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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 "battle/BattleAction.h"
#include "mapObjects/CGHeroInstance.h"
#include "ConstTransitivePtr.h"
#include "int3.h"
#include "ResourceSet.h"
#include "CGameStateFwd.h"
#include "mapping/CMapDefines.h"
#include "battle/CObstacleInstance.h"
#include "spells/ViewSpellInt.h"
class CClient;
class CGameState;
class CGameHandler;
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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struct Query : public CPackForClient
{
QueryID queryID; // equals to -1 if it is not an actual query (and should not be answered)
Query()
{
}
};
struct StackLocation
{
ConstTransitivePtr<CArmedInstance> army;
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SlotID slot;
StackLocation()
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{}
StackLocation(const CArmedInstance *Army, 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;
}
};
/***********************************************************************************************************/
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struct PackageApplied : public CPackForClient
{
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PackageApplied()
: result(0), packType(0),requestID(0)
{}
PackageApplied(ui8 Result)
: result(Result), packType(0), requestID(0)
{}
void applyCl(CClient *cl);
ui8 result; //0 - something went wrong, request hasn't been realized; 1 - OK
ui32 packType; //type id of applied package
ui32 requestID; //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 SystemMessage : public CPackForClient
{
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SystemMessage(const std::string & Text) : text(Text){}
SystemMessage(){}
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void applyCl(CClient *cl);
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std::string text;
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template <typename Handler> void serialize(Handler &h, const int version)
{
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h & text;
}
};
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struct PlayerBlocked : public CPackForClient
{
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PlayerBlocked() : reason(UPCOMING_BATTLE), startOrEnd(BLOCKADE_STARTED) {}
void applyCl(CClient *cl);
enum EReason { UPCOMING_BATTLE, ONGOING_MOVEMENT };
enum EMode { BLOCKADE_STARTED, BLOCKADE_ENDED };
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EReason reason;
EMode startOrEnd;
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PlayerColor player;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & reason;
h & startOrEnd;
h & player;
}
};
struct PlayerCheated : public CPackForClient
{
PlayerCheated() : losingCheatCode(false), winningCheatCode(false) {}
DLL_LINKAGE void applyGs(CGameState *gs);
PlayerColor player;
bool losingCheatCode;
bool winningCheatCode;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & player;
h & losingCheatCode;
h & winningCheatCode;
}
};
struct YourTurn : public CPackForClient
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{
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YourTurn(){}
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void applyCl(CClient *cl);
DLL_LINKAGE void applyGs(CGameState *gs);
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PlayerColor player;
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boost::optional<ui8> daysWithoutCastle;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & player;
h & daysWithoutCastle;
}
};
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struct EntitiesChanged: public CPackForClient
{
std::vector<EntityChanges> changes;
EntitiesChanged(){};
void applyCl(CClient * cl);
DLL_LINKAGE void applyGs(CGameState * gs);
template <typename Handler> void serialize(Handler &h, const int version)
{
h & changes;
}
};
struct SetResources : public CPackForClient
{
SetResources():abs(true){};
void applyCl(CClient *cl);
DLL_LINKAGE void applyGs(CGameState *gs);
bool abs; //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 SetPrimSkill : public CPackForClient
{
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SetPrimSkill()
: abs(0), which(PrimarySkill::ATTACK), val(0)
{}
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void applyCl(CClient *cl);
DLL_LINKAGE void applyGs(CGameState *gs);
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ui8 abs; //0 - changes by value; 1 - sets to value
ObjectInstanceID id;
PrimarySkill::PrimarySkill which;
si64 val;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & abs;
h & id;
h & which;
h & val;
}
};
struct SetSecSkill : public CPackForClient
{
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SetSecSkill()
: abs(0), val(0)
{}
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void applyCl(CClient *cl);
DLL_LINKAGE void applyGs(CGameState *gs);
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ui8 abs; //0 - changes by value; 1 - sets to value
ObjectInstanceID id;
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SecondarySkill which;
ui16 val;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & abs;
h & id;
h & which;
h & val;
}
};
struct HeroVisitCastle : public CPackForClient
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{
HeroVisitCastle(){flags=0;};
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void applyCl(CClient *cl);
DLL_LINKAGE void applyGs(CGameState *gs);
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ui8 flags; //1 - start
ObjectInstanceID tid, hid;
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bool start() //if hero is entering castle (if false - leaving)
{
return flags & 1;
}
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template <typename Handler> void serialize(Handler &h, const int version)
{
h & flags;
h & tid;
h & hid;
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}
};
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struct ChangeSpells : public CPackForClient
{
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ChangeSpells():learn(1){}
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void applyCl(CClient *cl);
DLL_LINKAGE void applyGs(CGameState *gs);
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ui8 learn; //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 SetMana : public CPackForClient
{
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SetMana(){val = 0; absolute=true;}
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void applyCl(CClient *cl);
DLL_LINKAGE void applyGs(CGameState *gs);
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ObjectInstanceID hid;
si32 val;
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bool absolute;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & val;
h & hid;
h & absolute;
}
};
struct SetMovePoints : public CPackForClient
{
SetMovePoints(){val = 0; absolute=true;}
