slot ;
}
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template < typename T >
bool isHolder ( const T * t ) const
{
if ( auto ptrToT = boost : : get < ConstTransitivePtr < T > > ( & artHolder ) )
{
return ptrToT - > get ( ) = = t ;
}
return false ;
}
DLL_LINKAGE const CArmedInstance * relatedObj ( ) const ; //hero or the stack owner
DLL_LINKAGE int owningPlayer ( ) const ;
DLL_LINKAGE CArtifactSet * getHolderArtSet ( ) ;
DLL_LINKAGE CBonusSystemNode * getHolderNode ( ) ;
DLL_LINKAGE const CArtifactSet * getHolderArtSet ( ) const ;
DLL_LINKAGE const CBonusSystemNode * getHolderNode ( ) const ;
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DLL_LINKAGE const CArtifactInstance * getArt ( ) const ;
DLL_LINKAGE CArtifactInstance * getArt ( ) ;
DLL_LINKAGE const ArtSlotInfo * getSlot ( ) const ;
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template < typename Handler > void serialize ( Handler & h , const int version )
{
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h & artHolder & slot ;
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}
} ;
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struct PutArtifact : CArtifactOperationPack //526
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{
ArtifactLocation al ;
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ConstTransitivePtr < CArtifactInstance > art ;
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void applyCl ( CClient * cl ) ;
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DLL_LINKAGE void applyGs ( CGameState * gs ) ;
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template < typename Handler > void serialize ( Handler & h , const int version )
{
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h & al & art ;
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}
} ;
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struct EraseArtifact : CArtifactOperationPack //527
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{
ArtifactLocation al ;
void applyCl ( CClient * cl ) ;
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DLL_LINKAGE void applyGs ( CGameState * gs ) ;
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template < typename Handler > void serialize ( Handler & h , const int version )
{
h & al ;
}
} ;
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struct MoveArtifact : CArtifactOperationPack //528
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{
ArtifactLocation src , dst ;
void applyCl ( CClient * cl ) ;
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DLL_LINKAGE void applyGs ( CGameState * gs ) ;
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template < typename Handler > void serialize ( Handler & h , const int version )
{
h & src & dst ;
}
} ;
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struct AssembledArtifact : CArtifactOperationPack //529
{
ArtifactLocation al ; //where assembly will be put
CArtifact * builtArt ;
//std::vector<CArtifactInstance *> constituents;
void applyCl ( CClient * cl ) ;
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DLL_LINKAGE void applyGs ( CGameState * gs ) ;
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template < typename Handler > void serialize ( Handler & h , const int version )
{
h & al & builtArt /* & constituents*/ ;
}
} ;
struct DisassembledArtifact : CArtifactOperationPack //530
{
ArtifactLocation al ;
void applyCl ( CClient * cl ) ;
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DLL_LINKAGE void applyGs ( CGameState * gs ) ;
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template < typename Handler > void serialize ( Handler & h , const int version )
{
h & al ;
}
} ;
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struct HeroVisit : CPackForClient //531
{
const CGHeroInstance * hero ;
const CGObjectInstance * obj ;
bool starting ; //false -> ending
void applyCl ( CClient * cl ) ;
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DLL_LINKAGE void applyGs ( CGameState * gs ) ;
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template < typename Handler > void serialize ( Handler & h , const int version )
{
h & hero & obj & starting ;
}
} ;
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struct NewTurn : public CPackForClient //101
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{
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enum weekType { NORMAL , DOUBLE_GROWTH , BONUS_GROWTH , DEITYOFFIRE , PLAGUE , NO_ACTION } ;
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void applyCl ( CClient * cl ) ;
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DLL_LINKAGE void applyGs ( CGameState * gs ) ;
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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
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//std::vector<SetResources> res;//resource list
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std : : map < ui8 , TResources > res ; //player ID => resource value[res_id]
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std : : vector < SetAvailableCreatures > cres ; //creatures to be placed in towns
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ui32 day ;
bool resetBuilded ;
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ui8 specialWeek ; //weekType
TCreature creatureid ; //for creature weeks
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NewTurn ( ) { type = 101 ; } ;
template < typename Handler > void serialize ( Handler & h , const int version )
{
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h & heroes & cres & res & day & resetBuilded & specialWeek & creatureid ;
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}
} ;
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struct Component : public CPack //2002 helper for object scrips informations
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{
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enum EComponentType { PRIM_SKILL , SEC_SKILL , RESOURCE , CREATURE , ARTIFACT , EXPERIENCE , SPELL , MORALE = 8 , LUCK , BUILDING , HERO , FLAG } ;
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ui16 id , subtype ; //id uses ^^^ enums, when id==EXPPERIENCE subtype==0 means exp points and subtype==1 levels)
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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 )
{
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h & id & subtype & val & when ;
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}
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Component ( )
{
type = 2002 ;
}
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DLL_LINKAGE explicit Component ( const CStackBasicDescriptor & stack ) ;
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Component ( ui16 Type , ui16 Subtype , si32 Val , si16 When )
: id ( Type ) , subtype ( Subtype ) , val ( Val ) , when ( When )
{
type = 2002 ;
}
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} ;
