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vcmi/lib/NetPacksBase.h

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/*
* NetPacksBase.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 <vcmi/Metatype.h>
#include "ConstTransitivePtr.h"
#include "GameConstants.h"
#include "JsonNode.h"
class CClient;
class CGameHandler;
class CLobbyScreen;
class CServerHandler;
class CVCMIServer;
VCMI_LIB_NAMESPACE_BEGIN
class CGameState;
class CConnection;
class CStackBasicDescriptor;
class CGHeroInstance;
class CStackInstance;
class CArmedInstance;
class CArtifactSet;
class CBonusSystemNode;
struct ArtSlotInfo;
class ICPackVisitor;
enum class EInfoWindowMode : uint8_t
{
AUTO,
MODAL,
INFO
};
enum class EOpenWindowMode : uint8_t
{
EXCHANGE_WINDOW,
RECRUITMENT_FIRST,
RECRUITMENT_ALL,
SHIPYARD_WINDOW,
THIEVES_GUILD,
UNIVERSITY_WINDOW,
HILL_FORT_WINDOW,
MARKET_WINDOW,
PUZZLE_MAP,
TAVERN_WINDOW
};
struct DLL_LINKAGE CPack
{
std::shared_ptr<CConnection> c; // Pointer to connection that pack received from
CPack() = default;
virtual ~CPack() = default;
template <typename Handler> void serialize(Handler &h, const int version)
{
logNetwork->error("CPack serialized... this should not happen!");
assert(false && "CPack serialized");
}
void applyGs(CGameState * gs)
{}
void visit(ICPackVisitor & cpackVisitor);
protected:
/// <summary>
/// For basic types of netpacks hierarchy like CPackForClient. Called first.
/// </summary>
virtual void visitBasic(ICPackVisitor & cpackVisitor);
/// <summary>
/// For leaf types of netpacks hierarchy. Called after visitBasic.
/// </summary>
virtual void visitTyped(ICPackVisitor & cpackVisitor);
};
struct DLL_LINKAGE CPackForClient : public CPack
{
protected:
virtual void visitBasic(ICPackVisitor & cpackVisitor) override;
};
struct DLL_LINKAGE CPackForServer : public CPack
{
mutable PlayerColor player = PlayerColor::NEUTRAL;
mutable si32 requestID;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & player;
h & requestID;
}
protected:
virtual void visitBasic(ICPackVisitor & cpackVisitor) override;
};
struct DLL_LINKAGE CPackForLobby : public CPack
{
virtual bool isForServer() const;
protected:
virtual void visitBasic(ICPackVisitor & cpackVisitor) override;
};
struct Component
{
enum class EComponentType : uint8_t
{
PRIM_SKILL,
SEC_SKILL,
RESOURCE,
CREATURE,
ARTIFACT,
EXPERIENCE,
SPELL,
MORALE,
LUCK,
BUILDING,
HERO_PORTRAIT,
FLAG,
INVALID //should be last
};
EComponentType id = EComponentType::INVALID;
ui16 subtype = 0; //id==EXPPERIENCE subtype==0 means exp points and subtype==1 levels
si32 val = 0; // + give; - take
si16 when = 0; // 0 - now; +x - within x days; -x - per x days
template <typename Handler> void serialize(Handler &h, const int version)
{
h & id;
h & subtype;
h & val;
h & when;
}
Component() = default;
DLL_LINKAGE explicit Component(const CStackBasicDescriptor &stack);
Component(Component::EComponentType Type, ui16 Subtype, si32 Val, si16 When)
:id(Type),subtype(Subtype),val(Val),when(When)
{
}
};
using TArtHolder = std::variant<ConstTransitivePtr<CGHeroInstance>, ConstTransitivePtr<CStackInstance>>;
struct ArtifactLocation
{
TArtHolder artHolder;//TODO: identify holder by id
ArtifactPosition slot = ArtifactPosition::PRE_FIRST;
ArtifactLocation()
: artHolder(ConstTransitivePtr<CGHeroInstance>())
{
}
template<typename T>
ArtifactLocation(const T * ArtHolder, ArtifactPosition Slot)
: artHolder(const_cast<T *>(ArtHolder)) //we are allowed here to const cast -> change will go through one of our packages... do not abuse!
, slot(Slot)
{
}
ArtifactLocation(TArtHolder ArtHolder, const ArtifactPosition & Slot)
: artHolder(std::move(std::move(ArtHolder)))
, slot(Slot)
{
}
template <typename T>
bool isHolder(const T *t) const
{
if(auto ptrToT = std::get<ConstTransitivePtr<T>>(artHolder))
{
return ptrToT == t;
}
return false;
}
DLL_LINKAGE void removeArtifact(); // BE CAREFUL, this operation modifies holder (gs)
DLL_LINKAGE const CArmedInstance *relatedObj() const; //hero or the stack owner
DLL_LINKAGE PlayerColor owningPlayer() const;
DLL_LINKAGE CArtifactSet *getHolderArtSet();
DLL_LINKAGE CBonusSystemNode *getHolderNode();
DLL_LINKAGE CArtifactSet *getHolderArtSet() const;
DLL_LINKAGE const CBonusSystemNode *getHolderNode() const;
DLL_LINKAGE const CArtifactInstance *getArt() const;
DLL_LINKAGE CArtifactInstance *getArt();
DLL_LINKAGE const ArtSlotInfo *getSlot() const;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & artHolder;
h & slot;
}
};
class EntityChanges
{
public:
Metatype metatype = Metatype::UNKNOWN;
int32_t entityIndex = 0;
JsonNode data;
template <typename Handler> void serialize(Handler & h, const int version)
{
h & metatype;
h & entityIndex;
h & data;
}
};
class BattleChanges
{
public:
enum class EOperation : si8
{
ADD,
RESET_STATE,
UPDATE,
REMOVE,
};
JsonNode data;
EOperation operation = EOperation::RESET_STATE;
BattleChanges() = default;
BattleChanges(EOperation operation_)
: operation(operation_)
{
}
};
class UnitChanges : public BattleChanges
{
public:
uint32_t id = 0;
int64_t healthDelta = 0;
UnitChanges() = default;
UnitChanges(uint32_t id_, EOperation operation_)
: BattleChanges(operation_)
, id(id_)
{
}
template <typename Handler> void serialize(Handler & h, const int version)
{
h & id;
h & healthDelta;
h & data;
h & operation;
}
};
class ObstacleChanges : public BattleChanges
{
public:
uint32_t id = 0;
ObstacleChanges() = default;
ObstacleChanges(uint32_t id_, EOperation operation_)
: BattleChanges(operation_),
id(id_)
{
}
template <typename Handler> void serialize(Handler & h, const int version)
{
h & id;
h & data;
h & operation;
}
};
VCMI_LIB_NAMESPACE_END