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void applyCl(CClient *cl);
DLL_LINKAGE void applyGs(CGameState *gs);
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ObjectInstanceID hid;
si32 val;
bool absolute;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & val;
h & hid;
h & absolute;
}
};
struct FoWChange : public CPackForClient
{
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FoWChange(){mode = 0; waitForDialogs = false;}
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void applyCl(CClient *cl);
DLL_LINKAGE void applyGs(CGameState *gs);
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std::unordered_set<int3, struct ShashInt3 > tiles;
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PlayerColor player;
ui8 mode; //mode==0 - hide, mode==1 - reveal
bool waitForDialogs;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & tiles;
h & player;
h & mode;
h & waitForDialogs;
}
};
struct SetAvailableHeroes : public CPackForClient
{
SetAvailableHeroes()
{
for (int i = 0; i < GameConstants::AVAILABLE_HEROES_PER_PLAYER; i++)
army[i].clear();
}
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void applyCl(CClient *cl);
DLL_LINKAGE void applyGs(CGameState *gs);
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PlayerColor player;
si32 hid[GameConstants::AVAILABLE_HEROES_PER_PLAYER]; //-1 if no hero
CSimpleArmy army[GameConstants::AVAILABLE_HEROES_PER_PLAYER];
template <typename Handler> void serialize(Handler &h, const int version)
{
h & player;
h & hid;
h & army;
}
};
struct GiveBonus : public CPackForClient
{
GiveBonus(ui8 Who = 0)
{
who = Who;
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id = 0;
}
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void applyCl(CClient *cl);
DLL_LINKAGE void applyGs(CGameState *gs);
enum {HERO, PLAYER, TOWN};
ui8 who; //who receives bonus, uses enum above
si32 id; //hero. town or player id - whoever receives it
Bonus bonus;
MetaString bdescr;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & bonus;
h & id;
h & bdescr;
h & who;
assert( id != -1);
}
};
struct ChangeObjPos : public CPackForClient
{
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ChangeObjPos()
{
flags = 0;
}
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void applyFirstCl(CClient *cl);
void applyCl(CClient *cl);
DLL_LINKAGE void applyGs(CGameState *gs);
ObjectInstanceID objid;
int3 nPos;
ui8 flags; //bit flags: 1 - redraw
template <typename Handler> void serialize(Handler &h, const int version)
{
h & objid;
h & nPos;
h & flags;
}
};
struct PlayerEndsGame : public CPackForClient
{
PlayerEndsGame()
{
}
void applyCl(CClient *cl);
DLL_LINKAGE void applyGs(CGameState *gs);
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PlayerColor player;
EVictoryLossCheckResult victoryLossCheckResult;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & player;
h & victoryLossCheckResult;
}
};
struct RemoveBonus : public CPackForClient
{
RemoveBonus(ui8 Who = 0)
{
who = Who;
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whoID = 0;
source = 0;
id = 0;
}
void applyCl(CClient *cl);
DLL_LINKAGE void applyGs(CGameState *gs);
enum {HERO, PLAYER, TOWN};
ui8 who; //who receives bonus, uses enum above
ui32 whoID; //hero, town or player id - whoever loses bonus
//vars to identify bonus: its source
ui8 source;
ui32 id; //source id
//used locally: copy of removed bonus
Bonus bonus;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & source;
h & id;
h & who;
h & whoID;
}
};
struct SetCommanderProperty : public CPackForClient
{
enum ECommanderProperty {ALIVE, BONUS, SECONDARY_SKILL, EXPERIENCE, SPECIAL_SKILL};
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SetCommanderProperty()
:which(ALIVE), amount(0), additionalInfo(0)
{}
void applyCl(CClient *cl){};
DLL_LINKAGE void applyGs(CGameState *gs);
ObjectInstanceID heroid;
ECommanderProperty which;
TExpType amount; //0 for dead, >0 for alive
si32 additionalInfo; //for secondary skills choice
Bonus accumulatedBonus;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & heroid;
h & which;
h & amount;
h & additionalInfo;
h & accumulatedBonus;
}
};
struct AddQuest : public CPackForClient
{
AddQuest(){};
void applyCl(CClient *cl){};
DLL_LINKAGE void applyGs(CGameState *gs);
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PlayerColor player;
QuestInfo quest;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & player;
h & quest;
}
};
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struct UpdateArtHandlerLists : public CPackForClient
{
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UpdateArtHandlerLists(){}
std::vector<CArtifact*> treasures, minors, majors, relics;
DLL_LINKAGE void applyGs(CGameState *gs);
template <typename Handler> void serialize(Handler &h, const int version)
{
h & treasures;
h & minors;
h & majors;
h & relics;
}
};
struct UpdateMapEvents : public CPackForClient
{
UpdateMapEvents(){}
std::list<CMapEvent> events;
DLL_LINKAGE void applyGs(CGameState *gs);
template <typename Handler> void serialize(Handler &h, const int version)
{
h & events;
}
};
struct UpdateCastleEvents : public CPackForClient
{
UpdateCastleEvents(){}
ObjectInstanceID town;
std::list<CCastleEvent> events;
DLL_LINKAGE void applyGs(CGameState *gs);
template <typename Handler> void serialize(Handler &h, const int version)
{
h & town;
h & events;
}
};
struct ChangeFormation : public CPackForClient
{
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ChangeFormation():formation(0){}
ObjectInstanceID hid;
ui8 formation;
DLL_LINKAGE void applyGs(CGameState *gs);
template <typename Handler> void serialize(Handler &h, const int version)
{
h & hid;
h & formation;
}
};
struct RemoveObject : public CPackForClient
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{
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RemoveObject(){}
RemoveObject(ObjectInstanceID ID){id = ID;};
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void applyFirstCl(CClient *cl);
void applyCl(CClient *cl);
DLL_LINKAGE void applyGs(CGameState *gs);
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ObjectInstanceID id;
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template <typename Handler> void serialize(Handler &h, const int version)
{
h & id;
}
};
struct TryMoveHero : public CPackForClient
{
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TryMoveHero()
: movePoints(0), result(FAILED), humanKnows(false)
{}
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void applyFirstCl(CClient *cl);
void applyCl(CClient *cl);
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void applyGs(CGameState *gs);
enum EResult
{
FAILED, SUCCESS, TELEPORTATION, RESERVED___, BLOCKING_VISIT, EMBARK, DISEMBARK
};
ObjectInstanceID id;
ui32 movePoints;
EResult result; //uses EResult
int3 start, end; //h3m format
std::unordered_set<int3, ShashInt3> fowRevealed; //revealed tiles
boost::optional<int3> attackedFrom; // Set when stepping into endangered tile.