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struct InfoWindow : public CPackForClient //103 - displays simple info window
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{
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void applyCl ( CClient * cl ) ;
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MetaString text ;
std : : vector < Component > components ;
ui8 player ;
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ui16 soundID ;
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template < typename Handler > void serialize ( Handler & h , const int version )
{
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h & text & components & player & soundID ;
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}
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InfoWindow ( )
{
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type = 103 ;
soundID = 0 ;
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}
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} ;
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namespace ObjProperty
{
//TODO: move non general properties out to the appropriate objs classes
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enum { OWNER = 1 , BLOCKVIS = 2 , PRIMARY_STACK_COUNT = 3 , VISITORS = 4 , VISITED = 5 , ID = 6 , AVAILABLE_CREATURE = 7 , SUBID = 8 ,
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MONSTER_COUNT = 10 , MONSTER_POWER = 11 , MONSTER_EXP = 12 , MONSTER_RESTORE_TYPE = 13 } ;
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}
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struct SetObjectProperty : public CPackForClient //1001
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{
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DLL_LINKAGE void applyGs ( CGameState * gs ) ;
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void applyCl ( CClient * cl ) ;
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ui32 id ;
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ui8 what ; //1 - owner; 2 - blockvis; 3 - first stack count; 4 - visitors; 5 - visited; 6 - ID (if 34 then also def is replaced)
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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 ;
}
} ;
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struct SetHoverName : public CPackForClient //1002
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{
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DLL_LINKAGE void applyGs ( CGameState * gs ) ;
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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 ;
}
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} ;
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struct HeroLevelUp : public Query //2000
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{
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void applyCl ( CClient * cl ) ;
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DLL_LINKAGE void applyGs ( CGameState * gs ) ;
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si32 heroid ;
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ui8 primskill , level ;
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std : : vector < ui16 > skills ;
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HeroLevelUp ( ) { type = 2000 ; } ;
template < typename Handler > void serialize ( Handler & h , const int version )
{
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h & queryID & heroid & primskill & level & skills ;
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}
} ;
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struct CommanderLevelUp : public Query
{
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void applyCl ( CClient * cl ) ;
DLL_LINKAGE void applyGs ( CGameState * gs ) ;
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si32 heroid ; //for commander attached to hero
StackLocation sl ; //for commander not on the hero?
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std : : vector < ui32 > skills ; //0-5 - secondary skills, val-100 - special skill
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CommanderLevelUp ( ) { type = 2005 ; } ;
template < typename Handler > void serialize ( Handler & h , const int version )
{
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h & queryID & heroid & sl & skills ;
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}
} ;
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struct TradeComponents : public CPackForClient , public CPackForServer
{
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///used to handle info about components available in shops
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void applyCl ( CClient * cl ) ;
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DLL_LINKAGE void applyGs ( CGameState * gs ) ;
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si32 heroid ;
ui32 objectid ;
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std : : map < ui16 , Component > available , chosen , bought ;
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template < typename Handler > void serialize ( Handler & h , const int version )
{
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h & heroid & objectid & available & chosen & bought ;
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}
} ;
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//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
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{
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enum { ALLOW_CANCEL = 1 , SELECTION = 2 } ;
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void applyCl ( CClient * cl ) ;
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MetaString text ;
std : : vector < Component > components ;
ui8 player ;
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ui8 flags ;
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ui16 soundID ;
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bool cancel ( ) const
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{
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return flags & ALLOW_CANCEL ;
}
bool selection ( ) const
{
return flags & SELECTION ;
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}
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BlockingDialog ( bool yesno , bool Selection )
{
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type = 2003 ;
flags = 0 ;
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soundID = 0 ;
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if ( yesno ) flags | = ALLOW_CANCEL ;
if ( Selection ) flags | = SELECTION ;
}
BlockingDialog ( )
{
type = 2003 ;
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flags = 0 ;
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soundID = 0 ;
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} ;
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template < typename Handler > void serialize ( Handler & h , const int version )
{
