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vcmi/lib/NetPacks.h

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#ifndef __NETPACKS_H__
#define __NETPACKS_H__
#include "../global.h"
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#include "CGameState.h"
#include "BattleAction.h"
#include "HeroBonus.h"
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#include <set>
/*
* NetPacks.h, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
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class CClient;
class CGameState;
class CGameHandler;
class CConnection;
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struct CPack
{
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ui16 type;
CPack(){};
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virtual ~CPack(){};
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ui16 getType() const{return type;}
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template <typename Handler> void serialize(Handler &h, const int version)
{
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tlog1 << "CPack serialized... this should not happen!\n";
}
DLL_EXPORT void applyGs(CGameState *gs)
{};
};
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struct CPackForClient : public CPack
{
CPackForClient(){type = 1;};
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CGameState* GS(CClient *cl);
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void applyFirstCl(CClient *cl)//called before applying to gs
{};
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void applyCl(CClient *cl)//called after applying to gs
{};
};
struct CPackForServer : public CPack
{
CConnection *c;
CGameState* GS(CGameHandler *gh);
CPackForServer()
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{
type = 2;
c = NULL;
};
bool applyGh(CGameHandler *gh);//called after applying to gs
};
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struct Query : public CPackForClient
{
ui32 id;
};
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struct MetaString : public CPack //2001 helper for object scrips
{
private:
enum EMessage {TEXACT_STRING, TLOCAL_STRING, TNUMBER, TREPLACE_ESTRING, TREPLACE_LSTRING, TREPLACE_NUMBER};
public:
enum {GENERAL_TXT=1, XTRAINFO_TXT, OBJ_NAMES, RES_NAMES, ART_NAMES, ARRAY_TXT, CRE_PL_NAMES, CREGENS, MINE_NAMES,
MINE_EVNTS, ADVOB_TXT, ART_EVNTS, SPELL_NAME, SEC_SKILL_NAME, CRE_SING_NAMES, CREGENS4, COLOR};
std::vector<ui8> message; //vector of EMessage
std::vector<std::pair<ui8,ui32> > localStrings; //pairs<text handler type, text number>; types: 1 - generaltexthandler->all; 2 - objh->xtrainfo; 3 - objh->names; 4 - objh->restypes; 5 - arth->artifacts[id].name; 6 - generaltexth->arraytxt; 7 - creh->creatures[os->subID].namePl; 8 - objh->creGens; 9 - objh->mines[ID].first; 10 - objh->mines[ID].second; 11 - objh->advobtxt
std::vector<std::string> exactStrings;
std::vector<si32> numbers;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & exactStrings & localStrings & message & numbers;
}
void addTxt(ui8 type, ui32 serial)
{
message.push_back(TLOCAL_STRING);
localStrings.push_back(std::pair<ui8,ui32>(type, serial));
}
MetaString& operator<<(const std::pair<ui8,ui32> &txt)
{
message.push_back(TLOCAL_STRING);
localStrings.push_back(txt);
return *this;
}
MetaString& operator<<(const std::string &txt)
{
message.push_back(TEXACT_STRING);
exactStrings.push_back(txt);
return *this;
}
MetaString& operator<<(int txt)
{
message.push_back(TNUMBER);
numbers.push_back(txt);
return *this;
}
void addReplacement(ui8 type, ui32 serial)
{
message.push_back(TREPLACE_LSTRING);
localStrings.push_back(std::pair<ui8,ui32>(type, serial));
}
void addReplacement(const std::string &txt)
{
message.push_back(TREPLACE_ESTRING);
exactStrings.push_back(txt);
}
void addReplacement(int txt)
{
message.push_back(TREPLACE_NUMBER);
numbers.push_back(txt);
}
DLL_EXPORT std::string buildList () const;
void clear()
{
exactStrings.clear();
localStrings.clear();
message.clear();
numbers.clear();
}
DLL_EXPORT void toString(std::string &dst) const;
void getLocalString(const std::pair<ui8,ui32> &txt, std::string &dst) const;
MetaString()
{
type = 2001;
}
};
/***********************************************************************************************************/
struct PackageApplied : public CPackForClient //94
{
PackageApplied() {type = 94;}
PackageApplied(ui8 Result) : result(Result) {type = 94;}
void applyCl(CClient *cl);
ui8 result; //0 - something went wrong, request hasn't been realized; 1 - OK
ui32 packType; //type id of applied package
template <typename Handler> void serialize(Handler &h, const int version)
{
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h & result & packType;
}
};
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struct SystemMessage : public CPackForClient //95
{
SystemMessage(const std::string Text) : text(Text){type = 95;};
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SystemMessage(){type = 95;};
void applyCl(CClient *cl);
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std::string text;
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template <typename Handler> void serialize(Handler &h, const int version)
{
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h & text;