bool humanKnows; //used locally during applying to client
bool stopMovement() const;
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 NewStructures : public CPackForClient
{
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NewStructures():builded(0){}
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void applyCl(CClient *cl);
DLL_LINKAGE void applyGs(CGameState *gs);
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ObjectInstanceID tid;
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std::set<BuildingID> bid;
si16 builded;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & tid;
h & bid;
h & builded;
}
};
struct RazeStructures : public CPackForClient
{
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RazeStructures():destroyed(0){}
void applyCl (CClient *cl);
DLL_LINKAGE void applyGs(CGameState *gs);
ObjectInstanceID tid;
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std::set<BuildingID> bid;
si16 destroyed;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & tid;
h & bid;
h & destroyed;
}
};
struct SetAvailableCreatures : public CPackForClient
{
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SetAvailableCreatures(){}
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void applyCl(CClient *cl);
DLL_LINKAGE void applyGs(CGameState *gs);
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ObjectInstanceID tid;
std::vector<std::pair<ui32, std::vector<CreatureID> > > creatures;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & tid;
h & creatures;
}
};
struct SetHeroesInTown : public CPackForClient
{
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SetHeroesInTown(){}
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void applyCl(CClient *cl);
DLL_LINKAGE void applyGs(CGameState *gs);
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ObjectInstanceID tid, visiting, garrison; //id of town, visiting hero, hero in garrison
template <typename Handler> void serialize(Handler &h, const int version)
{
h & tid;
h & visiting;
h & garrison;
}
};
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struct HeroRecruited : public CPackForClient
{
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HeroRecruited():hid(-1){}
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void applyCl(CClient *cl);
DLL_LINKAGE void applyGs(CGameState *gs);
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si32 hid;//subID of hero
ObjectInstanceID tid;
int3 tile;
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PlayerColor player;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & hid;
h & tid;
h & tile;
h & player;
}
};
struct GiveHero : public CPackForClient
{
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GiveHero(){}
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void applyFirstCl(CClient *cl);
void applyCl(CClient *cl);
DLL_LINKAGE void applyGs(CGameState *gs);
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ObjectInstanceID id; //object id
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PlayerColor player;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & id;
h & player;
}
};
struct OpenWindow : public CPackForClient
{
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OpenWindow():id1(-1),id2(-1){}
void applyCl(CClient *cl);
enum EWindow {EXCHANGE_WINDOW, RECRUITMENT_FIRST, RECRUITMENT_ALL, SHIPYARD_WINDOW, THIEVES_GUILD,
UNIVERSITY_WINDOW, HILL_FORT_WINDOW, MARKET_WINDOW, PUZZLE_MAP, TAVERN_WINDOW};
ui8 window;
si32 id1, id2;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & window;
h & id1;
h & id2;
}
};
struct NewObject : public CPackForClient
{
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NewObject():subID(0){}
void applyCl(CClient *cl);
DLL_LINKAGE void applyGs(CGameState *gs);
Obj ID;
ui32 subID;
int3 pos;
ObjectInstanceID id; //used locally, filled during applyGs
template <typename Handler> void serialize(Handler &h, const int version)
{
h & ID;
h & subID;
h & pos;
}
};
struct SetAvailableArtifacts : public CPackForClient
{
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SetAvailableArtifacts():id(0){}
void applyCl(CClient *cl);
DLL_LINKAGE void applyGs(CGameState *gs);
si32 id; //two variants: id < 0: set artifact pool for Artifact Merchants in towns; id >= 0: set pool for adv. map Black Market (id is the id of Black Market instance then)
std::vector<const CArtifact *> arts;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & id;
h & arts;
}
};
struct NewArtifact : public CPackForClient
{
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NewArtifact(){}
DLL_LINKAGE void applyGs(CGameState *gs);
ConstTransitivePtr<CArtifactInstance> art;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & art;
}
};
struct CGarrisonOperationPack : CPackForClient
{
};
struct 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)
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void applyCl(CClient * cl);
DLL_LINKAGE void applyGs(CGameState * gs);
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template <typename Handler> void serialize(Handler & h, const int version)
{
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h & army;
h & slot;
h & count;
h & absoluteValue;
}
};
struct SetStackType : CGarrisonOperationPack
{
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ObjectInstanceID army;
SlotID slot;
CreatureID type;
void applyCl(CClient *cl);
DLL_LINKAGE void applyGs(CGameState *gs);
template <typename Handler> void serialize(Handler &h, const int version)
{
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h & army;
h & slot;
h & type;
}
};
struct EraseStack : CGarrisonOperationPack
{
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ObjectInstanceID army;
SlotID slot;
void applyCl(CClient *cl);
DLL_LINKAGE void applyGs(CGameState *gs);
template <typename Handler> void serialize(Handler &h, const int version)
{
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h & army;
h & slot;
}
};
struct SwapStacks : CGarrisonOperationPack
{
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ObjectInstanceID srcArmy;
ObjectInstanceID dstArmy;
SlotID srcSlot;
SlotID dstSlot;
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void applyCl(CClient * cl);
DLL_LINKAGE void applyGs(CGameState * gs);
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template <typename Handler> void serialize(Handler & h, const int version)
{
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h & srcArmy;
h & dstArmy;
h & srcSlot;
h & dstSlot;
}
};
struct InsertNewStack : CGarrisonOperationPack
{
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ObjectInstanceID army;
SlotID slot;
CreatureID type;
TQuantity count;
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InsertNewStack()
: count(0)
{
}
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void applyCl(CClient * cl);
DLL_LINKAGE void applyGs(CGameState * gs);
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 RebalanceStacks : CGarrisonOperationPack
{
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ObjectInstanceID srcArmy;
ObjectInstanceID dstArmy;
SlotID srcSlot;
SlotID dstSlot;
TQuantity count;
void applyCl(CClient *cl);
DLL_LINKAGE void applyGs(CGameState * gs);
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 BulkRebalanceStacks : CGarrisonOperationPack
{
std::vector<RebalanceStacks> moves;
void applyCl(CClient * cl);
DLL_LINKAGE void applyGs(CGameState * gs);
template <typename Handler>
void serialize(Handler & h, const int version)
{
h & moves;
}
};
struct BulkSmartRebalanceStacks : CGarrisonOperationPack
{
std::vector<RebalanceStacks> moves;
std::vector<ChangeStackCount> changes;
void applyCl(CClient * cl);
DLL_LINKAGE void applyGs(CGameState * gs);
template <typename Handler>
void serialize(Handler & h, const int version)
{
h & moves;
h & changes;
}
};
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struct GetEngagedHeroIds : boost::static_visitor<boost::optional<ObjectInstanceID>>