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h & queryID & text & components & player & flags & soundID ;
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}
} ;
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struct GarrisonDialog : public Query //2004
{
GarrisonDialog ( ) { type = 2004 ; }
void applyCl ( CClient * cl ) ;
si32 objid , hid ;
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bool removableUnits ;
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template < typename Handler > void serialize ( Handler & h , const int version )
{
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h & queryID & objid & hid & removableUnits ;
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}
} ;
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struct BattleInfo ;
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struct BattleStart : public CPackForClient //3000
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{
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BattleStart ( ) { type = 3000 ; } ;
void applyCl ( CClient * cl ) ;
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DLL_LINKAGE void applyGs ( CGameState * gs ) ;
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BattleInfo * info ;
template < typename Handler > void serialize ( Handler & h , const int version )
{
h & info ;
}
} ;
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struct BattleNextRound : public CPackForClient //3001
{
BattleNextRound ( ) { type = 3001 ; } ;
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void applyFirstCl ( CClient * cl ) ;
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void applyCl ( CClient * cl ) ;
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DLL_LINKAGE void applyGs ( CGameState * gs ) ;
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si32 round ;
template < typename Handler > void serialize ( Handler & h , const int version )
{
h & round ;
}
} ;
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struct BattleSetActiveStack : public CPackForClient //3002
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{
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BattleSetActiveStack ( )
{
type = 3002 ;
askPlayerInterface = true ;
}
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void applyCl ( CClient * cl ) ;
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DLL_LINKAGE void applyGs ( CGameState * gs ) ;
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ui32 stack ;
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ui8 askPlayerInterface ;
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template < typename Handler > void serialize ( Handler & h , const int version )
{
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h & stack & askPlayerInterface ;
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}
} ;
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struct BattleResult : public CPackForClient //3003
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{
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enum EResult { NORMAL = 0 , ESCAPE = 1 , SURRENDER = 2 } ;
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BattleResult ( ) { type = 3003 ; } ;
void applyFirstCl ( CClient * cl ) ;
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void applyGs ( CGameState * gs ) ;
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ui8 result ; //EResult values
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ui8 winner ; //0 - attacker, 1 - defender, [2 - draw (should be possible?)]
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std : : map < ui32 , si32 > casualties [ 2 ] ; //first => casualties of attackers - map crid => number
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expType exp [ 2 ] ; //exp for attacker and defender
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std : : set < ui32 > artifacts ; //artifacts taken from loser to winner - currently unused
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template < typename Handler > void serialize ( Handler & h , const int version )
{
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h & result & winner & casualties [ 0 ] & casualties [ 1 ] & exp & artifacts ;
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}
} ;
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struct BattleStackMoved : public CPackForClient //3004
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{
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ui32 stack ;
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std : : vector < BattleHex > tilesToMove ;
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ui8 distance , teleporting ;
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BattleStackMoved ( ) { type = 3004 ; } ;
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void applyFirstCl ( CClient * cl ) ;
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void applyGs ( CGameState * gs ) ;
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template < typename Handler > void serialize ( Handler & h , const int version )
{
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h & stack & tilesToMove & distance ;
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}
} ;
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struct StacksHealedOrResurrected : public CPackForClient //3013
{
StacksHealedOrResurrected ( ) { type = 3013 ; }
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DLL_LINKAGE void applyGs ( CGameState * gs ) ;
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void applyCl ( CClient * cl ) ;
struct HealInfo
{
ui32 stackID ;
ui32 healedHP ;
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ui8 lowLevelResurrection ; //in case this stack is resurrected by this heal, it will be marked as SUMMONED //TODO: replace with separate counter
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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
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ui8 tentHealing ; //if true, than it's healing via First Aid Tent
si32 drainedFrom ; //if life drain - then stack life was drain from, if tentHealing - stack that is a healer
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template < typename Handler > void serialize ( Handler & h , const int version )
{
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h & healedStacks & lifeDrain & tentHealing & drainedFrom ;
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}
} ;
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struct BattleStackAttacked : public CPackForClient //3005
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{
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BattleStackAttacked ( ) { flags = 0 ; type = 3005 ; } ;
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void applyFirstCl ( CClient * cl ) ;
//void applyCl(CClient *cl);
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DLL_LINKAGE void applyGs ( CGameState * gs ) ;
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ui32 stackAttacked , attackerID ;