}
};
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struct PlayerBlocked : public CPackForClient //96
{
PlayerBlocked(){type = 96;};
void applyCl(CClient *cl);
enum EReason { UPCOMING_BATTLE };
ui8 reason;
ui8 player;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & reason & player;
}
};
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struct YourTurn : public CPackForClient //100
{
YourTurn(){type = 100;};
void applyCl(CClient *cl);
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DLL_EXPORT void applyGs(CGameState *gs);
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ui8 player;
template <typename Handler> void serialize(Handler &h, const int version)
{
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h & player;
}
};
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struct SetResource : public CPackForClient //102
{
SetResource(){type = 102;};
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void applyCl(CClient *cl);
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DLL_EXPORT void applyGs(CGameState *gs);
ui8 player, resid;
si32 val;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & player & resid & val;
}
};
struct SetResources : public CPackForClient //104
{
SetResources(){res.resize(RESOURCE_QUANTITY);type = 104;};
void applyCl(CClient *cl);
DLL_EXPORT void applyGs(CGameState *gs);
ui8 player;
std::vector<si32> res; //res[resid] => res amount
template <typename Handler> void serialize(Handler &h, const int version)
{
h & player & res;
}
};
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struct SetPrimSkill : public CPackForClient //105
{
SetPrimSkill(){type = 105;};
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void applyCl(CClient *cl);
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DLL_EXPORT void applyGs(CGameState *gs);
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ui8 abs; //0 - changes by value; 1 - sets to value
si32 id;
ui16 which;
si64 val;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & abs & id & which & val;
}
};
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struct SetSecSkill : public CPackForClient //106
{
SetSecSkill(){type = 106;};
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void applyCl(CClient *cl);
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DLL_EXPORT void applyGs(CGameState *gs);
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ui8 abs; //0 - changes by value; 1 - sets to value
si32 id;
ui16 which, val;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & abs & id & which & val;
}
};
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struct HeroVisitCastle : public CPackForClient //108
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{
HeroVisitCastle(){flags=0;type = 108;};
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void applyCl(CClient *cl);
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DLL_EXPORT void applyGs(CGameState *gs);
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ui8 flags; //1 - start, 2 - garrison
ui32 tid, hid;
bool start() //if hero is entering castle (if false - leaving)
{
return flags & 1;
}
bool garrison() //if hero is entering/leaving garrison (if false - it's only visiting hero)
{
return flags & 2;
}
template <typename Handler> void serialize(Handler &h, const int version)
{
h & flags & tid & hid;
}
};
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struct ChangeSpells : public CPackForClient //109
{
ChangeSpells(){type = 109;};
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void applyCl(CClient *cl);
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DLL_EXPORT void applyGs(CGameState *gs);
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ui8 learn; //1 - gives spell, 0 - takes
ui32 hid;
std::set<ui32> spells;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & learn & hid & spells;
}
};
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struct SetMana : public CPackForClient //110
{
SetMana(){type = 110;};
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void applyCl(CClient *cl);
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DLL_EXPORT void applyGs(CGameState *gs);
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si32 hid, val;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & val & hid;
}
};
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struct SetMovePoints : public CPackForClient //111
{
SetMovePoints(){type = 111;};
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void applyCl(CClient *cl);
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DLL_EXPORT void applyGs(CGameState *gs);
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ui32 hid, val;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & val & hid;
}
};
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struct FoWChange : public CPackForClient //112
{
FoWChange(){type = 112;};
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void applyCl(CClient *cl);
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DLL_EXPORT void applyGs(CGameState *gs);
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std::set<int3> tiles;
ui8 player, mode; //mode==0 - hide, mode==1 - reveal
template <typename Handler> void serialize(Handler &h, const int version)