{
boost::optional<ObjectInstanceID> operator()(const ConstTransitivePtr<CGHeroInstance> &h) const
{
return h->id;
}
boost::optional<ObjectInstanceID> operator()(const ConstTransitivePtr<CStackInstance> &s) const
{
if(s->armyObj && s->armyObj->ID == Obj::HERO)
return s->armyObj->id;
return boost::optional<ObjectInstanceID>();
}
};
struct CArtifactOperationPack : CPackForClient
{
};
struct PutArtifact : CArtifactOperationPack
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{
ArtifactLocation al;
ConstTransitivePtr<CArtifactInstance> art;
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void applyCl(CClient *cl);
DLL_LINKAGE void applyGs(CGameState *gs);
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template <typename Handler> void serialize(Handler &h, const int version)
{
h & al;
h & art;
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}
};
struct EraseArtifact : CArtifactOperationPack
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{
ArtifactLocation al;
void applyCl(CClient *cl);
DLL_LINKAGE void applyGs(CGameState *gs);
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template <typename Handler> void serialize(Handler &h, const int version)
{
h & al;
}
};
struct MoveArtifact : CArtifactOperationPack
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{
ArtifactLocation src, dst;
void applyCl(CClient *cl);
DLL_LINKAGE void applyGs(CGameState *gs);
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template <typename Handler> void serialize(Handler &h, const int version)
{
h & src;
h & dst;
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}
};
struct AssembledArtifact : CArtifactOperationPack
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{
ArtifactLocation al; //where assembly will be put
CArtifact *builtArt;
void applyCl(CClient *cl);
DLL_LINKAGE void applyGs(CGameState *gs);
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template <typename Handler> void serialize(Handler &h, const int version)
{
h & al;
h & builtArt;
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}
};
struct DisassembledArtifact : CArtifactOperationPack
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{
ArtifactLocation al;
void applyCl(CClient *cl);
DLL_LINKAGE void applyGs(CGameState *gs);
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template <typename Handler> void serialize(Handler &h, const int version)
{
h & al;
}
};
struct HeroVisit : public CPackForClient
{
PlayerColor player;
ObjectInstanceID heroId;
ObjectInstanceID objId;
bool starting; //false -> ending
void applyCl(CClient * cl);
DLL_LINKAGE void applyGs(CGameState * gs);
template <typename Handler> void serialize(Handler & h, const int version)
{
h & player;
h & heroId;
h & objId;
h & starting;
}
};
struct NewTurn : public CPackForClient
{
enum weekType {NORMAL, DOUBLE_GROWTH, BONUS_GROWTH, DEITYOFFIRE, PLAGUE, NO_ACTION};
void applyCl(CClient *cl);
DLL_LINKAGE void applyGs(CGameState *gs);
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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
ui32 day;
ui8 specialWeek; //weekType
CreatureID creatureid; //for creature weeks
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NewTurn():day(0),specialWeek(0){};
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 InfoWindow : public CPackForClient //103 - displays simple info window
{
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void applyCl(CClient *cl);
MetaString text;
std::vector<Component> components;
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PlayerColor player;
ui16 soundID;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & text;
h & components;
h & player;
h & soundID;
}
InfoWindow()
{
soundID = 0;
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}
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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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2013-02-14 16:19:03 +03:00
//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_RESET, REWARD_SELECT
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};
}
struct SetObjectProperty : public CPackForClient
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{
DLL_LINKAGE void applyGs(CGameState *gs);
void applyCl(CClient *cl);
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ObjectInstanceID id;
ui8 what; // see ObjProperty enum
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ui32 val;
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SetObjectProperty():what(0),val(0){}
SetObjectProperty(ObjectInstanceID ID, ui8 What, ui32 Val):id(ID),what(What),val(Val){};
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template <typename Handler> void serialize(Handler &h, const int version)
{
h & id;
h & what;
h & val;
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}
};
struct ChangeObjectVisitors : public CPackForClient
{
enum VisitMode
{
VISITOR_ADD, // mark hero as one that have visited this object
VISITOR_ADD_TEAM, // mark team as one that have visited this object
VISITOR_REMOVE, // unmark visitor, reversed to ADD
VISITOR_CLEAR // clear all visitors from this object (object reset)
};
ui32 mode; // uses VisitMode enum
ObjectInstanceID object;
ObjectInstanceID hero; // note: hero owner will be also marked as "visited" this object
DLL_LINKAGE void applyGs(CGameState *gs);
ChangeObjectVisitors()
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: mode(VISITOR_CLEAR)
{}
ChangeObjectVisitors(ui32 mode, ObjectInstanceID object, ObjectInstanceID heroID = ObjectInstanceID(-1)):
mode(mode),
object(object),
hero(heroID)
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{}
template <typename Handler> void serialize(Handler &h, const int version)
{
h & object;
h & hero;
h & mode;
}
};
struct PrepareHeroLevelUp : public CPackForClient
{
ObjectInstanceID heroId;
/// Do not serialize, used by server only
std::vector<SecondarySkill> skills;
PrepareHeroLevelUp(){}
DLL_LINKAGE void applyGs(CGameState * gs);
template <typename Handler> void serialize(Handler &h, const int version)
{
h & heroId;
}
};
struct HeroLevelUp : public Query
{
PlayerColor player;
ObjectInstanceID heroId;
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PrimarySkill::PrimarySkill primskill;
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std::vector<SecondarySkill> skills;
HeroLevelUp(): primskill(PrimarySkill::ATTACK){}
void applyCl(CClient * cl);
DLL_LINKAGE void applyGs(CGameState * gs);
template <typename Handler> void serialize(Handler & h, const int version)
{
h & queryID;
h & player;
h & heroId;
h & primskill;
h & skills;
}
};
struct CommanderLevelUp : public Query
{
PlayerColor player;
ObjectInstanceID heroId;
std::vector<ui32> skills; //0-5 - secondary skills, val-100 - special skill
CommanderLevelUp(){}
void applyCl(CClient * cl);
DLL_LINKAGE void applyGs(CGameState * gs);
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 BlockingDialog : public Query
{
enum {ALLOW_CANCEL = 1, SELECTION = 2};
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void applyCl(CClient *cl);
MetaString text;
std::vector<Component> components;
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PlayerColor player;
ui8 flags;
ui16 soundID;
bool cancel() const
{
return flags & ALLOW_CANCEL;
}
bool selection() const
{
return flags & SELECTION;
}
BlockingDialog(bool yesno, bool Selection)
{
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flags = 0;
soundID = 0;
if(yesno) flags |= ALLOW_CANCEL;
if(Selection) flags |= SELECTION;
}
BlockingDialog()
{
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flags = 0;
soundID = 0;
};
template <typename Handler> void serialize(Handler &h, const int version)
{
h & queryID;
h & text;
h & components;
h & player;
h & flags;
h & soundID;
}
};
struct GarrisonDialog : public Query
{
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GarrisonDialog():removableUnits(false){}
