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vcmi/lib/NetPacks.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
*
*/
#pragma once
#include "NetPacksBase.h"
#include "ConstTransitivePtr.h"
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#include "MetaString.h"
#include "ResourceSet.h"
#include "int3.h"
#include "battle/BattleAction.h"
#include "battle/CObstacleInstance.h"
#include "gameState/EVictoryLossCheckResult.h"
#include "gameState/TavernSlot.h"
#include "gameState/QuestInfo.h"
#include "mapObjects/CGHeroInstance.h"
#include "mapping/CMapDefines.h"
#include "spells/ViewSpellInt.h"
class CClient;
class CGameHandler;
VCMI_LIB_NAMESPACE_BEGIN
class CGameState;
class CArtifact;
class CGObjectInstance;
class CArtifactInstance;
struct StackLocation;
struct ArtSlotInfo;
struct QuestInfo;
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
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class IBattleState;
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// This one teleport-specific, but has to be available everywhere in callbacks and netpacks
// For now it's will be there till teleports code refactored and moved into own file
using TTeleportExitsList = std::vector<std::pair<ObjectInstanceID, int3>>;
struct DLL_LINKAGE Query : public CPackForClient
{
QueryID queryID; // equals to -1 if it is not an actual query (and should not be answered)
};
struct StackLocation
{
ConstTransitivePtr<CArmedInstance> army;
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SlotID slot;
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StackLocation() = default;
StackLocation(const CArmedInstance * Army, const SlotID & Slot)
: army(const_cast<CArmedInstance *>(Army)) //we are allowed here to const cast -> change will go through one of our packages... do not abuse!
, slot(Slot)
{
}
DLL_LINKAGE const CStackInstance * getStack();
template <typename Handler> void serialize(Handler & h, const int version)
{
h & army;
h & slot;
}
};
/***********************************************************************************************************/
struct DLL_LINKAGE PackageApplied : public CPackForClient
{
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PackageApplied() = default;
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PackageApplied(ui8 Result)
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: result(Result)
{
}
virtual void visitTyped(ICPackVisitor & visitor) override;
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ui8 result = 0; //0 - something went wrong, request hasn't been realized; 1 - OK
ui32 packType = 0; //type id of applied package
ui32 requestID = 0; //an ID given by client to the request that was applied
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PlayerColor player;
template <typename Handler> void serialize(Handler & h, const int version)
{
h & result;
h & packType;
h & requestID;
h & player;
}
};
struct DLL_LINKAGE SystemMessage : public CPackForClient
{
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SystemMessage(std::string Text)
: text(std::move(Text))
{
}
SystemMessage() = default;
virtual void visitTyped(ICPackVisitor & visitor) override;
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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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struct DLL_LINKAGE PlayerBlocked : public CPackForClient
{
enum EReason { UPCOMING_BATTLE, ONGOING_MOVEMENT };
enum EMode { BLOCKADE_STARTED, BLOCKADE_ENDED };
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EReason reason = UPCOMING_BATTLE;
EMode startOrEnd = BLOCKADE_STARTED;
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PlayerColor player;
virtual void visitTyped(ICPackVisitor & visitor) override;
template <typename Handler> void serialize(Handler & h, const int version)
{
h & reason;
h & startOrEnd;
h & player;
}
};
struct DLL_LINKAGE PlayerCheated : public CPackForClient
{
void applyGs(CGameState * gs) const;
PlayerColor player;
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bool losingCheatCode = false;
bool winningCheatCode = false;
virtual void visitTyped(ICPackVisitor & visitor) override;
template <typename Handler> void serialize(Handler & h, const int version)
{
h & player;
h & losingCheatCode;
h & winningCheatCode;
}
};
struct DLL_LINKAGE YourTurn : public CPackForClient
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{
void applyGs(CGameState * gs) const;
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PlayerColor player;
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std::optional<ui8> daysWithoutCastle;
virtual void visitTyped(ICPackVisitor & visitor) override;
template <typename Handler> void serialize(Handler & h, const int version)
{
h & player;
h & daysWithoutCastle;
}
};
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struct DLL_LINKAGE EntitiesChanged : public CPackForClient
{
std::vector<EntityChanges> changes;
void applyGs(CGameState * gs);
virtual void visitTyped(ICPackVisitor & visitor) override;
template <typename Handler> void serialize(Handler & h, const int version)
{
h & changes;
}
};
struct DLL_LINKAGE SetResources : public CPackForClient
{
void applyGs(CGameState * gs) const;
virtual void visitTyped(ICPackVisitor & visitor) override;
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bool abs = true; //false - changes by value; 1 - sets to value
PlayerColor player;
TResources res; //res[resid] => res amount
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template <typename Handler> void serialize(Handler & h, const int version)
{
h & abs;
h & player;
h & res;
}
};
struct DLL_LINKAGE SetPrimSkill : public CPackForClient
{
void applyGs(CGameState * gs) const;
virtual void visitTyped(ICPackVisitor & visitor) override;
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ui8 abs = 0; //0 - changes by value; 1 - sets to value
ObjectInstanceID id;
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PrimarySkill::PrimarySkill which = PrimarySkill::ATTACK;
si64 val = 0;
template <typename Handler> void serialize(Handler & h, const int version)
{
h & abs;
h & id;
h & which;
h & val;
}
};
struct DLL_LINKAGE SetSecSkill : public CPackForClient
{
void applyGs(CGameState * gs) const;
virtual void visitTyped(ICPackVisitor & visitor) override;
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ui8 abs = 0; //0 - changes by value; 1 - sets to value
ObjectInstanceID id;
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SecondarySkill which;
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ui16 val = 0;
template <typename Handler> void serialize(Handler & h, const int version)
{
h & abs;
h & id;
h & which;
h & val;
}
};
struct DLL_LINKAGE HeroVisitCastle : public CPackForClient
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{
void applyGs(CGameState * gs) const;
virtual void visitTyped(ICPackVisitor & visitor) override;
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ui8 flags = 0; //1 - start
ObjectInstanceID tid, hid;
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bool start() const //if hero is entering castle (if false - leaving)
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{
return flags & 1;
}
template <typename Handler> void serialize(Handler & h, const int version)
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{
h & flags;
h & tid;
h & hid;
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}
};
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struct DLL_LINKAGE ChangeSpells : public CPackForClient
{
void applyGs(CGameState * gs);
virtual void visitTyped(ICPackVisitor & visitor) override;
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ui8 learn = 1; //1 - gives spell, 0 - takes
ObjectInstanceID hid;
std::set<SpellID> spells;
template <typename Handler> void serialize(Handler & h, const int version)
{
h & learn;
h & hid;
h & spells;
}
};
struct DLL_LINKAGE SetMana : public CPackForClient
{
void applyGs(CGameState * gs) const;
virtual void visitTyped(ICPackVisitor & visitor) override;
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ObjectInstanceID hid;
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si32 val = 0;
bool absolute = true;
template <typename Handler> void serialize(Handler & h, const int version)
{
h & val;
h & hid;
h & absolute;
}
};
struct DLL_LINKAGE SetMovePoints : public CPackForClient
{
void applyGs(CGameState * gs) const;
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ObjectInstanceID hid;
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si32 val = 0;
bool absolute = true;
virtual void visitTyped(ICPackVisitor & visitor) override;
template <typename Handler> void serialize(Handler & h, const int version)
{
h & val;
h & hid;
h & absolute;
}
};
struct DLL_LINKAGE FoWChange : public CPackForClient
{
void applyGs(CGameState * gs);
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std::unordered_set<int3> tiles;
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PlayerColor player;
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ui8 mode = 0; //mode==0 - hide, mode==1 - reveal
bool waitForDialogs = false;
virtual void visitTyped(ICPackVisitor & visitor) override;
template <typename Handler> void serialize(Handler & h, const int version)
{
h & tiles;
h & player;
h & mode;
h & waitForDialogs;
}
};
struct DLL_LINKAGE SetAvailableHero : public CPackForClient
{
SetAvailableHero()
{
army.clearSlots();
}
void applyGs(CGameState * gs);