{
h & tiles & player & mode;
}
};
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struct SetAvailableHeroes : public CPackForClient //113
{
SetAvailableHeroes(){type = 113;flags=0;};
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void applyCl(CClient *cl);
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DLL_EXPORT void applyGs(CGameState *gs);
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ui8 player;
si32 hid1, hid2;
ui8 flags; //1 - reset army of hero1; 2 - reset army of hero 2
template <typename Handler> void serialize(Handler &h, const int version)
{
h & player & hid1 & hid2 & flags;
}
};
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struct GiveBonus : public CPackForClient //115
{
GiveBonus(ui8 Who = 0)
{
who = Who;
type = 115;
}
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void applyCl(CClient *cl);
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DLL_EXPORT void applyGs(CGameState *gs);
enum {HERO, PLAYER};
ui8 who; //who receives bonus, uses enum above
ui32 id; //hero or player id
HeroBonus bonus;
MetaString bdescr;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & bonus & id & bdescr & who;
}
};
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struct ChangeObjPos : public CPackForClient //116
{
ChangeObjPos(){type = 116;};
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void applyFirstCl(CClient *cl);
void applyCl(CClient *cl);
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DLL_EXPORT void applyGs(CGameState *gs);
ui32 objid;
int3 nPos;
ui8 flags; //bit flags: 1 - redraw
template <typename Handler> void serialize(Handler &h, const int version)
{
h & objid & nPos & flags;
}
};
struct PlayerEndsGame : public CPackForClient //117
{
PlayerEndsGame()
{
type = 117;
}
void applyCl(CClient *cl);
DLL_EXPORT void applyGs(CGameState *gs);
ui8 player;
ui8 victory;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & player & victory;
}
};
struct RemoveBonus : public CPackForClient //118
{
RemoveBonus(ui8 Who = 0)
{
who = Who;
type = 118;
}
void applyCl(CClient *cl);
DLL_EXPORT void applyGs(CGameState *gs);
enum {HERO, PLAYER};
ui8 who; //who receives bonus, uses enum above
ui32 whoID; //hero or player id
//vars to identify bonus: its source
ui8 source;
ui32 id; //source id
//used locally: copy of removed bonus
HeroBonus bonus;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & source & id & who & whoID;
}
};
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struct RemoveObject : public CPackForClient //500
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{
RemoveObject(){type = 500;};
RemoveObject(si32 ID){id = ID;type = 500;};
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void applyFirstCl(CClient *cl);
void applyCl(CClient *cl);
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DLL_EXPORT void applyGs(CGameState *gs);
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si32 id;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & id;
}
};
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struct TryMoveHero : public CPackForClient //501
{
TryMoveHero(){type = 501;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
};
ui32 id, movePoints;
ui8 result; //uses EResult
int3 start, end;
std::set<int3> fowRevealed; //revealed tiles
bool humanKnows; //used locally during applying to client
template <typename Handler> void serialize(Handler &h, const int version)
{
h & id & result & start & end & movePoints & fowRevealed;
}
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};
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struct SetGarrisons : public CPackForClient //502
{
SetGarrisons(){type = 502;};
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void applyCl(CClient *cl);
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DLL_EXPORT void applyGs(CGameState *gs);
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std::map<ui32,CCreatureSet> garrs;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & garrs;
}
};
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struct NewStructures : public CPackForClient //504
{
NewStructures(){type = 504;};
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void applyCl(CClient *cl);
DLL_EXPORT virtual void applyGs(CGameState *gs);
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si32 tid;
std::set<si32> bid;
si16 builded;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & tid & bid & builded;
}
};
struct RazeStructures : public CPackForClient //505
{
RazeStructures() {type = 505;};
void applyCl (CClient *cl);
DLL_EXPORT void applyGs(CGameState *gs);
si32 tid;
std::set<si32> bid;
si16 destroyed;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & tid & bid & destroyed;
}
};
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struct SetAvailableCreatures : public CPackForClient //506
{
SetAvailableCreatures(){type = 506;};
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void applyCl(CClient *cl);
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DLL_EXPORT void applyGs(CGameState *gs);
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si32 tid;
std::vector<std::pair<ui32, std::vector<ui32> > > creatures;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & tid & creatures;