void applyCl(CClient *cl);
ObjectInstanceID objid, hid;
bool removableUnits;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & queryID;
h & objid;
h & hid;
h & removableUnits;
}
};
struct ExchangeDialog : public Query
{
ExchangeDialog() {}
void applyCl(CClient *cl);
PlayerColor player;
ObjectInstanceID hero1;
ObjectInstanceID hero2;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & queryID;
h & player;
h & hero1;
h & hero2;
}
};
struct TeleportDialog : public Query
{
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TeleportDialog()
: impassable(false)
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{}
TeleportDialog(PlayerColor Player, TeleportChannelID Channel)
: player(Player), channel(Channel), impassable(false)
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{}
void applyCl(CClient *cl);
PlayerColor player;
TeleportChannelID channel;
TTeleportExitsList exits;
bool impassable;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & queryID;
h & player;
h & channel;
h & exits;
h & impassable;
}
};
struct MapObjectSelectDialog : public Query
{
PlayerColor player;
Component icon;
MetaString title;
MetaString description;
std::vector<ObjectInstanceID> objects;
MapObjectSelectDialog(){};
void applyCl(CClient * cl);
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 BattleStart : public CPackForClient
{
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BattleStart()
:info(nullptr)
{}
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void applyFirstCl(CClient *cl);
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void applyCl(CClient *cl);
DLL_LINKAGE void applyGs(CGameState *gs);
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BattleInfo * info;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & info;
}
};
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struct BattleNextRound : public CPackForClient
{
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BattleNextRound():round(0){};
void applyFirstCl(CClient *cl);
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void applyCl(CClient *cl);
DLL_LINKAGE void applyGs( CGameState *gs );
si32 round;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & round;
}
};
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struct BattleSetActiveStack : public CPackForClient
{
BattleSetActiveStack()
{
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stack = 0;
askPlayerInterface = true;
}
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void applyCl(CClient *cl);
DLL_LINKAGE void applyGs(CGameState *gs);
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ui32 stack;
ui8 askPlayerInterface;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & stack;
h & askPlayerInterface;
}
};
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struct BattleResult : public CPackForClient
{
enum EResult {NORMAL = 0, ESCAPE = 1, SURRENDER = 2};
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BattleResult()
: result(NORMAL), winner(2)
{
exp[0] = 0;
exp[1] = 0;
};
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void applyFirstCl(CClient *cl);
void applyGs(CGameState *gs);
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EResult result;
ui8 winner; //0 - attacker, 1 - defender, [2 - draw (should be possible?)]
std::map<ui32,si32> casualties[2]; //first => casualties of attackers - map crid => number
TExpType exp[2]; //exp for attacker and defender
std::set<ArtifactInstanceID> artifacts; //artifacts taken from loser to winner - currently unused
template <typename Handler> void serialize(Handler &h, const int version)
{
h & result;
h & winner;
h & casualties[0];
h & casualties[1];
h & exp;
h & artifacts;
}
};
struct BattleLogMessage : public CPackForClient
{
std::vector<MetaString> lines;
BattleLogMessage(){}
void applyCl(CClient * cl);
DLL_LINKAGE void applyGs(CGameState * gs);
DLL_LINKAGE void applyBattle(IBattleState * battleState);
template <typename Handler> void serialize(Handler & h, const int version)
{
h & lines;
}
};
struct BattleStackMoved : public CPackForClient
{
ui32 stack;
std::vector<BattleHex> tilesToMove;
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
int distance;
bool teleporting;
2016-11-26 19:49:26 +02:00
BattleStackMoved()
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
: stack(0),
distance(0),
teleporting(false)
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{};
2009-03-07 00:11:17 +02:00
void applyFirstCl(CClient *cl);
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 applyGs(CGameState *gs);
DLL_LINKAGE void applyBattle(IBattleState * battleState);
template <typename Handler> void serialize(Handler &h, const int version)
{
h & stack;
h & tilesToMove;
h & distance;
}
};
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 BattleUnitsChanged : public CPackForClient
{
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(){}
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);
void applyCl(CClient *cl);
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;
std::vector<CustomEffectInfo> customEffects;
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;
h & customEffects;
}
};
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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{
BattleStackAttacked():
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stackAttacked(0), attackerID(0),
killedAmount(0), 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
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newState(),
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flags(0), effect(0), spellID(SpellID::NONE)
{};
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 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
ui32 stackAttacked, attackerID;
ui32 killedAmount;
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
int64_t damageAmount;
UnitChanges newState;
enum EFlags {KILLED = 1, EFFECT = 2/*deprecated */, SECONDARY = 4, REBIRTH = 8, CLONE_KILLED = 16, SPELL_EFFECT = 32 /*, BONUS_EFFECT = 64 */};
ui32 flags; //uses EFlags (above)
2011-02-24 17:33:03 +02:00
ui32 effect; //set only if flag EFFECT is set
SpellID spellID; //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 isEffect() const//if stack has been attacked by a spell
{
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return flags & EFFECT;
}
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;
}
2008-08-09 02:02:32 +03:00
template <typename Handler> void serialize(Handler &h, const int version)
{
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 & effect;
h & spellID;
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}
bool operator<(const BattleStackAttacked &b) const
{
return stackAttacked < b.stackAttacked;
}
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};
struct BattleAttack : public CPackForClient
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{
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BattleAttack()
: stackAttacking(0), flags(0), spellID(SpellID::NONE)
{};
2009-03-07 00:11:17 +02:00
void applyFirstCl(CClient *cl);
DLL_LINKAGE void applyGs(CGameState *gs);
2009-03-07 00:11:17 +02:00
void applyCl(CClient *cl);
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;
2008-08-09 02:02:32 +03:00
ui32 stackAttacking;
ui32 flags; //uses Eflags (below)
enum EFlags{SHOT = 1, COUNTER = 2, LUCKY = 4, UNLUCKY = 8, BALLISTA_DOUBLE_DMG = 16, DEATH_BLOW = 32, SPELL_LIKE = 64};
2016-08-30 04:13:45 +02:00
SpellID spellID; //for SPELL_LIKE
2008-08-09 02:02:32 +03:00
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<CustomEffectInfo> customEffects;
2010-12-04 21:44:23 +02:00
bool shot() const//distance attack - decrease number of shots
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{
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return flags & SHOT;
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}
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bool counter() const//is it counterattack?