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TavernHeroSlot slotID;
TavernSlotRole roleID;
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PlayerColor player;
HeroTypeID hid; //HeroTypeID::NONE if no hero
CSimpleArmy army;
virtual void visitTyped(ICPackVisitor & visitor) override;
template <typename Handler> void serialize(Handler & h, const int version)
{
h & slotID;
h & roleID;
h & player;
h & hid;
h & army;
}
};
struct DLL_LINKAGE GiveBonus : public CPackForClient
{
enum class ETarget : ui8 { HERO, PLAYER, TOWN, BATTLE };
GiveBonus(ETarget Who = ETarget::HERO)
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:who(Who)
{
}
void applyGs(CGameState * gs);
ETarget who = ETarget::HERO; //who receives bonus
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si32 id = 0; //hero. town or player id - whoever receives it
Bonus bonus;
MetaString bdescr;
virtual void visitTyped(ICPackVisitor & visitor) override;
template <typename Handler> void serialize(Handler & h, const int version)
{
h & bonus;
h & id;
h & bdescr;
h & who;
assert(id != -1);
}
};
struct DLL_LINKAGE ChangeObjPos : public CPackForClient
{
void applyGs(CGameState * gs);
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/// Object to move
ObjectInstanceID objid;
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/// New position of visitable tile of an object
int3 nPos;
virtual void visitTyped(ICPackVisitor & visitor) override;
template <typename Handler> void serialize(Handler & h, const int version)
{
h & objid;
h & nPos;
}
};
struct DLL_LINKAGE PlayerEndsGame : public CPackForClient
{
void applyGs(CGameState * gs) const;
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PlayerColor player;
EVictoryLossCheckResult victoryLossCheckResult;
virtual void visitTyped(ICPackVisitor & visitor) override;
template <typename Handler> void serialize(Handler & h, const int version)
{
h & player;
h & victoryLossCheckResult;
}
};
struct DLL_LINKAGE PlayerReinitInterface : public CPackForClient
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{
void applyGs(CGameState * gs);
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std::vector<PlayerColor> players;
ui8 playerConnectionId; //PLAYER_AI for AI player
virtual void visitTyped(ICPackVisitor & visitor) override;
template <typename Handler> void serialize(Handler & h, const int version)
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{
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h & players;
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h & playerConnectionId;
}
};
struct DLL_LINKAGE RemoveBonus : public CPackForClient
{
RemoveBonus(GiveBonus::ETarget Who = GiveBonus::ETarget::HERO)
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:who(Who)
{
}
void applyGs(CGameState * gs);
GiveBonus::ETarget who; //who receives bonus
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ui32 whoID = 0; //hero, town or player id - whoever loses bonus
//vars to identify bonus: its source
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ui8 source = 0;
ui32 id = 0; //source id
//used locally: copy of removed bonus
Bonus bonus;
virtual void visitTyped(ICPackVisitor & visitor) override;
template <typename Handler> void serialize(Handler & h, const int version)
{
h & source;
h & id;
h & who;
h & whoID;
}
};
struct DLL_LINKAGE SetCommanderProperty : public CPackForClient
{
enum ECommanderProperty { ALIVE, BONUS, SECONDARY_SKILL, EXPERIENCE, SPECIAL_SKILL };
void applyGs(CGameState * gs);
ObjectInstanceID heroid;
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ECommanderProperty which = ALIVE;
TExpType amount = 0; //0 for dead, >0 for alive
si32 additionalInfo = 0; //for secondary skills choice
Bonus accumulatedBonus;
virtual void visitTyped(ICPackVisitor & visitor) override;
template <typename Handler> void serialize(Handler & h, const int version)
{
h & heroid;
h & which;
h & amount;
h & additionalInfo;
h & accumulatedBonus;
}
};
struct DLL_LINKAGE AddQuest : public CPackForClient
{
void applyGs(CGameState * gs) const;
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PlayerColor player;
QuestInfo quest;
virtual void visitTyped(ICPackVisitor & visitor) override;
template <typename Handler> void serialize(Handler & h, const int version)
{
h & player;
h & quest;
}
};
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struct DLL_LINKAGE UpdateArtHandlerLists : public CPackForClient
{
std::vector<CArtifact *> treasures, minors, majors, relics;
void applyGs(CGameState * gs) const;
virtual void visitTyped(ICPackVisitor & visitor) override;
template <typename Handler> void serialize(Handler & h, const int version)
{
h & treasures;
h & minors;
h & majors;
h & relics;
}
};
struct DLL_LINKAGE UpdateMapEvents : public CPackForClient
{
std::list<CMapEvent> events;
void applyGs(CGameState * gs) const;
virtual void visitTyped(ICPackVisitor & visitor) override;
template <typename Handler> void serialize(Handler & h, const int version)
{
h & events;
}
};
struct DLL_LINKAGE UpdateCastleEvents : public CPackForClient
{
ObjectInstanceID town;
std::list<CCastleEvent> events;
void applyGs(CGameState * gs) const;
virtual void visitTyped(ICPackVisitor & visitor) override;
template <typename Handler> void serialize(Handler & h, const int version)
{
h & town;
h & events;
}
};
struct DLL_LINKAGE ChangeFormation : public CPackForClient
{
ObjectInstanceID hid;
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ui8 formation = 0;
void applyGs(CGameState * gs) const;
virtual void visitTyped(ICPackVisitor & visitor) override;
template <typename Handler> void serialize(Handler & h, const int version)
{
h & hid;
h & formation;
}
};
struct DLL_LINKAGE RemoveObject : public CPackForClient
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{
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RemoveObject() = default;
RemoveObject(const ObjectInstanceID & ID)
: id(ID)
{
}
void applyGs(CGameState * gs);
virtual void visitTyped(ICPackVisitor & visitor) override;
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ObjectInstanceID id;
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template <typename Handler> void serialize(Handler & h, const int version)
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{
h & id;
}
};
struct DLL_LINKAGE TryMoveHero : public CPackForClient
{
void applyGs(CGameState * gs);
enum EResult
{
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FAILED,
SUCCESS,
TELEPORTATION,
BLOCKING_VISIT,
EMBARK,
DISEMBARK
};
ObjectInstanceID id;
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ui32 movePoints = 0;
EResult result = FAILED; //uses EResult
int3 start, end; //h3m format
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std::unordered_set<int3> fowRevealed; //revealed tiles
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std::optional<int3> attackedFrom; // Set when stepping into endangered tile.
virtual void visitTyped(ICPackVisitor & visitor) override;
bool stopMovement() const
{
return result != SUCCESS && result != EMBARK && result != DISEMBARK && result != TELEPORTATION;
}
template <typename Handler> void serialize(Handler & h, const int version)
{
h & id;
h & result;
h & start;
h & end;
h & movePoints;
h & fowRevealed;
h & attackedFrom;
}
};
struct DLL_LINKAGE NewStructures : public CPackForClient
{
void applyGs(CGameState * gs);
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ObjectInstanceID tid;
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std::set<BuildingID> bid;
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si16 builded = 0;
virtual void visitTyped(ICPackVisitor & visitor) override;
template <typename Handler> void serialize(Handler & h, const int version)
{
h & tid;
h & bid;
h & builded;
}
};
struct DLL_LINKAGE RazeStructures : public CPackForClient
{
void applyGs(CGameState * gs);
ObjectInstanceID tid;
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std::set<BuildingID> bid;
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si16 destroyed = 0;
virtual void visitTyped(ICPackVisitor & visitor) override;
template <typename Handler> void serialize(Handler & h, const int version)
{
h & tid;
h & bid;
h & destroyed;
}
};
struct DLL_LINKAGE SetAvailableCreatures : public CPackForClient
{
void applyGs(CGameState * gs) const;
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ObjectInstanceID tid;
std::vector<std::pair<ui32, std::vector<CreatureID> > > creatures;
virtual void visitTyped(ICPackVisitor & visitor) override;
template <typename Handler> void serialize(Handler & h, const int version)
{
h & tid;
h & creatures;
}
};
struct DLL_LINKAGE SetHeroesInTown : public CPackForClient
{
void applyGs(CGameState * gs) const;
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ObjectInstanceID tid, visiting, garrison; //id of town, visiting hero, hero in garrison
virtual void visitTyped(ICPackVisitor & visitor) override;
template <typename Handler> void serialize(Handler & h, const int version)
{
h & tid;
h & visiting;
h & garrison;
}
};
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struct DLL_LINKAGE HeroRecruited : public CPackForClient
{
void applyGs(CGameState * gs) const;
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HeroTypeID hid; //subID of hero
ObjectInstanceID tid;
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ObjectInstanceID boatId;
int3 tile;
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PlayerColor player;
virtual void visitTyped(ICPackVisitor & visitor) override;