}
};
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struct SetHeroesInTown : public CPackForClient //508
{
SetHeroesInTown(){type = 508;};
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void applyCl(CClient *cl);
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DLL_EXPORT void applyGs(CGameState *gs);
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si32 tid, visiting, garrison; //id of town, visiting hero, hero in garrison
template <typename Handler> void serialize(Handler &h, const int version)
{
h & tid & visiting & garrison;
}
};
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struct SetHeroArtifacts : public CPackForClient //509
{
SetHeroArtifacts(){type = 509;};
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void applyCl(CClient *cl);
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DLL_EXPORT void applyGs(CGameState *gs);
DLL_EXPORT void setArtAtPos(ui16 pos, int art);
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si32 hid;
std::vector<ui32> artifacts; //hero's artifacts from bag
std::map<ui16,ui32> artifWorn; //map<position,artifact_id>; positions: 0 - head; 1 - shoulders; 2 - neck; 3 - right hand; 4 - left hand; 5 - torso; 6 - right ring; 7 - left ring; 8 - feet; 9 - misc1; 10 - misc2; 11 - misc3; 12 - misc4; 13 - mach1; 14 - mach2; 15 - mach3; 16 - mach4; 17 - spellbook; 18 - misc5
template <typename Handler> void serialize(Handler &h, const int version)
{
h & hid & artifacts & artifWorn;
}
std::vector<HeroBonus*> gained, lost; //used locally as hlp when applying
};
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struct HeroRecruited : public CPackForClient //515
{
HeroRecruited(){type = 515;};
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void applyCl(CClient *cl);
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DLL_EXPORT void applyGs(CGameState *gs);
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si32 hid, tid; //subID of hero
int3 tile;
ui8 player;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & hid & tid & tile & player;
}
};
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struct GiveHero : public CPackForClient //516
{
GiveHero(){type = 516;};
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void applyFirstCl(CClient *cl);
void applyCl(CClient *cl);
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DLL_EXPORT void applyGs(CGameState *gs);
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ui32 id; //object id
ui8 player;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & id & player;
}
};
struct OpenWindow : public CPackForClient //517
{
OpenWindow(){type = 517;};
void applyCl(CClient *cl);
enum EWindow {EXCHANGE_WINDOW, RECRUITMENT_FIRST, RECRUITMENT_ALL, SHIPYARD_WINDOW, THIEVES_GUILD, PUZZLE_MAP};
ui8 window;
ui32 id1, id2;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & window & id1 & id2;
}
};
struct NewObject : public CPackForClient //518
{
NewObject(){type = 518;};
void applyCl(CClient *cl);
DLL_EXPORT void applyGs(CGameState *gs);
ui32 ID, subID;
int3 pos;
int id; //used internally
template <typename Handler> void serialize(Handler &h, const int version)
{
h & ID & subID & pos;
}
};
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struct NewTurn : public CPackForClient //101
{
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DLL_EXPORT void applyGs(CGameState *gs);
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struct Hero
{
ui32 id, move, mana; //id is a general serial id
template <typename Handler> void serialize(Handler &h, const int version)
{
h & id & move & mana;
}
bool operator<(const Hero&h)const{return id < h.id;}
};
std::set<Hero> heroes; //updates movement and mana points
//std::vector<SetResources> res;//resource list
std::map<ui8, std::vector<si32> > res; //player ID => resource value[res_id]
std::vector<SetAvailableCreatures> cres;//creatures to be placed in towns
ui32 day;
bool resetBuilded;
NewTurn(){type = 101;};
template <typename Handler> void serialize(Handler &h, const int version)
{
h & heroes & cres & res & day & resetBuilded;
}
};
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struct Component : public CPack //2002 helper for object scrips informations
{
enum {PRIM_SKILL, SEC_SKILL, RESOURCE, CREATURE, ARTIFACT, EXPERIENCE, SPELL, MORALE=8, LUCK, BUILDING, HERO, FLAG};
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ui16 id, subtype; //id uses ^^^ enums, when id==EXPPERIENCE subtype==0 means exp points and subtype==1 levels)
si32 val; // + give; - take
si16 when; // 0 - now; +x - within x days; -x - per x days
template <typename Handler> void serialize(Handler &h, const int version)
{
h & id & subtype & val & when;
}
Component(){type = 2002;};
Component(ui16 Type, ui16 Subtype, si32 Val, si16 When):id(Type),subtype(Subtype),val(Val),when(When){type = 2002;};
};
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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;
ui8 player;
ui16 soundID;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & text & components & player & soundID;
}
InfoWindow() {
type = 103;
soundID = 0;
};
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};
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struct SetObjectProperty : public CPackForClient//1001