{
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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;
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}
2011-07-06 20:00:45 +03:00
bool deathBlow() const
{
return flags & DEATH_BLOW;
}
bool spellLike() const
{
return flags & SPELL_LIKE;
}
2008-08-09 02:02:32 +03:00
template <typename Handler> void serialize(Handler &h, const int version)
{
h & bsa;
h & stackAttacking;
h & flags;
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 & customEffects;
h & attackerChanges;
2008-08-09 02:02:32 +03:00
}
};
struct StartAction : public CPackForClient
{
StartAction(){};
StartAction(const BattleAction &act){ba = act; };
2009-03-07 00:11:17 +02:00
void applyFirstCl(CClient *cl);
DLL_LINKAGE void applyGs(CGameState *gs);
2009-03-07 00:11:17 +02:00
BattleAction ba;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & ba;
}
};
struct EndAction : public CPackForClient
{
EndAction(){};
2009-03-07 00:11:17 +02:00
void applyCl(CClient *cl);
2009-03-07 00:25:19 +02:00
2009-03-07 00:11:17 +02:00
template <typename Handler> void serialize(Handler &h, const int version)
{
}
};
struct BattleSpellCast : public CPackForClient
{
2016-11-26 19:49:26 +02:00
BattleSpellCast()
{
side = 0;
manaGained = 0;
casterStack = -1;
castByHero = true;
activeCast = true;
2016-11-26 19:49:26 +02:00
};
DLL_LINKAGE void applyGs(CGameState *gs);
2009-03-07 00:11:17 +02:00
void applyCl(CClient *cl);
bool activeCast;
2009-05-12 06:35:51 +03:00
ui8 side; //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
2011-10-09 14:23:24 +03:00
ui8 manaGained; //mana channeling ability
BattleHex tile; //destination tile (may not be set in some global/mass spells
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<CustomEffectInfo> customEffects;
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)
si32 casterStack;// -1 if not cated by creature, >=0 caster stack ID
2015-09-21 11:19:35 +02:00
bool castByHero; //if true - spell has been cast by hero, otherwise by a creature
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 & customEffects;
h & affectedCres;
h & casterStack;
h & castByHero;
h & activeCast;
}
};
struct SetStackEffect : public CPackForClient
{
SetStackEffect(){};
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 applyGs(CGameState * gs);
DLL_LINKAGE void applyBattle(IBattleState * battleState);
void applyCl(CClient * cl);
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;
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 StacksInjured : public CPackForClient
{
StacksInjured(){}
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 applyGs(CGameState * gs);
DLL_LINKAGE void applyBattle(IBattleState * battleState);
void applyCl(CClient * cl);
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
template <typename Handler> void serialize(Handler & h, const int version)
{
h & stacks;
}
};
struct BattleResultsApplied : public CPackForClient
{
BattleResultsApplied(){}
2013-03-03 20:06:03 +03:00
PlayerColor player1, player2;
void applyCl(CClient *cl);
template <typename Handler> void serialize(Handler &h, const int version)
{
h & player1;
h & player2;
}
};
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 BattleObstaclesChanged : public CPackForClient
{
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
BattleObstaclesChanged(){}
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 applyGs(CGameState * gs);
DLL_LINKAGE void applyBattle(IBattleState * battleState);
void applyCl(CClient * cl);
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;
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
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h & changes;
}
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};
struct ELF_VISIBILITY CatapultAttack : public CPackForClient
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{
struct AttackInfo
{
si16 destinationTile;
ui8 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
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template <typename Handler> void serialize(Handler & h, const int version)
{
h & destinationTile;
h & attackedPart;
h & damageDealt;
}
};
DLL_LINKAGE CatapultAttack();
DLL_LINKAGE ~CatapultAttack();
2009-09-01 16:54:13 +03:00
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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DLL_LINKAGE void applyGs(CGameState * gs);
DLL_LINKAGE void applyBattle(IBattleState * battleState);
void applyCl(CClient * cl);
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std::vector< AttackInfo > attackedParts;
int attacker; //if -1, then a spell caused this
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template <typename Handler> void serialize(Handler &h, const int version)
{
h & attackedParts;
h & attacker;
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}
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};
struct BattleSetStackProperty : public CPackForClient
{
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BattleSetStackProperty()
: stackID(0), which(CASTS), val(0), absolute(0)
{};
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enum BattleStackProperty {CASTS, ENCHANTER_COUNTER, UNBIND, CLONED, HAS_CLONE};
DLL_LINKAGE void applyGs(CGameState *gs);
int stackID;
BattleStackProperty which;
int val;
int absolute;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & stackID;
h & which;
h & val;
h & absolute;
}
};
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///activated at the beginning of turn
struct BattleTriggerEffect : public CPackForClient
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{
BattleTriggerEffect()
: stackID(0), effect(0), val(0), additionalInfo(0)
{};
DLL_LINKAGE void applyGs(CGameState *gs); //effect
void applyCl(CClient *cl); //play animations & stuff
int stackID;
int effect; //use corresponding Bonus type
int val;
int additionalInfo;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & stackID;
h & effect;
h & val;
h & additionalInfo;
}
};
struct BattleUpdateGateState : public CPackForClient
{
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BattleUpdateGateState():state(EGateState::NONE){};
void applyFirstCl(CClient *cl);
DLL_LINKAGE void applyGs(CGameState *gs);
EGateState state;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & state;
}
};
struct ShowInInfobox : public CPackForClient
{
ShowInInfobox(){};
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PlayerColor player;
Component c;
MetaString text;
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void applyCl(CClient *cl);
template <typename Handler> void serialize(Handler &h, const int version)
{
h & player;
h & c;
h & text;
}
};
struct AdvmapSpellCast : public CPackForClient
{
AdvmapSpellCast():casterID(){}
ObjectInstanceID casterID;
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SpellID spellID;
void applyCl(CClient *cl);
template <typename Handler> void serialize(Handler &h, const int version)
{
h & casterID;
h & spellID;
}
};
struct ShowWorldViewEx : public CPackForClient
{
PlayerColor player;
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std::vector<ObjectPosInfo> objectPositions;
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ShowWorldViewEx(){}
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void applyCl(CClient *cl);