template <typename Handler> void serialize(Handler & h, const int version)
{
h & hid;
h & tid;
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h & boatId;
h & tile;
h & player;
}
};
struct DLL_LINKAGE GiveHero : public CPackForClient
{
void applyGs(CGameState * gs) const;
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ObjectInstanceID id; //object id
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ObjectInstanceID boatId;
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PlayerColor player;
virtual void visitTyped(ICPackVisitor & visitor) override;
template <typename Handler> void serialize(Handler & h, const int version)
{
h & id;
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h & boatId;
h & player;
}
};
struct DLL_LINKAGE OpenWindow : public CPackForClient
{
EOpenWindowMode window;
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si32 id1 = -1;
si32 id2 = -1;
virtual void visitTyped(ICPackVisitor & visitor) override;
template <typename Handler> void serialize(Handler & h, const int version)
{
h & window;
h & id1;
h & id2;
}
};
struct DLL_LINKAGE NewObject : public CPackForClient
{
void applyGs(CGameState * gs);
/// Object ID to create
Obj ID;
/// Object secondary ID to create
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ui32 subID = 0;
/// Position of visitable tile of created object
int3 targetPos;
ObjectInstanceID createdObjectID; //used locally, filled during applyGs
virtual void visitTyped(ICPackVisitor & visitor) override;
template <typename Handler> void serialize(Handler & h, const int version)
{
h & ID;
h & subID;
h & targetPos;
}
};
struct DLL_LINKAGE SetAvailableArtifacts : public CPackForClient
{
void applyGs(CGameState * gs) const;
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si32 id = 0; //two variants: id < 0: set artifact pool for Artifact Merchants in towns; id >= 0: set pool for adv. map Black Market (id is the id of Black Market instance then)
std::vector<const CArtifact *> arts;
virtual void visitTyped(ICPackVisitor & visitor) override;
template <typename Handler> void serialize(Handler & h, const int version)
{
h & id;
h & arts;
}
};
struct DLL_LINKAGE CGarrisonOperationPack : CPackForClient
{
};
struct DLL_LINKAGE ChangeStackCount : CGarrisonOperationPack
{
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ObjectInstanceID army;
SlotID slot;
TQuantity count;
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bool absoluteValue; //if not -> count will be added (or subtracted if negative)
void applyGs(CGameState * gs);
virtual void visitTyped(ICPackVisitor & visitor) override;
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template <typename Handler> void serialize(Handler & h, const int version)
{
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h & army;
h & slot;
h & count;
h & absoluteValue;
}
};
struct DLL_LINKAGE SetStackType : CGarrisonOperationPack
{
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ObjectInstanceID army;
SlotID slot;
CreatureID type;
void applyGs(CGameState * gs);
virtual void visitTyped(ICPackVisitor & visitor) override;
template <typename Handler> void serialize(Handler & h, const int version)
{
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h & army;
h & slot;
h & type;
}
};
struct DLL_LINKAGE EraseStack : CGarrisonOperationPack
{
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ObjectInstanceID army;
SlotID slot;
void applyGs(CGameState * gs);
virtual void visitTyped(ICPackVisitor & visitor) override;
template <typename Handler> void serialize(Handler & h, const int version)
{
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h & army;
h & slot;
}
};
struct DLL_LINKAGE SwapStacks : CGarrisonOperationPack
{
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ObjectInstanceID srcArmy;
ObjectInstanceID dstArmy;
SlotID srcSlot;
SlotID dstSlot;
void applyGs(CGameState * gs);
virtual void visitTyped(ICPackVisitor & visitor) override;
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template <typename Handler> void serialize(Handler & h, const int version)
{
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h & srcArmy;
h & dstArmy;
h & srcSlot;
h & dstSlot;
}
};
struct DLL_LINKAGE InsertNewStack : CGarrisonOperationPack
{
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ObjectInstanceID army;
SlotID slot;
CreatureID type;
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TQuantity count = 0;
void applyGs(CGameState * gs);
virtual void visitTyped(ICPackVisitor & visitor) override;
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template <typename Handler> void serialize(Handler & h, const int version)
{
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h & army;
h & slot;
h & type;
h & count;
}
};
///moves creatures from src stack to dst slot, may be used for merging/splittint/moving stacks
struct DLL_LINKAGE RebalanceStacks : CGarrisonOperationPack
{
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ObjectInstanceID srcArmy;
ObjectInstanceID dstArmy;
SlotID srcSlot;
SlotID dstSlot;
TQuantity count;
void applyGs(CGameState * gs);
virtual void visitTyped(ICPackVisitor & visitor) override;
template <typename Handler> void serialize(Handler & h, const int version)
{
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h & srcArmy;
h & dstArmy;
h & srcSlot;
h & dstSlot;
h & count;
}
};
struct DLL_LINKAGE BulkRebalanceStacks : CGarrisonOperationPack
{
std::vector<RebalanceStacks> moves;
void applyGs(CGameState * gs);
virtual void visitTyped(ICPackVisitor & visitor) override;
template <typename Handler>
void serialize(Handler & h, const int version)
{
h & moves;
}
};
struct DLL_LINKAGE BulkSmartRebalanceStacks : CGarrisonOperationPack
{
std::vector<RebalanceStacks> moves;
std::vector<ChangeStackCount> changes;
void applyGs(CGameState * gs);
virtual void visitTyped(ICPackVisitor & visitor) override;
template <typename Handler>
void serialize(Handler & h, const int version)
{
h & moves;
h & changes;
}
};
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struct GetEngagedHeroIds
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{
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std::optional<ObjectInstanceID> operator()(const ConstTransitivePtr<CGHeroInstance> & h) const
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{
return h->id;
}
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std::optional<ObjectInstanceID> operator()(const ConstTransitivePtr<CStackInstance> & s) const
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{
if(s->armyObj && s->armyObj->ID == Obj::HERO)
return s->armyObj->id;
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return std::optional<ObjectInstanceID>();
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}
};
struct DLL_LINKAGE CArtifactOperationPack : CPackForClient
{
};
struct DLL_LINKAGE PutArtifact : CArtifactOperationPack
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{
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PutArtifact() = default;
PutArtifact(ArtifactLocation * dst, bool askAssemble = true)
: al(*dst), askAssemble(askAssemble)
{
}
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ArtifactLocation al;
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bool askAssemble = false;
ConstTransitivePtr<CArtifactInstance> art;
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void applyGs(CGameState * gs);
virtual void visitTyped(ICPackVisitor & visitor) override;
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template <typename Handler> void serialize(Handler & h, const int version)
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{
h & al;
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h & askAssemble;
h & art;
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}
};
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struct DLL_LINKAGE NewArtifact : public CArtifactOperationPack
{
ConstTransitivePtr<CArtifactInstance> art;
void applyGs(CGameState * gs);
virtual void visitTyped(ICPackVisitor & visitor) override;
template <typename Handler> void serialize(Handler & h, const int version)
{
h & art;
}
};
struct DLL_LINKAGE EraseArtifact : CArtifactOperationPack
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{
ArtifactLocation al;
void applyGs(CGameState * gs);
virtual void visitTyped(ICPackVisitor & visitor) override;
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template <typename Handler> void serialize(Handler & h, const int version)
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{
h & al;
}
};
struct DLL_LINKAGE MoveArtifact : CArtifactOperationPack
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{
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MoveArtifact() = default;
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MoveArtifact(ArtifactLocation * src, ArtifactLocation * dst, bool askAssemble = true)
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: src(*src), dst(*dst), askAssemble(askAssemble)
{
}
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ArtifactLocation src, dst;
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bool askAssemble = true;
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void applyGs(CGameState * gs);
virtual void visitTyped(ICPackVisitor & visitor) override;
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template <typename Handler> void serialize(Handler & h, const int version)
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{