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ui32 newAmount , newHP , killedAmount , damageAmount ;
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enum EFlags { KILLED = 1 , EFFECT = 2 , SECONDARY = 4 , REBIRTH = 8 , CLONE_KILLED = 16 } ;
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ui8 flags ; //uses EFlags (above)
ui32 effect ; //set only if flag EFFECT is set
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std : : vector < StacksHealedOrResurrected > healedStacks ; //used when life drain
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bool killed ( ) const //if target stack was killed
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{
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return flags & KILLED | | flags & CLONE_KILLED ;
}
bool cloneKilled ( ) const
{
return flags & CLONE_KILLED ;
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}
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bool isEffect ( ) const //if stack has been attacked by a spell
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{
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return flags & EFFECT ;
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}
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bool isSecondary ( ) const //if stack was not a primary target (receives no spell effects)
{
return flags & SECONDARY ;
}
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bool willRebirth ( ) const //if stack was not a primary target (receives no spell effects)
{
return flags & REBIRTH ;
}
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bool lifeDrain ( ) const //if this attack involves life drain effect
{
return healedStacks . size ( ) > 0 ;
}
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template < typename Handler > void serialize ( Handler & h , const int version )
{
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h & stackAttacked & attackerID & newAmount & newHP & flags & killedAmount & damageAmount & effect
& healedStacks ;
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}
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bool operator < ( const BattleStackAttacked & b ) const
{
return stackAttacked < b . stackAttacked ;
}
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} ;
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struct BattleAttack : public CPackForClient //3006
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{
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BattleAttack ( ) { flags = 0 ; type = 3006 ; } ;
void applyFirstCl ( CClient * cl ) ;
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DLL_LINKAGE void applyGs ( CGameState * gs ) ;
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void applyCl ( CClient * cl ) ;
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std : : vector < BattleStackAttacked > bsa ;
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ui32 stackAttacking ;
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ui8 flags ; //uses Eflags (below)
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enum EFlags { SHOT = 1 , COUNTER = 2 , LUCKY = 4 , UNLUCKY = 8 , BALLISTA_DOUBLE_DMG = 16 , DEATH_BLOW = 32 } ;
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bool shot ( ) const //distance attack - decrease number of shots
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{
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return flags & SHOT ;
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}
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bool counter ( ) const //is it counterattack?
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{
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return flags & COUNTER ;
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}
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bool lucky ( ) const
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{
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return flags & LUCKY ;
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}
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bool unlucky ( ) const
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{
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//TODO: support?
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return flags & UNLUCKY ;
}
bool ballistaDoubleDmg ( ) const //if it's ballista attack and does double dmg
{
return flags & BALLISTA_DOUBLE_DMG ;
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}
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bool deathBlow ( ) const
{
return flags & DEATH_BLOW ;
}
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//bool killed() //if target stack was killed
//{
// return bsa.killed();
//}
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template < typename Handler > void serialize ( Handler & h , const int version )
{
h & bsa & stackAttacking & flags ;
}
} ;
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struct StartAction : public CPackForClient //3007
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{
StartAction ( ) { type = 3007 ; } ;
StartAction ( const BattleAction & act ) { ba = act ; type = 3007 ; } ;
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void applyFirstCl ( CClient * cl ) ;
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DLL_LINKAGE void applyGs ( CGameState * gs ) ;
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BattleAction ba ;
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template < typename Handler > void serialize ( Handler & h , const int version )
{
h & ba ;
}
} ;
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struct EndAction : public CPackForClient //3008
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{
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EndAction ( ) { type = 3008 ; } ;
void applyCl ( CClient * cl ) ;
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template < typename Handler > void serialize ( Handler & h , const int version )
{
}
} ;
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struct BattleSpellCast : public CPackForClient //3009
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{
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BattleSpellCast ( ) { type = 3009 ; } ;
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DLL_LINKAGE void applyGs ( CGameState * gs ) ;
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void applyCl ( CClient * cl ) ;
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si32 dmgToDisplay ; //this amount will be displayed as amount of damage dealt by spell
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ui8 side ; //which hero did cast spell: 0 - attacker, 1 - defender
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ui32 id ; //id of spell
ui8 skill ; //caster's skill level
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ui8 spellCost ;
ui8 manaGained ; //mana channeling ability
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BattleHex tile ; //destination tile (may not be set in some global/mass spells