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template <typename Handler> void serialize(Handler &h, const int version)
{
h & player;
h & objectPositions;
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}
};
/***********************************************************************************************************/
struct EndTurn : public CPackForServer
{
bool applyGh(CGameHandler *gh);
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CPackForServer &>(*this);
}
};
struct DismissHero : public CPackForServer
{
DismissHero(){};
DismissHero(ObjectInstanceID HID) : hid(HID) {};
ObjectInstanceID hid;
bool applyGh(CGameHandler *gh);
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CPackForServer &>(*this);
h & hid;
}
};
struct MoveHero : public CPackForServer
{
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MoveHero():transit(false){};
MoveHero(const int3 &Dest, ObjectInstanceID HID, bool Transit) : dest(Dest), hid(HID), transit(Transit) {};
int3 dest;
ObjectInstanceID hid;
bool transit;
bool applyGh(CGameHandler *gh);
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CPackForServer &>(*this);
h & dest;
h & hid;
h & transit;
}
};
struct CastleTeleportHero : public CPackForServer
{
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CastleTeleportHero():source(0){};
CastleTeleportHero(const ObjectInstanceID HID, ObjectInstanceID Dest, ui8 Source ) : dest(Dest), hid(HID), source(Source){};
ObjectInstanceID dest;
ObjectInstanceID hid;
si8 source;//who give teleporting, 1=castle gate
bool applyGh(CGameHandler *gh);
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CPackForServer &>(*this);
h & dest;
h & hid;
}
};
struct ArrangeStacks : public CPackForServer
{
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ArrangeStacks():what(0), val(0){};
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ArrangeStacks(ui8 W, SlotID P1, SlotID P2, ObjectInstanceID ID1, ObjectInstanceID ID2, si32 VAL)
:what(W),p1(P1),p2(P2),id1(ID1),id2(ID2),val(VAL) {};
ui8 what; //1 - swap; 2 - merge; 3 - split
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SlotID p1, p2; //positions of first and second stack
ObjectInstanceID id1, id2; //ids of objects with garrison
si32 val;
bool applyGh(CGameHandler *gh);
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 BulkMoveArmy : public CPackForServer
{
SlotID srcSlot;
ObjectInstanceID srcArmy;
ObjectInstanceID destArmy;
BulkMoveArmy()
{};
BulkMoveArmy(ObjectInstanceID srcArmy, ObjectInstanceID destArmy, SlotID srcSlot)
: srcArmy(srcArmy), destArmy(destArmy), srcSlot(srcSlot)
{};
bool applyGh(CGameHandler * gh);
template <typename Handler>
void serialize(Handler & h, const int version)
{
h & static_cast<CPackForServer&>(*this);
h & srcSlot;
h & srcArmy;
h & destArmy;
}
};
struct BulkSplitStack : public CPackForServer
{
SlotID src;
ObjectInstanceID srcOwner;
si32 amount;
BulkSplitStack() : amount(0)
{};
BulkSplitStack(ObjectInstanceID srcOwner, SlotID src, si32 howMany)
: src(src), srcOwner(srcOwner), amount(howMany)
{};
bool applyGh(CGameHandler * gh);
template <typename Handler>
void serialize(Handler & h, const int version)
{
h & static_cast<CPackForServer&>(*this);
h & src;
h & srcOwner;
h & amount;
}
};
struct BulkMergeStacks : public CPackForServer
{
SlotID src;
ObjectInstanceID srcOwner;
BulkMergeStacks()
{};
BulkMergeStacks(ObjectInstanceID srcOwner, SlotID src)
: src(src), srcOwner(srcOwner)
{};
bool applyGh(CGameHandler * gh);
template <typename Handler>
void serialize(Handler & h, const int version)
{
h & static_cast<CPackForServer&>(*this);
h & src;
h & srcOwner;
}
};
struct BulkSmartSplitStack : public CPackForServer
{
SlotID src;
ObjectInstanceID srcOwner;
BulkSmartSplitStack()
{};
BulkSmartSplitStack(ObjectInstanceID srcOwner, SlotID src)
: src(src), srcOwner(srcOwner)
{};
bool applyGh(CGameHandler * gh);
template <typename Handler>
void serialize(Handler & h, const int version)
{
h & static_cast<CPackForServer&>(*this);
h & src;
h & srcOwner;
}
};
struct DisbandCreature : public CPackForServer
{
DisbandCreature(){};
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DisbandCreature(SlotID Pos, ObjectInstanceID ID):pos(Pos),id(ID){};
SlotID pos; //stack pos
ObjectInstanceID id; //object id
bool applyGh(CGameHandler *gh);
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CPackForServer &>(*this);
h & pos;
h & id;
}
};
struct BuildStructure : public CPackForServer
{
BuildStructure(){};
BuildStructure(ObjectInstanceID TID, BuildingID BID):tid(TID), bid(BID){};
ObjectInstanceID tid; //town id
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BuildingID bid; //structure id
bool applyGh(CGameHandler *gh);
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CPackForServer &>(*this);
h & tid;
h & bid;
}
};
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struct RazeStructure : public BuildStructure
{
RazeStructure(){};
bool applyGh(CGameHandler *gh);
};
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struct RecruitCreatures : public CPackForServer
{
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RecruitCreatures():amount(0), level(0){};
RecruitCreatures(ObjectInstanceID TID, ObjectInstanceID DST, CreatureID CRID, si32 Amount, si32 Level):
tid(TID), dst(DST), crid(CRID), amount(Amount), level(Level){};
ObjectInstanceID tid; //dwelling id, or town
ObjectInstanceID dst; //destination ID, e.g. hero
CreatureID crid;
ui32 amount;//creature amount
si32 level;//dwelling level to buy from, -1 if any
bool applyGh(CGameHandler *gh);
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CPackForServer &>(*this);
h & tid;
h & dst;
h & crid;
h & amount;
h & level;
}
};
struct UpgradeCreature : public CPackForServer
{
UpgradeCreature(){};
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UpgradeCreature(SlotID Pos, ObjectInstanceID ID, CreatureID CRID):pos(Pos),id(ID), cid(CRID){};
SlotID pos; //stack pos
ObjectInstanceID id; //object id
CreatureID cid; //id of type to which we want make upgrade
bool applyGh(CGameHandler *gh);
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CPackForServer &>(*this);
h & pos;
h & id;
h & cid;
}
};
struct GarrisonHeroSwap : public CPackForServer
{
GarrisonHeroSwap(){};
GarrisonHeroSwap(ObjectInstanceID TID):tid(TID){};
ObjectInstanceID tid;
bool applyGh(CGameHandler *gh);
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CPackForServer &>(*this);
h & tid;
}
};
struct ExchangeArtifacts : public CPackForServer
{
ArtifactLocation src, dst;
ExchangeArtifacts(){};
bool applyGh(CGameHandler *gh);
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CPackForServer &>(*this);
h & src;
h & dst;
}
};
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struct AssembleArtifacts : public CPackForServer
{
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AssembleArtifacts():assemble(false){};
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AssembleArtifacts(ObjectInstanceID _heroID, ArtifactPosition _artifactSlot, bool _assemble, ArtifactID _assembleTo)
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: heroID(_heroID), artifactSlot(_artifactSlot), assemble(_assemble), assembleTo(_assembleTo){};
ObjectInstanceID heroID;
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ArtifactPosition artifactSlot;
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bool assemble; // True to assemble artifact, false to disassemble.