h & src;
h & dst;
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h & askAssemble;
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}
};
struct DLL_LINKAGE BulkMoveArtifacts : CArtifactOperationPack
{
struct LinkedSlots
{
ArtifactPosition srcPos;
ArtifactPosition dstPos;
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LinkedSlots() = default;
LinkedSlots(const ArtifactPosition & srcPos, const ArtifactPosition & dstPos)
: srcPos(srcPos)
, dstPos(dstPos)
{
}
template <typename Handler> void serialize(Handler & h, const int version)
{
h & srcPos;
h & dstPos;
}
};
TArtHolder srcArtHolder;
TArtHolder dstArtHolder;
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BulkMoveArtifacts()
: swap(false)
{
}
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BulkMoveArtifacts(TArtHolder srcArtHolder, TArtHolder dstArtHolder, bool swap)
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: srcArtHolder(std::move(std::move(srcArtHolder)))
, dstArtHolder(std::move(std::move(dstArtHolder)))
, swap(swap)
{
}
void applyGs(CGameState * gs);
std::vector<LinkedSlots> artsPack0;
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std::vector<LinkedSlots> artsPack1;
bool swap;
CArtifactSet * getSrcHolderArtSet();
CArtifactSet * getDstHolderArtSet();
virtual void visitTyped(ICPackVisitor & visitor) override;
template <typename Handler> void serialize(Handler & h, const int version)
{
h & artsPack0;
h & artsPack1;
h & srcArtHolder;
h & dstArtHolder;
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h & swap;
}
};
struct DLL_LINKAGE AssembledArtifact : CArtifactOperationPack
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{
ArtifactLocation al; //where assembly will be put
CArtifact * builtArt;
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void applyGs(CGameState * gs);
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virtual void visitTyped(ICPackVisitor & visitor) override;
template <typename Handler> void serialize(Handler & h, const int version)
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{
h & al;
h & builtArt;
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}
};
struct DLL_LINKAGE DisassembledArtifact : CArtifactOperationPack
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{
ArtifactLocation al;
void applyGs(CGameState * gs);
virtual void visitTyped(ICPackVisitor & visitor) override;
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template <typename Handler> void serialize(Handler & h, const int version)
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{
h & al;
}
};
struct DLL_LINKAGE HeroVisit : public CPackForClient
{
PlayerColor player;
ObjectInstanceID heroId;
ObjectInstanceID objId;
bool starting; //false -> ending
void applyGs(CGameState * gs);
virtual void visitTyped(ICPackVisitor & visitor) override;
template <typename Handler> void serialize(Handler & h, const int version)
{
h & player;
h & heroId;
h & objId;
h & starting;
}
};
struct DLL_LINKAGE NewTurn : public CPackForClient
{
enum weekType { NORMAL, DOUBLE_GROWTH, BONUS_GROWTH, DEITYOFFIRE, PLAGUE, NO_ACTION };
void applyGs(CGameState * gs);
virtual void visitTyped(ICPackVisitor & visitor) override;
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struct Hero
{
ObjectInstanceID id;
ui32 move, mana; //id is a general serial id
template <typename Handler> void serialize(Handler & h, const int version)
{
h & id;
h & move;
h & mana;
}
bool operator<(const Hero & h)const { return id < h.id; }
};
std::set<Hero> heroes; //updates movement and mana points
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std::map<PlayerColor, TResources> res; //player ID => resource value[res_id]
std::map<ObjectInstanceID, SetAvailableCreatures> cres;//creatures to be placed in towns
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ui32 day = 0;
ui8 specialWeek = 0; //weekType
CreatureID creatureid; //for creature weeks
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NewTurn() = default;
template <typename Handler> void serialize(Handler & h, const int version)
{
h & heroes;
h & cres;
h & res;
h & day;
h & specialWeek;
h & creatureid;
}
};
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struct DLL_LINKAGE InfoWindow : public CPackForClient //103 - displays simple info window
{
EInfoWindowMode type = EInfoWindowMode::MODAL;
MetaString text;
std::vector<Component> components;
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PlayerColor player;
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ui16 soundID = 0;
virtual void visitTyped(ICPackVisitor & visitor) override;
template <typename Handler> void serialize(Handler & h, const int version)
{
h & type;
h & text;
h & components;
h & player;
h & soundID;
}
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InfoWindow() = default;
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};
namespace ObjProperty
{
enum
{
OWNER = 1, BLOCKVIS = 2, PRIMARY_STACK_COUNT = 3, VISITORS = 4, VISITED = 5, ID = 6, AVAILABLE_CREATURE = 7, SUBID = 8,
MONSTER_COUNT = 10, MONSTER_POWER = 11, MONSTER_EXP = 12, MONSTER_RESTORE_TYPE = 13, MONSTER_REFUSED_JOIN,
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//town-specific
STRUCTURE_ADD_VISITING_HERO, STRUCTURE_CLEAR_VISITORS, STRUCTURE_ADD_GARRISONED_HERO, //changing buildings state
BONUS_VALUE_FIRST, BONUS_VALUE_SECOND, //used in Rampart for special building that generates resources (storing resource type and quantity)
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//creature-bank specific
BANK_DAYCOUNTER, BANK_RESET, BANK_CLEAR,
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//object with reward
REWARD_RANDOMIZE, REWARD_SELECT, REWARD_CLEARED
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};
}
struct DLL_LINKAGE SetObjectProperty : public CPackForClient
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{
void applyGs(CGameState * gs) const;
ObjectInstanceID id;
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ui8 what = 0; // see ObjProperty enum
ui32 val = 0;
SetObjectProperty() = default;
SetObjectProperty(const ObjectInstanceID & ID, ui8 What, ui32 Val)
: id(ID)
, what(What)
, val(Val)
{
}
virtual void visitTyped(ICPackVisitor & visitor) override;
template <typename Handler> void serialize(Handler & h, const int version)
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{
h & id;
h & what;
h & val;
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}
};
struct DLL_LINKAGE ChangeObjectVisitors : public CPackForClient
{
enum VisitMode
{
VISITOR_ADD, // mark hero as one that have visited this object
VISITOR_ADD_TEAM, // mark team as one that have visited this object
VISITOR_REMOVE, // unmark visitor, reversed to ADD
VISITOR_CLEAR // clear all visitors from this object (object reset)
};
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ui32 mode = VISITOR_CLEAR; // uses VisitMode enum
ObjectInstanceID object;
ObjectInstanceID hero; // note: hero owner will be also marked as "visited" this object
void applyGs(CGameState * gs) const;
virtual void visitTyped(ICPackVisitor & visitor) override;
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ChangeObjectVisitors() = default;
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ChangeObjectVisitors(ui32 mode, const ObjectInstanceID & object, const ObjectInstanceID & heroID = ObjectInstanceID(-1))
: mode(mode)
, object(object)
, hero(heroID)
{
}
template <typename Handler> void serialize(Handler & h, const int version)
{
h & object;
h & hero;
h & mode;
}
};
struct DLL_LINKAGE PrepareHeroLevelUp : public CPackForClient
{
ObjectInstanceID heroId;
/// Do not serialize, used by server only
std::vector<SecondarySkill> skills;
void applyGs(CGameState * gs);
virtual void visitTyped(ICPackVisitor & visitor) override;
template <typename Handler> void serialize(Handler & h, const int version)
{
h & heroId;
}
};
struct DLL_LINKAGE HeroLevelUp : public Query
{
PlayerColor player;
ObjectInstanceID heroId;
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PrimarySkill::PrimarySkill primskill = PrimarySkill::ATTACK;
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std::vector<SecondarySkill> skills;
void applyGs(CGameState * gs) const;
virtual void visitTyped(ICPackVisitor & visitor) override;
template <typename Handler> void serialize(Handler & h, const int version)
{
h & queryID;
h & player;
h & heroId;
h & primskill;
h & skills;
}
};
struct DLL_LINKAGE CommanderLevelUp : public Query
{
PlayerColor player;
ObjectInstanceID heroId;
std::vector<ui32> skills; //0-5 - secondary skills, val-100 - special skill
void applyGs(CGameState * gs) const;
virtual void visitTyped(ICPackVisitor & visitor) override;
template <typename Handler> void serialize(Handler & h, const int version)
{
h & queryID;
h & player;
h & heroId;
h & skills;
}
};
//A dialog that requires making decision by player - it may contain components to choose between or has yes/no options
//Client responds with QueryReply, where answer: 0 - cancel pressed, choice doesn't matter; 1/2/... - first/second/... component selected and OK pressed
//Until sending reply player won't be allowed to take any actions
struct DLL_LINKAGE BlockingDialog : public Query
{
enum { ALLOW_CANCEL = 1, SELECTION = 2 };
MetaString text;
std::vector<Component> components;
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PlayerColor player;
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ui8 flags = 0;
ui16 soundID = 0;
bool cancel() const