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std : : vector < ui32 > resisted ; //ids of creatures that resisted this spell
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std : : set < ui32 > affectedCres ; //ids of creatures affected by this spell, generally used if spell does not set any effect (like dispel or cure)
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TCreature attackerType ; //id of caster to generate console message; -1 if not set (eg. spell casted by artifact)
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ui8 castedByHero ; //if true - spell has been casted by hero, otherwise by a creature
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template < typename Handler > void serialize ( Handler & h , const int version )
{
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h & dmgToDisplay & side & id & skill & spellCost & manaGained & tile & resisted & affectedCres & attackerType & castedByHero ;
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}
} ;
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struct SetStackEffect : public CPackForClient //3010
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{
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SetStackEffect ( ) { type = 3010 ; } ;
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DLL_LINKAGE void applyGs ( CGameState * gs ) ;
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void applyCl ( CClient * cl ) ;
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std : : vector < ui32 > stacks ; //affected stacks (IDs)
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std : : vector < Bonus > effect ; //bonuses to apply
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std : : vector < std : : pair < ui32 , Bonus > > uniqueBonuses ; //bonuses per single stack
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template < typename Handler > void serialize ( Handler & h , const int version )
{
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h & stacks & effect & uniqueBonuses ;
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}
} ;
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struct StacksInjured : public CPackForClient //3011
{
StacksInjured ( ) { type = 3011 ; }
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DLL_LINKAGE void applyGs ( CGameState * gs ) ;
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void applyCl ( CClient * cl ) ;
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std : : vector < BattleStackAttacked > stacks ;
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template < typename Handler > void serialize ( Handler & h , const int version )
{
h & stacks ;
}
} ;
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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 ;
}
} ;
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struct ObstaclesRemoved : public CPackForClient //3014
{
ObstaclesRemoved ( ) { type = 3014 ; }
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DLL_LINKAGE void applyGs ( CGameState * gs ) ;
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void applyCl ( CClient * cl ) ;
std : : set < si32 > obstacles ; //uniqueIDs of removed obstacles
template < typename Handler > void serialize ( Handler & h , const int version )
{
h & obstacles ;
}
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} ;
struct CatapultAttack : public CPackForClient //3015
{
CatapultAttack ( ) { type = 3015 ; }
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DLL_LINKAGE void applyGs ( CGameState * gs ) ;
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void applyCl ( CClient * cl ) ;
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std : : set < std : : pair < std : : pair < ui8 , si16 > , ui8 > > attackedParts ; // < <attackedPartOfWall, attacked hex >, damageDealt>
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//attackedPartOfWall; //[0] - keep, [1] - bottom tower, [2] - bottom wall, [3] - below gate, [4] - over gate, [5] - upper wall, [6] - uppert tower, [7] - gate;
//damageDealt;
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int attacker ; //if -1, then a spell caused this
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template < typename Handler > void serialize ( Handler & h , const int version )
{
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h & attackedParts & attacker ;
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}
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} ;
struct BattleStacksRemoved : public CPackForClient //3016
{
BattleStacksRemoved ( ) { type = 3016 ; }
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DLL_LINKAGE void applyGs ( CGameState * gs ) ;
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void applyCl ( CClient * cl ) ;
std : : set < ui32 > stackIDs ; //IDs of removed stacks
template < typename Handler > void serialize ( Handler & h , const int version )
{
h & stackIDs ;
}
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} ;
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struct BattleStackAdded : public CPackForClient //3017
{
BattleStackAdded ( ) { type = 3017 ; } ;
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DLL_LINKAGE void applyGs ( CGameState * gs ) ;
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void applyCl ( CClient * cl ) ;
int attacker ; // if true, stack belongs to attacker
int creID ;
int amount ;
int pos ;
int summoned ; //if true, remove it afterwards
template < typename Handler > void serialize ( Handler & h , const int version )
{
h & attacker & creID & amount & pos & summoned ;
}
} ;
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struct BattleSetStackProperty : public CPackForClient //3018
{
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BattleSetStackProperty ( ) { type = 3018 ; } ;
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enum BattleStackProperty { CASTS , ENCHANTER_COUNTER , UNBIND , CLONED } ;
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DLL_LINKAGE void applyGs ( CGameState * gs ) ;
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//void applyCl(CClient *cl){};
int stackID ;
int which ; //using enum values
int val ;
int absolute ;
template < typename Handler > void serialize ( Handler & h , const int version )
{
h & stackID & which & val & absolute ;
}
} ;
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struct BattleTriggerEffect : public CPackForClient //3019
{ //activated at the beginning of turn
BattleTriggerEffect ( ) { type = 3019 ; } ;
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DLL_LINKAGE void applyGs ( CGameState * gs ) ; //effect
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void applyCl ( CClient * cl ) ; //play animations & stuff
//enum BattleEffect {REGENERATION, MANA_DRAIN, FEAR, MANA_CHANNELING, ENCHANTER, UNBIND, POISON, ENCHANTED, SUMMONER};
int stackID ;
int effect ; //use enumBattleEffect or corresponding Bonus type for sanity?