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{
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DLL_EXPORT void applyGs(CGameState *gs);
void applyCl(CClient *cl);
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ui32 id;
ui8 what; //1 - owner; 2 - blockvis; 3 - first stack count; 4 - visitors; 5 - visited; 6 - ID (if 34 then also def is replaced)
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ui32 val;
SetObjectProperty(){type = 1001;};
SetObjectProperty(ui32 ID, ui8 What, ui32 Val):id(ID),what(What),val(Val){type = 1001;};
template <typename Handler> void serialize(Handler &h, const int version)
{
h & id & what & val;
}
};
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struct SetHoverName : public CPackForClient//1002
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{
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DLL_EXPORT void applyGs(CGameState *gs);
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ui32 id;
MetaString name;
SetHoverName(){type = 1002;};
SetHoverName(ui32 ID, MetaString& Name):id(ID),name(Name){type = 1002;};
template <typename Handler> void serialize(Handler &h, const int version)
{
h & id & name;
}
};
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struct HeroLevelUp : public Query//2000
{
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void applyCl(CClient *cl);
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DLL_EXPORT void applyGs(CGameState *gs);
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si32 heroid;
ui8 primskill, level;
std::vector<ui16> skills;
HeroLevelUp(){type = 2000;};
template <typename Handler> void serialize(Handler &h, const int version)
{
h & id & heroid & primskill & level & skills;
}
};
struct TradeComponents : public CPackForClient, public CPackForServer
{
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///used to handle info about components available in shops
void applyCl(CClient *cl);
DLL_EXPORT void applyGs(CGameState *gs);
si32 heroid;
ui32 objectid;
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std::map<ui16, Component> available, chosen, bought;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & heroid & objectid & available & chosen & bought;
}
};
//A dialog that requires making decision by player - it may contain components to choose between or has yes/no options
//Client responds with QueryReply, where answer: 0 - cancel pressed, choice doesn't matter; 1/2/... - first/second/... component selected and OK pressed
//Until sending reply player won't be allowed to take any actions
struct BlockingDialog : public Query//2003
{
enum {ALLOW_CANCEL = 1, SELECTION = 2};
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void applyCl(CClient *cl);
MetaString text;
std::vector<Component> components;
ui8 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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type = 2003;
flags = 0;
soundID = 0;
if(yesno) flags |= ALLOW_CANCEL;
if(Selection) flags |= SELECTION;
}
BlockingDialog()
{
type = 2003;
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flags = 0;
soundID = 0;
};
template <typename Handler> void serialize(Handler &h, const int version)
{
h & id & text & components & player & flags & soundID;
}
};
struct GarrisonDialog : public Query//2004
{
GarrisonDialog(){type = 2004;}
void applyCl(CClient *cl);
si32 objid, hid;
bool removableUnits;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & id & objid & hid & removableUnits;
}
};
struct BattleInfo;
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struct BattleStart : public CPackForClient//3000
{
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BattleStart(){type = 3000;};
void applyCl(CClient *cl);
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DLL_EXPORT void applyGs(CGameState *gs);
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BattleInfo * info;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & info;
}
};
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struct BattleNextRound : public CPackForClient//3001
{
BattleNextRound(){type = 3001;};
void applyCl(CClient *cl);
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DLL_EXPORT void applyGs(CGameState *gs);
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si32 round;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & round;
}
};
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struct BattleSetActiveStack : public CPackForClient//3002
{
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BattleSetActiveStack(){type = 3002;};
void applyCl(CClient *cl);
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DLL_EXPORT void applyGs(CGameState *gs);
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ui32 stack;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & stack;
}
};
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struct BattleResult : public CPackForClient//3003
{
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BattleResult(){type = 3003;};
void applyFirstCl(CClient *cl);
void applyGs(CGameState *gs);
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ui8 result; //0 - normal victory; 1 - escape; 2 - surrender
ui8 winner; //0 - attacker, 1 - defender, [2 - draw (should be possible?)]