{
return flags & ALLOW_CANCEL;
}
bool selection() const
{
return flags & SELECTION;
}
BlockingDialog(bool yesno, bool Selection)
{
if(yesno) flags |= ALLOW_CANCEL;
if(Selection) flags |= SELECTION;
}
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BlockingDialog() = default;
virtual void visitTyped(ICPackVisitor & visitor) override;
template <typename Handler> void serialize(Handler & h, const int version)
{
h & queryID;
h & text;
h & components;
h & player;
h & flags;
h & soundID;
}
};
struct DLL_LINKAGE GarrisonDialog : public Query
{
ObjectInstanceID objid, hid;
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bool removableUnits = false;
virtual void visitTyped(ICPackVisitor & visitor) override;
template <typename Handler> void serialize(Handler & h, const int version)
{
h & queryID;
h & objid;
h & hid;
h & removableUnits;
}
};
struct DLL_LINKAGE ExchangeDialog : public Query
{
PlayerColor player;
ObjectInstanceID hero1;
ObjectInstanceID hero2;
virtual void visitTyped(ICPackVisitor & visitor) override;
template <typename Handler> void serialize(Handler & h, const int version)
{
h & queryID;
h & player;
h & hero1;
h & hero2;
}
};
struct DLL_LINKAGE TeleportDialog : public Query
{
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TeleportDialog() = default;
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TeleportDialog(const PlayerColor & Player, const TeleportChannelID & Channel)
: player(Player)
, channel(Channel)
{
}
PlayerColor player;
TeleportChannelID channel;
TTeleportExitsList exits;
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bool impassable = false;
virtual void visitTyped(ICPackVisitor & visitor) override;
template <typename Handler> void serialize(Handler & h, const int version)
{
h & queryID;
h & player;
h & channel;
h & exits;
h & impassable;
}
};
struct DLL_LINKAGE MapObjectSelectDialog : public Query
{
PlayerColor player;
Component icon;
MetaString title;
MetaString description;
std::vector<ObjectInstanceID> objects;
virtual void visitTyped(ICPackVisitor & visitor) override;
template <typename Handler> void serialize(Handler & h, const int version)
{
h & queryID;
h & player;
h & icon;
h & title;
h & description;
h & objects;
}
};
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
class BattleInfo;
struct DLL_LINKAGE BattleStart : public CPackForClient
{
void applyGs(CGameState * gs) const;
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BattleInfo * info = nullptr;
virtual void visitTyped(ICPackVisitor & visitor) override;
template <typename Handler> void serialize(Handler & h, const int version)
{
h & info;
}
};
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struct DLL_LINKAGE BattleNextRound : public CPackForClient
{
void applyGs(CGameState * gs) const;
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si32 round = 0;
virtual void visitTyped(ICPackVisitor & visitor) override;
template <typename Handler> void serialize(Handler & h, const int version)
{
h & round;
}
};
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struct DLL_LINKAGE BattleSetActiveStack : public CPackForClient
{
void applyGs(CGameState * gs) const;
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ui32 stack = 0;
ui8 askPlayerInterface = true;
virtual void visitTyped(ICPackVisitor & visitor) override;
template <typename Handler> void serialize(Handler & h, const int version)
{
h & stack;
h & askPlayerInterface;
}
};
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struct DLL_LINKAGE BattleResultAccepted : public CPackForClient
{
void applyGs(CGameState * gs) const;
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struct HeroBattleResults
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{
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HeroBattleResults()
: hero(nullptr), army(nullptr), exp(0) {}
CGHeroInstance * hero;
CArmedInstance * army;
TExpType exp;
template <typename Handler> void serialize(Handler & h, const int version)
{
h & hero;
h & army;
h & exp;
}
};
std::array<HeroBattleResults, 2> heroResult;
ui8 winnerSide;
template <typename Handler> void serialize(Handler & h, const int version)
{
h & heroResult;
h & winnerSide;
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}
};
struct DLL_LINKAGE BattleResult : public Query
{
enum EResult { NORMAL = 0, ESCAPE = 1, SURRENDER = 2 };
void applyFirstCl(CClient * cl);
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EResult result = NORMAL;
ui8 winner = 2; //0 - attacker, 1 - defender, [2 - draw (should be possible?)]
std::map<ui32, si32> casualties[2]; //first => casualties of attackers - map crid => number
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TExpType exp[2] = {0, 0}; //exp for attacker and defender
std::set<ArtifactInstanceID> artifacts; //artifacts taken from loser to winner - currently unused
virtual void visitTyped(ICPackVisitor & visitor) override;
template <typename Handler> void serialize(Handler & h, const int version)
{
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h & queryID;
h & result;
h & winner;
h & casualties[0];
h & casualties[1];
h & exp;
h & artifacts;
}
};
struct DLL_LINKAGE BattleLogMessage : public CPackForClient
{
std::vector<MetaString> lines;
void applyGs(CGameState * gs);
void applyBattle(IBattleState * battleState);
virtual void visitTyped(ICPackVisitor & visitor) override;
template <typename Handler> void serialize(Handler & h, const int version)
{
h & lines;
}
};
struct DLL_LINKAGE BattleStackMoved : public CPackForClient
{
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ui32 stack = 0;
std::vector<BattleHex> tilesToMove;
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int distance = 0;
bool teleporting = false;
void applyGs(CGameState * gs);
void applyBattle(IBattleState * battleState);
virtual void visitTyped(ICPackVisitor & visitor) override;
template <typename Handler> void serialize(Handler & h, const int version)
{
h & stack;
h & tilesToMove;
h & distance;
h & teleporting;
}
};
struct DLL_LINKAGE BattleUnitsChanged : public CPackForClient
{
void applyGs(CGameState * gs);
void applyBattle(IBattleState * battleState);
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
std::vector<UnitChanges> changedStacks;
virtual void visitTyped(ICPackVisitor & visitor) override;
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
template <typename Handler> void serialize(Handler & h, const int version)
{
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
h & changedStacks;
}
};
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
struct BattleStackAttacked
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{
DLL_LINKAGE void applyGs(CGameState * gs);
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
DLL_LINKAGE void applyBattle(IBattleState * battleState);
2009-03-07 00:11:17 +02:00
2023-02-09 18:06:02 +02:00
ui32 stackAttacked = 0, attackerID = 0;
ui32 killedAmount = 0;
int64_t damageAmount = 0;
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
UnitChanges newState;
enum EFlags { KILLED = 1, SECONDARY = 2, REBIRTH = 4, CLONE_KILLED = 8, SPELL_EFFECT = 16, FIRE_SHIELD = 32, };
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ui32 flags = 0; //uses EFlags (above)
SpellID spellID = SpellID::NONE; //only if flag SPELL_EFFECT is set
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bool killed() const//if target stack was killed
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{
return flags & KILLED || flags & CLONE_KILLED;
}
bool cloneKilled() const
{
return flags & CLONE_KILLED;
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}
bool isSecondary() const//if stack was not a primary target (receives no spell effects)
{
return flags & SECONDARY;
}
///Attacked with spell (SPELL_LIKE_ATTACK)
bool isSpell() const
{
return flags & SPELL_EFFECT;
}
bool willRebirth() const//resurrection, e.g. Phoenix
{
return flags & REBIRTH;
}
bool fireShield() const
{
return flags & FIRE_SHIELD;
}
template <typename Handler> void serialize(Handler & h, const int version)
2008-08-09 02:02:32 +03:00
{
h & stackAttacked;
h & attackerID;
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
h & newState;
h & flags;
h & killedAmount;
h & damageAmount;
h & spellID;
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}
bool operator<(const BattleStackAttacked & b) const
{
return stackAttacked < b.stackAttacked;
}
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};
struct DLL_LINKAGE BattleAttack : public CPackForClient
2008-08-09 02:02:32 +03:00
{
void applyGs(CGameState * gs);
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
BattleUnitsChanged attackerChanges;
std::vector<BattleStackAttacked> bsa;
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ui32 stackAttacking = 0;
ui32 flags = 0; //uses Eflags (below)
enum EFlags { SHOT = 1, COUNTER = 2, LUCKY = 4, UNLUCKY = 8, BALLISTA_DOUBLE_DMG = 16, DEATH_BLOW = 32, SPELL_LIKE = 64, LIFE_DRAIN = 128 };
2016-08-30 04:13:45 +02:00
BattleHex tile;
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SpellID spellID = SpellID::NONE; //for SPELL_LIKE
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2010-12-04 21:44:23 +02:00
bool shot() const//distance attack - decrease number of shots
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{
2011-02-24 17:33:03 +02:00
return flags & SHOT;
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}
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bool counter() const//is it counterattack?