int val ;
int additionalInfo ;
template < typename Handler > void serialize ( Handler & h , const int version )
{
h & stackID & effect & val & additionalInfo ;
}
} ;
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struct BattleObstaclePlaced : public CPackForClient //3020
{ //activated at the beginning of turn
BattleObstaclePlaced ( ) { type = 3020 ; } ;
DLL_LINKAGE void applyGs ( CGameState * gs ) ; //effect
void applyCl ( CClient * cl ) ; //play animations & stuff
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shared_ptr < CObstacleInstance > obstacle ;
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template < typename Handler > void serialize ( Handler & h , const int version )
{
h & obstacle ;
}
} ;
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struct ShowInInfobox : public CPackForClient //107
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{
ShowInInfobox ( ) { type = 107 ; } ;
ui8 player ;
Component c ;
MetaString text ;
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void applyCl ( CClient * cl ) ;
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template < typename Handler > void serialize ( Handler & h , const int version )
{
h & player & c & text ;
}
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} ;
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 ;
}
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} ;
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/***********************************************************************************************************/
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struct CommitPackage : public CPackForServer
{
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bool freePack ; //for local usage, DO NOT serialize
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bool applyGh ( CGameHandler * gh ) ;
CPackForClient * packToCommit ;
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CommitPackage ( )
{
freePack = true ;
}
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~ CommitPackage ( )
{
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if ( freePack )
delete packToCommit ;
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}
template < typename Handler > void serialize ( Handler & h , const int version )
{
h & packToCommit ;
}
} ;
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struct CloseServer : public CPackForServer
{
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bool applyGh ( CGameHandler * gh ) ;
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template < typename Handler > void serialize ( Handler & h , const int version )
{ }
} ;
struct EndTurn : public CPackForServer
{
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bool applyGh ( CGameHandler * gh ) ;
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template < typename Handler > void serialize ( Handler & h , const int version )
{ }
} ;
struct DismissHero : public CPackForServer
{
DismissHero ( ) { } ;
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DismissHero ( si32 HID ) : hid ( HID ) { } ;
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si32 hid ;
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bool applyGh ( CGameHandler * gh ) ;
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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 ;
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bool applyGh ( CGameHandler * gh ) ;
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template < typename Handler > void serialize ( Handler & h , const int version )
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{
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 )
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{
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 ;
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bool applyGh ( CGameHandler * gh ) ;
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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
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bool applyGh ( CGameHandler * gh ) ;
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template < typename Handler > void serialize ( Handler & h , const int version )
{
h & pos & id ;
}
} ;
struct BuildStructure : public CPackForServer
{
BuildStructure ( ) { } ;
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BuildStructure ( si32 TID , si32 BID ) : bid ( BID ) , tid ( TID ) { } ;
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si32 bid , tid ; //structure and town ids
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bool applyGh ( CGameHandler * gh ) ;
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template < typename Handler > void serialize ( Handler & h , const int version )
{
h & tid & bid ;
}
} ;
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struct RazeStructure : public BuildStructure
{
RazeStructure ( ) { } ;
//RazeStructure(si32 TID, si32 BID):bid(BID),tid(TID){};
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bool applyGh ( CGameHandler * gh ) ;
} ;
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struct RecruitCreatures : public CPackForServer
{
RecruitCreatures ( ) { } ;
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RecruitCreatures ( si32 TID , si32 CRID , si32 Amount , si32 Level ) : tid ( TID ) , crid ( CRID ) , amount ( Amount ) , level ( Level ) { } ;
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si32 tid ; //town id
ui32 crid , amount ; //creature ID and amount
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si32 level ; //dwelling level to buy from, -1 if any
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bool applyGh ( CGameHandler * gh ) ;
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template < typename Handler > void serialize ( Handler & h , const int version )
{
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h & tid & crid & amount & level ;
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}
} ;
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