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ArtifactID assembleTo; // Artifact to assemble into.
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bool applyGh(CGameHandler *gh);
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CPackForServer &>(*this);
h & heroID;
h & artifactSlot;
h & assemble;
h & assembleTo;
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}
};
struct BuyArtifact : public CPackForServer
{
BuyArtifact(){};
BuyArtifact(ObjectInstanceID HID, ArtifactID AID):hid(HID),aid(AID){};
ObjectInstanceID hid;
ArtifactID aid;
bool applyGh(CGameHandler *gh);
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CPackForServer &>(*this);
h & hid;
h & aid;
}
};
struct TradeOnMarketplace : public CPackForServer
{
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TradeOnMarketplace()
:marketId(), heroId(), mode(EMarketMode::RESOURCE_RESOURCE)
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{};
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ObjectInstanceID marketId;
ObjectInstanceID heroId;
EMarketMode::EMarketMode mode;
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
bool applyGh(CGameHandler *gh);
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 SetFormation : public CPackForServer
{
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SetFormation():formation(0){};
SetFormation(ObjectInstanceID HID, ui8 Formation):hid(HID),formation(Formation){};
ObjectInstanceID hid;
ui8 formation;
bool applyGh(CGameHandler *gh);
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CPackForServer &>(*this);
h & hid;
h & formation;
}
};
struct HireHero : public CPackForServer
{
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HireHero():hid(0){};
HireHero(si32 HID, ObjectInstanceID TID):hid(HID),tid(TID){};
si32 hid; //available hero serial
ObjectInstanceID tid; //town (tavern) id
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PlayerColor player;
bool applyGh(CGameHandler *gh);
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CPackForServer &>(*this);
h & hid;
h & tid;
h & player;
}
};
struct BuildBoat : public CPackForServer
{
BuildBoat(){};
ObjectInstanceID objid; //where player wants to buy a boat
bool applyGh(CGameHandler *gh);
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CPackForServer &>(*this);
h & objid;
}
};
struct QueryReply : public CPackForServer
{
QueryReply(){};
QueryReply(QueryID QID, const JsonNode & Reply):qid(QID), reply(Reply){};
QueryID qid;
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PlayerColor player;
JsonNode reply;
bool applyGh(CGameHandler *gh);
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CPackForServer &>(*this);
h & qid;
h & player;
h & reply;
}
};
struct MakeAction : public CPackForServer
{
MakeAction(){};
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MakeAction(const BattleAction &BA):ba(BA){};
BattleAction ba;
bool applyGh(CGameHandler *gh);
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CPackForServer &>(*this);
h & ba;
}
};
struct MakeCustomAction : public CPackForServer
{
MakeCustomAction(){};
MakeCustomAction(const BattleAction &BA):ba(BA){};
BattleAction ba;
bool applyGh(CGameHandler *gh);
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CPackForServer &>(*this);
h & ba;
}
};
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struct DigWithHero : public CPackForServer
{
DigWithHero(){}
ObjectInstanceID id; //digging hero id
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bool applyGh(CGameHandler *gh);
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CPackForServer &>(*this);
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h & id;
}
};
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struct CastAdvSpell : public CPackForServer
{
CastAdvSpell(){}
ObjectInstanceID hid; //hero id
SpellID sid; //spell id
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int3 pos; //selected tile (not always used)
bool applyGh(CGameHandler *gh);
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CPackForServer &>(*this);
h & hid;
h & sid;
h & pos;
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}
};
/***********************************************************************************************************/
struct SaveGame : public CPackForServer
{
SaveGame(){};
SaveGame(const std::string &Fname) :fname(Fname){};
std::string fname;
void applyGs(CGameState *gs){};
bool applyGh(CGameHandler *gh);
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CPackForServer &>(*this);
h & fname;
}
};
// TODO: Eventually we should re-merge both SaveGame and PlayerMessage
struct SaveGameClient : public CPackForClient
{
SaveGameClient(){};
SaveGameClient(const std::string &Fname) :fname(Fname){};
std::string fname;
void applyCl(CClient *cl);
template <typename Handler> void serialize(Handler &h, const int version)
{
h & fname;
}
};
struct PlayerMessage : public CPackForServer
{
PlayerMessage(){};
PlayerMessage(const std::string &Text, ObjectInstanceID obj)
: text(Text), currObj(obj)
{};
void applyGs(CGameState *gs){};
bool applyGh(CGameHandler *gh);
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 PlayerMessageClient : public CPackForClient
{
PlayerMessageClient(){};
PlayerMessageClient(PlayerColor Player, const std::string &Text)
: player(Player), text(Text)
{}
void applyCl(CClient *cl);
2013-03-03 20:06:03 +03:00
PlayerColor player;
std::string text;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & player;
h & text;
}
};
struct CenterView : public CPackForClient
{
CenterView():focusTime(0){};
void applyCl(CClient *cl);
PlayerColor player;
int3 pos;
ui32 focusTime; //ms
template <typename Handler> void serialize(Handler &h, const int version)
{
h & pos;
h & player;
h & focusTime;
}
};