{
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return flags & COUNTER;
}
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bool lucky() const
{
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return flags & LUCKY;
}
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bool unlucky() const
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{
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return flags & UNLUCKY;
}
bool ballistaDoubleDmg() const //if it's ballista attack and does double dmg
{
return flags & BALLISTA_DOUBLE_DMG;
2008-08-09 02:02:32 +03:00
}
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bool deathBlow() const
{
return flags & DEATH_BLOW;
}
bool spellLike() const
{
return flags & SPELL_LIKE;
}
bool lifeDrain() const
{
return flags & LIFE_DRAIN;
}
virtual void visitTyped(ICPackVisitor & visitor) override;
template <typename Handler> void serialize(Handler & h, const int version)
2008-08-09 02:02:32 +03:00
{
h & bsa;
h & stackAttacking;
h & flags;
h & tile;
h & spellID;
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
h & attackerChanges;
2008-08-09 02:02:32 +03:00
}
};
struct DLL_LINKAGE StartAction : public CPackForClient
{
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StartAction() = default;
StartAction(BattleAction act)
: ba(std::move(act))
{
}
void applyFirstCl(CClient * cl);
void applyGs(CGameState * gs);
2009-03-07 00:11:17 +02:00
BattleAction ba;
virtual void visitTyped(ICPackVisitor & visitor) override;
template <typename Handler> void serialize(Handler & h, const int version)
{
h & ba;
}
};
struct DLL_LINKAGE EndAction : public CPackForClient
{
virtual void visitTyped(ICPackVisitor & visitor) override;
2009-03-07 00:25:19 +02:00
template <typename Handler> void serialize(Handler & h, const int version)
2009-03-07 00:11:17 +02:00
{
}
};
struct DLL_LINKAGE BattleSpellCast : public CPackForClient
{
void applyGs(CGameState * gs) const;
2023-02-09 18:06:02 +02:00
bool activeCast = true;
ui8 side = 0; //which hero did cast spell: 0 - attacker, 1 - defender
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
SpellID spellID; //id of spell
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ui8 manaGained = 0; //mana channeling ability
BattleHex tile; //destination tile (may not be set in some global/mass spells
2009-08-04 20:05:49 +03:00
std::set<ui32> affectedCres; //ids of creatures affected by this spell, generally used if spell does not set any effect (like dispel or cure)
std::set<ui32> resistedCres; // creatures that resisted the spell (e.g. Dwarves)
std::set<ui32> reflectedCres; // creatures that reflected the spell (e.g. Magic Mirror spell)
2023-02-09 18:06:02 +02:00
si32 casterStack = -1; // -1 if not cated by creature, >=0 caster stack ID
bool castByHero = true; //if true - spell has been cast by hero, otherwise by a creature
virtual void visitTyped(ICPackVisitor & visitor) override;
template <typename Handler> void serialize(Handler & h, const int version)
{
h & side;
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
h & spellID;
h & manaGained;
h & tile;
h & affectedCres;
h & resistedCres;
h & reflectedCres;
h & casterStack;
h & castByHero;
h & activeCast;
}
};
struct DLL_LINKAGE SetStackEffect : public CPackForClient
{
void applyGs(CGameState * gs);
void applyBattle(IBattleState * battleState);
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
std::vector<std::pair<ui32, std::vector<Bonus>>> toAdd;
std::vector<std::pair<ui32, std::vector<Bonus>>> toUpdate;
std::vector<std::pair<ui32, std::vector<Bonus>>> toRemove;
virtual void visitTyped(ICPackVisitor & visitor) override;
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
template <typename Handler> void serialize(Handler & h, const int version)
{
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
h & toAdd;
h & toUpdate;
h & toRemove;
}
};
struct DLL_LINKAGE StacksInjured : public CPackForClient
{
void applyGs(CGameState * gs);
void applyBattle(IBattleState * battleState);
std::vector<BattleStackAttacked> stacks;
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
virtual void visitTyped(ICPackVisitor & visitor) override;
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
template <typename Handler> void serialize(Handler & h, const int version)
{
h & stacks;
}
};
struct DLL_LINKAGE BattleResultsApplied : public CPackForClient
{
2013-03-03 20:06:03 +03:00
PlayerColor player1, player2;
virtual void visitTyped(ICPackVisitor & visitor) override;
template <typename Handler> void serialize(Handler & h, const int version)
{
h & player1;
h & player2;
}
};
struct DLL_LINKAGE BattleObstaclesChanged : public CPackForClient
{
void applyGs(CGameState * gs);
void applyBattle(IBattleState * battleState);
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
std::vector<ObstacleChanges> changes;
virtual void visitTyped(ICPackVisitor & visitor) override;
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
template <typename Handler> void serialize(Handler & h, const int version)
{
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
h & changes;
}
2009-09-01 16:54:13 +03:00
};
struct DLL_LINKAGE CatapultAttack : public CPackForClient
2009-09-01 16:54:13 +03:00
{
struct AttackInfo
{
si16 destinationTile;
EWallPart attackedPart;
ui8 damageDealt;
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
template <typename Handler> void serialize(Handler & h, const int version)
{
h & destinationTile;
h & attackedPart;
h & damageDealt;
}
};
CatapultAttack();
~CatapultAttack() override;
2009-09-01 16:54:13 +03:00
void applyGs(CGameState * gs);
void applyBattle(IBattleState * battleState);
2009-09-01 16:54:13 +03:00
std::vector< AttackInfo > attackedParts;
2023-02-09 18:06:02 +02:00
int attacker = -1; //if -1, then a spell caused this
2009-09-01 16:54:13 +03:00
virtual void visitTyped(ICPackVisitor & visitor) override;
template <typename Handler> void serialize(Handler & h, const int version)
2009-09-01 16:54:13 +03:00
{
h & attackedParts;
h & attacker;
2009-09-01 16:54:13 +03:00
}
2009-09-05 17:10:26 +03:00
};
struct DLL_LINKAGE BattleSetStackProperty : public CPackForClient
{
enum BattleStackProperty { CASTS, ENCHANTER_COUNTER, UNBIND, CLONED, HAS_CLONE };
void applyGs(CGameState * gs) const;
2023-02-09 18:06:02 +02:00
int stackID = 0;
BattleStackProperty which = CASTS;
int val = 0;
int absolute = 0;
template <typename Handler> void serialize(Handler & h, const int version)
{
h & stackID;
h & which;
h & val;
h & absolute;
}
protected:
virtual void visitTyped(ICPackVisitor & visitor) override;
};
2016-11-26 19:49:26 +02:00
///activated at the beginning of turn
struct DLL_LINKAGE BattleTriggerEffect : public CPackForClient
2016-11-26 19:49:26 +02:00
{
void applyGs(CGameState * gs) const; //effect
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int stackID = 0;
int effect = 0; //use corresponding Bonus type
int val = 0;
int additionalInfo = 0;
template <typename Handler> void serialize(Handler & h, const int version)
{
h & stackID;
h & effect;
h & val;
h & additionalInfo;
}
protected:
virtual void visitTyped(ICPackVisitor & visitor) override;
};
struct DLL_LINKAGE BattleUpdateGateState : public CPackForClient
{
void applyGs(CGameState * gs) const;
2023-02-09 18:06:02 +02:00
EGateState state = EGateState::NONE;
template <typename Handler> void serialize(Handler & h, const int version)
{
h & state;
}
protected:
virtual void visitTyped(ICPackVisitor & visitor) override;
};
struct DLL_LINKAGE AdvmapSpellCast : public CPackForClient
{
ObjectInstanceID casterID;
2013-03-03 20:06:03 +03:00
SpellID spellID;
template <typename Handler> void serialize(Handler & h, const int version)
{
h & casterID;
h & spellID;
}
protected:
virtual void visitTyped(ICPackVisitor & visitor) override;
};
struct DLL_LINKAGE ShowWorldViewEx : public CPackForClient
{
PlayerColor player;
bool showTerrain; // TODO: send terrain state
2016-08-30 04:13:45 +02:00
std::vector<ObjectPosInfo> objectPositions;
2016-08-30 04:13:45 +02:00
template <typename Handler> void serialize(Handler & h, const int version)
{
h & player;
h & showTerrain;
h & objectPositions;
2016-08-30 04:13:45 +02:00
}
protected:
virtual void visitTyped(ICPackVisitor & visitor) override;
};
/***********************************************************************************************************/
struct DLL_LINKAGE EndTurn : public CPackForServer
{
virtual void visitTyped(ICPackVisitor & visitor) override;
template <typename Handler> void serialize(Handler & h, const int version)
{
h & static_cast<CPackForServer &>(*this);
}
};
struct DLL_LINKAGE DismissHero : public CPackForServer
{
2023-02-09 18:06:02 +02:00
DismissHero() = default;
DismissHero(const ObjectInstanceID & HID)
: hid(HID)
{
}
ObjectInstanceID hid;
virtual void visitTyped(ICPackVisitor & visitor) override;
template <typename Handler> void serialize(Handler & h, const int version)
{
h & static_cast<CPackForServer &>(*this);