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bool applyGh ( CGameHandler * gh ) ;
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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 ;
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bool applyGh ( CGameHandler * gh ) ;
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template < typename Handler > void serialize ( Handler & h , const int version )
{
h & tid ;
}
} ;
struct ExchangeArtifacts : public CPackForServer
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//TODO: allow exchange between heroes, stacks and commanders
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{
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ArtifactLocation src , dst ;
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ExchangeArtifacts ( ) { } ;
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bool applyGh ( CGameHandler * gh ) ;
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template < typename Handler > void serialize ( Handler & h , const int version )
{
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h & src & dst ;
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}
} ;
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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 ;
}
} ;
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struct BuyArtifact : public CPackForServer
{
BuyArtifact ( ) { } ;
BuyArtifact ( si32 HID , si32 AID ) : hid ( HID ) , aid ( AID ) { } ;
si32 hid , aid ; //hero and artifact id
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bool applyGh ( CGameHandler * gh ) ;
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template < typename Handler > void serialize ( Handler & h , const int version )
{
h & hid & aid ;
}
} ;
struct TradeOnMarketplace : public CPackForServer
{
TradeOnMarketplace ( ) { } ;
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const CGObjectInstance * market ;
const CGHeroInstance * hero ; //needed when trading artifacts / creatures
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ui8 mode ; //enum EEMarketMode
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ui32 r1 , r2 ; //mode 0: r1 - sold resource, r2 - bought res (exception: when sacrificing art r1 is art id [todo: make r2 preferred slot?]
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ui32 val ; //units of sold resource
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bool applyGh ( CGameHandler * gh ) ;
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template < typename Handler > void serialize ( Handler & h , const int version )
{
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h & market & hero & mode & r1 & r2 & val ;
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}
} ;
struct SetFormation : public CPackForServer
{
SetFormation ( ) { } ;
SetFormation ( si32 HID , ui8 Formation ) : hid ( HID ) , formation ( Formation ) { } ;
si32 hid ;
ui8 formation ;
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bool applyGh ( CGameHandler * gh ) ;
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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 ) { } ;
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si32 hid , tid ; //available hero serial and town (tavern) id
ui8 player ;
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bool applyGh ( CGameHandler * gh ) ;
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template < typename Handler > void serialize ( Handler & h , const int version )
{
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h & hid & tid & player ;
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}
} ;
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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 ;
}
} ;
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struct QueryReply : public CPackForServer
{
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QueryReply ( ) { type = 6000 ; } ;
QueryReply ( ui32 QID , ui32 Answer ) : qid ( QID ) , answer ( Answer ) { type = 6000 ; } ;
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ui32 qid , answer ; //hero and artifact id
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ui8 player ;
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bool applyGh ( CGameHandler * gh ) ;
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template < typename Handler > void serialize ( Handler & h , const int version )
{
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h & qid & answer & player ;
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}
} ;
struct MakeAction : public CPackForServer
{
MakeAction ( ) { } ;
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MakeAction ( const BattleAction & BA ) : ba ( BA ) { } ;
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BattleAction ba ;
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bool applyGh ( CGameHandler * gh ) ;
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template < typename Handler > void serialize ( Handler & h , const int version )
{
h & ba ;
}
} ;
struct MakeCustomAction : public CPackForServer
{
MakeCustomAction ( ) { } ;
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MakeCustomAction ( const BattleAction & BA ) : ba ( BA ) { } ;
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BattleAction ba ;
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bool applyGh ( CGameHandler * gh ) ;
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template < typename Handler > void serialize ( Handler & h , const int version )
{
h & ba ;
}
} ;
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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 ;
}
} ;
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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 ;
}
} ;
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/***********************************************************************************************************/