h & hid;
}
};
struct DLL_LINKAGE MoveHero : public CPackForServer
{
2023-02-09 18:06:02 +02:00
MoveHero() = default;
MoveHero(const int3 & Dest, const ObjectInstanceID & HID, bool Transit)
: dest(Dest)
, hid(HID)
, transit(Transit)
{
}
int3 dest;
ObjectInstanceID hid;
2023-02-09 18:06:02 +02:00
bool transit = false;
virtual void visitTyped(ICPackVisitor & visitor) override;
template <typename Handler> void serialize(Handler & h, const int version)
{
h & static_cast<CPackForServer &>(*this);
h & dest;
h & hid;
h & transit;
}
};
struct DLL_LINKAGE CastleTeleportHero : public CPackForServer
{
2023-02-09 18:06:02 +02:00
CastleTeleportHero() = default;
CastleTeleportHero(const ObjectInstanceID & HID, const ObjectInstanceID & Dest, ui8 Source)
: dest(Dest)
, hid(HID)
, source(Source)
{
}
ObjectInstanceID dest;
ObjectInstanceID hid;
2023-02-09 18:06:02 +02:00
si8 source = 0; //who give teleporting, 1=castle gate
virtual void visitTyped(ICPackVisitor & visitor) override;
template <typename Handler> void serialize(Handler & h, const int version)
{
h & static_cast<CPackForServer &>(*this);
h & dest;
h & hid;
}
};
struct DLL_LINKAGE ArrangeStacks : public CPackForServer
{
2023-02-09 18:06:02 +02:00
ArrangeStacks() = default;
ArrangeStacks(ui8 W, const SlotID & P1, const SlotID & P2, const ObjectInstanceID & ID1, const ObjectInstanceID & ID2, si32 VAL)
: what(W)
, p1(P1)
, p2(P2)
, id1(ID1)
, id2(ID2)
, val(VAL)
{
}
2023-02-09 18:06:02 +02:00
ui8 what = 0; //1 - swap; 2 - merge; 3 - split
2013-02-16 17:03:47 +03:00
SlotID p1, p2; //positions of first and second stack
ObjectInstanceID id1, id2; //ids of objects with garrison
2023-02-09 18:06:02 +02:00
si32 val = 0;
virtual void visitTyped(ICPackVisitor & visitor) override;
template <typename Handler> void serialize(Handler & h, const int version)
{
h & static_cast<CPackForServer &>(*this);
h & what;
h & p1;
h & p2;
h & id1;
h & id2;
h & val;
}
};
struct DLL_LINKAGE BulkMoveArmy : public CPackForServer
{
SlotID srcSlot;
ObjectInstanceID srcArmy;
ObjectInstanceID destArmy;
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BulkMoveArmy() = default;
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BulkMoveArmy(const ObjectInstanceID & srcArmy, const ObjectInstanceID & destArmy, const SlotID & srcSlot)
: srcArmy(srcArmy)
, destArmy(destArmy)
, srcSlot(srcSlot)
{
}
virtual void visitTyped(ICPackVisitor & visitor) override;
template <typename Handler>
void serialize(Handler & h, const int version)
{
h & static_cast<CPackForServer &>(*this);
h & srcSlot;
h & srcArmy;
h & destArmy;
}
};
struct DLL_LINKAGE BulkSplitStack : public CPackForServer
{
SlotID src;
ObjectInstanceID srcOwner;
2023-02-09 18:06:02 +02:00
si32 amount = 0;
2023-02-09 18:06:02 +02:00
BulkSplitStack() = default;
2023-02-09 18:06:02 +02:00
BulkSplitStack(const ObjectInstanceID & srcOwner, const SlotID & src, si32 howMany)
: src(src)
, srcOwner(srcOwner)
, amount(howMany)
{
}
virtual void visitTyped(ICPackVisitor & visitor) override;
template <typename Handler>
void serialize(Handler & h, const int version)
{
h & static_cast<CPackForServer &>(*this);
h & src;
h & srcOwner;
h & amount;
}
};
struct DLL_LINKAGE BulkMergeStacks : public CPackForServer
{
SlotID src;
ObjectInstanceID srcOwner;
2023-02-09 18:06:02 +02:00
BulkMergeStacks() = default;
2023-02-09 18:06:02 +02:00
BulkMergeStacks(const ObjectInstanceID & srcOwner, const SlotID & src)
: src(src)
, srcOwner(srcOwner)
{
}
virtual void visitTyped(ICPackVisitor & visitor) override;
template <typename Handler>
void serialize(Handler & h, const int version)
{
h & static_cast<CPackForServer &>(*this);
h & src;
h & srcOwner;
}
};
struct DLL_LINKAGE BulkSmartSplitStack : public CPackForServer
{
SlotID src;
ObjectInstanceID srcOwner;
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BulkSmartSplitStack() = default;
2023-02-09 18:06:02 +02:00
BulkSmartSplitStack(const ObjectInstanceID & srcOwner, const SlotID & src)
: src(src)
, srcOwner(srcOwner)
{
}
virtual void visitTyped(ICPackVisitor & visitor) override;
template <typename Handler>
void serialize(Handler & h, const int version)
{
h & static_cast<CPackForServer &>(*this);
h & src;
h & srcOwner;
}
};
struct DLL_LINKAGE DisbandCreature : public CPackForServer
{
2023-02-09 18:06:02 +02:00
DisbandCreature() = default;
DisbandCreature(const SlotID & Pos, const ObjectInstanceID & ID)
: pos(Pos)
, id(ID)
{
}
2013-02-16 17:03:47 +03:00
SlotID pos; //stack pos
ObjectInstanceID id; //object id
virtual void visitTyped(ICPackVisitor & visitor) override;
template <typename Handler> void serialize(Handler & h, const int version)
{
h & static_cast<CPackForServer &>(*this);
h & pos;
h & id;
}
};
struct DLL_LINKAGE BuildStructure : public CPackForServer
{
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BuildStructure() = default;
BuildStructure(const ObjectInstanceID & TID, const BuildingID & BID)
: tid(TID)
, bid(BID)
{
}
ObjectInstanceID tid; //town id
2013-02-11 22:11:34 +03:00
BuildingID bid; //structure id
virtual void visitTyped(ICPackVisitor & visitor) override;
template <typename Handler> void serialize(Handler & h, const int version)
{
h & static_cast<CPackForServer &>(*this);
h & tid;
h & bid;
}
};
2016-11-26 19:49:26 +02:00
struct DLL_LINKAGE RazeStructure : public BuildStructure
{
virtual void visitTyped(ICPackVisitor & visitor) override;
};
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struct DLL_LINKAGE RecruitCreatures : public CPackForServer
{
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RecruitCreatures() = default;
RecruitCreatures(const ObjectInstanceID & TID, const ObjectInstanceID & DST, const CreatureID & CRID, si32 Amount, si32 Level)
: tid(TID)
, dst(DST)
, crid(CRID)
, amount(Amount)
, level(Level)
{
}
ObjectInstanceID tid; //dwelling id, or town
ObjectInstanceID dst; //destination ID, e.g. hero
CreatureID crid;
2023-02-09 18:06:02 +02:00
ui32 amount = 0; //creature amount
si32 level = 0; //dwelling level to buy from, -1 if any
virtual void visitTyped(ICPackVisitor & visitor) override;
template <typename Handler> void serialize(Handler & h, const int version)
{
h & static_cast<CPackForServer &>(*this);
h & tid;
h & dst;
h & crid;
h & amount;
h & level;
}
};
struct DLL_LINKAGE UpgradeCreature : public CPackForServer
{
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UpgradeCreature() = default;
UpgradeCreature(const SlotID & Pos, const ObjectInstanceID & ID, const CreatureID & CRID)
: pos(Pos)
, id(ID)
, cid(CRID)
{
}
2013-02-16 17:03:47 +03:00
SlotID pos; //stack pos
ObjectInstanceID id; //object id
CreatureID cid; //id of type to which we want make upgrade
virtual void visitTyped(ICPackVisitor & visitor) override;
template <typename Handler> void serialize(Handler & h, const int version)
{
h & static_cast<CPackForServer &>(*this);
h & pos;
h & id;
h & cid;
}
};
struct DLL_LINKAGE GarrisonHeroSwap : public CPackForServer
{
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GarrisonHeroSwap() = default;
GarrisonHeroSwap(const ObjectInstanceID & TID)
: tid(TID)
{
}
ObjectInstanceID tid;
virtual void visitTyped(ICPackVisitor & visitor) override;
template <typename Handler> void serialize(Handler & h, const int version)
{
h & static_cast<CPackForServer &>(*this);
h & tid;
}
};
struct DLL_LINKAGE ExchangeArtifacts : public CPackForServer
{
ArtifactLocation src, dst;
virtual void visitTyped(ICPackVisitor & visitor) override;
template <typename Handler> void serialize(Handler & h, const int version)
{
h & static_cast<CPackForServer &>(*this);
h & src;
h & dst;
}
};
struct DLL_LINKAGE BulkExchangeArtifacts : public CPackForServer
{
ObjectInstanceID srcHero;
ObjectInstanceID dstHero;
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bool swap = false;
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BulkExchangeArtifacts() = default;
BulkExchangeArtifacts(const ObjectInstanceID & srcHero, const ObjectInstanceID & dstHero, bool swap)
: srcHero(srcHero)
, dstHero(dstHero)
, swap(swap)
{
}
virtual void visitTyped(ICPackVisitor & visitor) override;
template <typename Handler> void serialize(Handler & h, const int version)
{
h & static_cast<CPackForServer &>(*this);
h & srcHero;
h & dstHero;
h & swap;
}
};
struct DLL_LINKAGE AssembleArtifacts : public CPackForServer
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{
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AssembleArtifacts() = default;
AssembleArtifacts(const ObjectInstanceID & _heroID, const ArtifactPosition & _artifactSlot, bool _assemble, const ArtifactID & _assembleTo)
: heroID(_heroID)
, artifactSlot(_artifactSlot)
, assemble(_assemble)
, assembleTo(_assembleTo)
{
}
ObjectInstanceID heroID;
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ArtifactPosition artifactSlot;
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bool assemble = false; // True to assemble artifact, false to disassemble.
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ArtifactID assembleTo; // Artifact to assemble into.
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virtual void visitTyped(ICPackVisitor & visitor) override;
template <typename Handler> void serialize(Handler & h, const int version)
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{
h & static_cast<CPackForServer &>(*this);
h & heroID;
h & artifactSlot;
h & assemble;
h & assembleTo;
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}
};
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struct DLL_LINKAGE EraseArtifactByClient : public CPackForServer
{
EraseArtifactByClient() = default;
EraseArtifactByClient(const ArtifactLocation & al)
: al(al)
{
}
ArtifactLocation al;
virtual void visitTyped(ICPackVisitor & visitor) override;
template <typename Handler> void serialize(Handler & h, const int version)
{
h & static_cast<CPackForServer&>(*this);
h & al;
}
};
struct DLL_LINKAGE BuyArtifact : public CPackForServer
{
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BuyArtifact() = default;
BuyArtifact(const ObjectInstanceID & HID, const ArtifactID & AID)
: hid(HID)
, aid(AID)
{
}
ObjectInstanceID hid;
ArtifactID aid;
virtual void visitTyped(ICPackVisitor & visitor) override;
template <typename Handler> void serialize(Handler & h, const int version)
{
h & static_cast<CPackForServer &>(*this);
h & hid;
h & aid;
}
};
struct DLL_LINKAGE TradeOnMarketplace : public CPackForServer
{
ObjectInstanceID marketId;
ObjectInstanceID heroId;
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EMarketMode::EMarketMode mode = EMarketMode::RESOURCE_RESOURCE;
std::vector<ui32> r1, r2; //mode 0: r1 - sold resource, r2 - bought res (exception: when sacrificing art r1 is art id [todo: make r2 preferred slot?]
std::vector<ui32> val; //units of sold resource
virtual void visitTyped(ICPackVisitor & visitor) override;
template <typename Handler> void serialize(Handler & h, const int version)
{
h & static_cast<CPackForServer &>(*this);
h & marketId;
h & heroId;
h & mode;
h & r1;
h & r2;
h & val;
}
};
struct DLL_LINKAGE SetFormation : public CPackForServer
{
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SetFormation() = default;
;
SetFormation(const ObjectInstanceID & HID, ui8 Formation)
: hid(HID)
, formation(Formation)
{
}
ObjectInstanceID hid;
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ui8 formation = 0;
virtual void visitTyped(ICPackVisitor & visitor) override;
template <typename Handler> void serialize(Handler & h, const int version)
{
h & static_cast<CPackForServer &>(*this);
h & hid;
h & formation;
}
};
struct DLL_LINKAGE HireHero : public CPackForServer
{
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HireHero() = default;
HireHero(HeroTypeID HID, const ObjectInstanceID & TID)
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: hid(HID)
, tid(TID)
{
}
HeroTypeID hid; //available hero serial
ObjectInstanceID tid; //town (tavern) id
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PlayerColor player;
virtual void visitTyped(ICPackVisitor & visitor) override;
template <typename Handler> void serialize(Handler & h, const int version)
{
h & static_cast<CPackForServer &>(*this);
h & hid;
h & tid;
h & player;
}
};
struct DLL_LINKAGE BuildBoat : public CPackForServer
{
ObjectInstanceID objid; //where player wants to buy a boat
virtual void visitTyped(ICPackVisitor & visitor) override;
template <typename Handler> void serialize(Handler & h, const int version)
{
h & static_cast<CPackForServer &>(*this);
h & objid;
}
};
struct DLL_LINKAGE QueryReply : public CPackForServer
{
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QueryReply() = default;
QueryReply(const QueryID & QID, const JsonNode & Reply)
: qid(QID)
, reply(Reply)
{
}
QueryID qid;
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PlayerColor player;
JsonNode reply;
virtual void visitTyped(ICPackVisitor & visitor) override;
template <typename Handler> void serialize(Handler & h, const int version)
{
h & static_cast<CPackForServer &>(*this);
h & qid;
h & player;
h & reply;
}
};
struct DLL_LINKAGE MakeAction : public CPackForServer
{
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MakeAction() = default;
MakeAction(BattleAction BA)
: ba(std::move(BA))
{
}
BattleAction ba;
virtual void visitTyped(ICPackVisitor & visitor) override;
template <typename Handler> void serialize(Handler & h, const int version)
{
h & static_cast<CPackForServer &>(*this);
h & ba;
}
};
struct DLL_LINKAGE MakeCustomAction : public CPackForServer
{
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MakeCustomAction() = default;
MakeCustomAction(BattleAction BA)
: ba(std::move(BA))
{
}
BattleAction ba;
virtual void visitTyped(ICPackVisitor & visitor) override;
template <typename Handler> void serialize(Handler & h, const int version)
{
h & static_cast<CPackForServer &>(*this);
h & ba;
}
};
struct DLL_LINKAGE DigWithHero : public CPackForServer
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{
ObjectInstanceID id; //digging hero id
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virtual void visitTyped(ICPackVisitor & visitor) override;
template <typename Handler> void serialize(Handler & h, const int version)
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{
h & static_cast<CPackForServer &>(*this);
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h & id;
}
};
struct DLL_LINKAGE CastAdvSpell : public CPackForServer
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{
ObjectInstanceID hid; //hero id
SpellID sid; //spell id
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int3 pos; //selected tile (not always used)
virtual void visitTyped(ICPackVisitor & visitor) override;
template <typename Handler> void serialize(Handler & h, const int version)
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{
h & static_cast<CPackForServer &>(*this);
h & hid;
h & sid;
h & pos;
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}
};
/***********************************************************************************************************/
struct DLL_LINKAGE SaveGame : public CPackForServer
{
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SaveGame() = default;
SaveGame(std::string Fname)
: fname(std::move(Fname))
{
}
std::string fname;
void applyGs(CGameState * gs) {};
virtual void visitTyped(ICPackVisitor & visitor) override;
template <typename Handler> void serialize(Handler & h, const int version)
{
h & static_cast<CPackForServer &>(*this);
h & fname;
}
};
struct DLL_LINKAGE PlayerMessage : public CPackForServer
{
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PlayerMessage() = default;
PlayerMessage(std::string Text, const ObjectInstanceID & obj)
: text(std::move(Text))
, currObj(obj)
{
}
void applyGs(CGameState * gs) {};
virtual void visitTyped(ICPackVisitor & visitor) override;
std::string text;
ObjectInstanceID currObj; // optional parameter that specifies current object. For cheats :)
template <typename Handler> void serialize(Handler & h, const int version)
{
h & static_cast<CPackForServer &>(*this);
h & text;
h & currObj;
}
};
struct DLL_LINKAGE PlayerMessageClient : public CPackForClient
{
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PlayerMessageClient() = default;
PlayerMessageClient(const PlayerColor & Player, std::string Text)
: player(Player)
, text(std::move(Text))
{
}
virtual void visitTyped(ICPackVisitor & visitor) override;
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PlayerColor player;
std::string text;
template <typename Handler> void serialize(Handler & h, const int version)
{
h & player;
h & text;
}
};
struct DLL_LINKAGE CenterView : public CPackForClient
{
PlayerColor player;
int3 pos;
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ui32 focusTime = 0; //ms
virtual void visitTyped(ICPackVisitor & visitor) override;
template <typename Handler> void serialize(Handler & h, const int version)
{
h & pos;
h & player;
h & focusTime;
}
};
VCMI_LIB_NAMESPACE_END