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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 ) { } ;
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bool applyGh ( CGameHandler * gh ) ;
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template < typename Handler > void serialize ( Handler & h , const int version )
{
h & fname ;
}
} ;
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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 ) { } ;
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bool applyGh ( CGameHandler * gh ) ;
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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 ; } ;
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DLL_LINKAGE void applyGs ( CGameState * gs ) ;
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bool applyGh ( CGameHandler * gh ) ;
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void applyCl ( CClient * cl ) ;
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ui8 player ;
ui32 id ;
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template < typename Handler > void serialize ( Handler & h , const int version )
{
h & id & player ;
}
} ;
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struct CenterView : public CPackForClient //515
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{
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CenterView ( ) { CPackForClient : : type = 515 ; } ;
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void applyCl ( CClient * cl ) ;
ui8 player ;
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int3 pos ;
ui32 focusTime ; //ms
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template < typename Handler > void serialize ( Handler & h , const int version )
{
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h & pos & player & focusTime ;
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}
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} ;
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/***********************************************************************************************************/
struct CPackForSelectionScreen : public CPack
{
void apply ( CSelectionScreen * selScreen ) { } ; //that functions are implemented in CPreGame.cpp
} ;
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class CPregamePackToPropagate : public CPackForSelectionScreen
{ } ;
class CPregamePackToHost : public CPackForSelectionScreen
{ } ;
struct ChatMessage : public CPregamePackToPropagate
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{
std : : string playerName , message ;
void apply ( CSelectionScreen * selScreen ) ;
template < typename Handler > void serialize ( Handler & h , const int version )
{
h & playerName & message ;
}
} ;
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struct QuitMenuWithoutStarting : public CPregamePackToPropagate
{
void apply ( CSelectionScreen * selScreen ) ; //that functions are implemented in CPreGame.cpp
template < typename Handler > void serialize ( Handler & h , const int version )
{ }
} ;
struct PlayerJoined : public CPregamePackToHost
{
std : : string playerName ;
ui8 connectionID ;
void apply ( CSelectionScreen * selScreen ) ; //that functions are implemented in CPreGame.cpp
template < typename Handler > void serialize ( Handler & h , const int version )
{
h & playerName & connectionID ;
}
} ;
struct SelectMap : public CPregamePackToPropagate
{
const CMapInfo * mapInfo ;
bool free ;
SelectMap ( const CMapInfo & src )
{
mapInfo = & src ;
free = false ;
}
SelectMap ( )
{
mapInfo = NULL ;
free = true ;
}
~ SelectMap ( )
{
if ( free )
delete mapInfo ;
}
void apply ( CSelectionScreen * selScreen ) ; //that functions are implemented in CPreGame.cpp
template < typename Handler > void serialize ( Handler & h , const int version )
{
h & mapInfo ;
}
} ;
struct UpdateStartOptions : public CPregamePackToPropagate
{
StartInfo * options ;
bool free ;
void apply ( CSelectionScreen * selScreen ) ; //that functions are implemented in CPreGame.cpp
UpdateStartOptions ( StartInfo & src )
{
options = & src ;
free = false ;
}
UpdateStartOptions ( )
{
options = NULL ;
free = true ;
}
~ UpdateStartOptions ( )
{
if ( free )
delete options ;
}
template < typename Handler > void serialize ( Handler & h , const int version )
{
h & options ;
}
} ;
struct PregameGuiAction : public CPregamePackToPropagate
{
enum { NO_TAB , OPEN_OPTIONS , OPEN_SCENARIO_LIST } ;
ui8 action ;
void apply ( CSelectionScreen * selScreen ) ; //that functions are implemented in CPreGame.cpp
template < typename Handler > void serialize ( Handler & h , const int version )
{
h & action ;
}
} ;
struct RequestOptionsChange : public CPregamePackToHost
{
enum { TOWN , HERO , BONUS } ;
ui8 what ;
si8 direction ; //-1 or +1
ui8 playerID ;
RequestOptionsChange ( ui8 What , si8 Dir , ui8 Player )
: what ( What ) , direction ( Dir ) , playerID ( Player )
{ }
RequestOptionsChange ( ) { }
void apply ( CSelectionScreen * selScreen ) ; //that functions are implemented in CPreGame.cpp
template < typename Handler > void serialize ( Handler & h , const int version )
{
h & what & direction & playerID ;
}
} ;
struct PlayerLeft : public CPregamePackToPropagate
{
ui8 playerID ;
void apply ( CSelectionScreen * selScreen ) ; //that functions are implemented in CPreGame.cpp
template < typename Handler > void serialize ( Handler & h , const int version )
{
h & playerID ;
}
} ;
struct PlayersNames : public CPregamePackToPropagate
{
public :
std : : map < ui32 , std : : string > playerNames ;
void apply ( CSelectionScreen * selScreen ) ; //that functions are implemented in CPreGame.cpp
template < typename Handler > void serialize ( Handler & h , const int version )
{
h & playerNames ;
}
} ;
struct StartWithCurrentSettings : public CPregamePackToPropagate
{
public :
void apply ( CSelectionScreen * selScreen ) ; //that functions are implemented in CPreGame.cpp
template < typename Handler > void serialize ( Handler & h , const int version )
{
//h & playerNames;
}
} ;