std::map<ui32,si32> casualties[2]; //first => casualties of attackers - map crid => number
ui32 exp[2]; //exp for attacker and defender
std::set<ui32> artifacts; //artifacts taken from loser to winner
template <typename Handler> void serialize(Handler &h, const int version)
{
h & result & winner & casualties[0] & casualties[1] & exp & artifacts;
}
};
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struct BattleStackMoved : public CPackForClient//3004
{
ui32 stack, tile;
ui8 ending, distance;
BattleStackMoved(){type = 3004;};
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void applyFirstCl(CClient *cl);
void applyGs(CGameState *gs);
template <typename Handler> void serialize(Handler &h, const int version)
{
h & stack & tile & ending & distance;
}
};
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struct BattleStackAttacked : public CPackForClient//3005
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{
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BattleStackAttacked(){flags = 0; type = 3005;};
void applyCl(CClient *cl);
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DLL_EXPORT void applyGs(CGameState *gs);
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ui32 stackAttacked, attackerID;
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ui32 newAmount, newHP, killedAmount, damageAmount;
ui8 flags; //1 - is stack killed; 2 - is there special effect to be shown;
ui32 effect; //set only if flag 2 is present
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bool killed() const//if target stack was killed
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{
return flags & 1;
}
bool isEffect() const//if target stack was killed
{
return flags & 2;
}
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template <typename Handler> void serialize(Handler &h, const int version)
{
h & stackAttacked & attackerID & newAmount & newHP & flags & killedAmount & damageAmount & effect;
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}
bool operator<(const BattleStackAttacked &b) const
{
return stackAttacked < b.stackAttacked;
}
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};
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struct BattleAttack : public CPackForClient//3006
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{
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BattleAttack(){flags = 0; type = 3006;};
void applyFirstCl(CClient *cl);
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DLL_EXPORT void applyGs(CGameState *gs);
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void applyCl(CClient *cl);
std::set<BattleStackAttacked> bsa;
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ui32 stackAttacking;
ui8 flags;
bool shot()//distance attack - decrease number of shots
{
return flags & 1;
}
bool counter()//is it counterattack?
{
return flags & 2;
}
bool lucky()
{
return flags & 4;
}
bool unlucky()
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{
//TODO: support?
return flags & 8;
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}
//bool killed() //if target stack was killed
//{
// return bsa.killed();
//}
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template <typename Handler> void serialize(Handler &h, const int version)
{
h & bsa & stackAttacking & flags;
}
};
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struct StartAction : public CPackForClient//3007
{
StartAction(){type = 3007;};
StartAction(const BattleAction &act){ba = act; type = 3007;};
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void applyFirstCl(CClient *cl);
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DLL_EXPORT void applyGs(CGameState *gs);
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BattleAction ba;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & ba;
}
};
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struct EndAction : public CPackForClient//3008
{
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EndAction(){type = 3008;};
void applyCl(CClient *cl);
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template <typename Handler> void serialize(Handler &h, const int version)
{
}
};
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struct SpellCast : public CPackForClient//3009
{
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SpellCast(){type = 3009;};
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DLL_EXPORT void applyGs(CGameState *gs);
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void applyCl(CClient *cl);
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si32 dmgToDisplay; //this amount will be displayed as amount of damage dealt by spell
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ui8 side; //which hero did cast spell: 0 - attacker, 1 - defender
ui32 id; //id of spell
ui8 skill; //caster's skill level
ui16 tile; //destination tile (may not be set in some global/mass spells
std::vector<ui32> resisted; //ids of creatures that resisted this spell
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std::set<ui32> affectedCres; //ids of creatures affected by this spell, generally used if spell does not set any effect (like dispel or cure)
template <typename Handler> void serialize(Handler &h, const int version)
{
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h & dmgToDisplay & side & id & skill & tile & resisted & affectedCres;
}
};
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struct SetStackEffect : public CPackForClient //3010
{
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SetStackEffect(){type = 3010;};
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DLL_EXPORT void applyGs(CGameState *gs);
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void applyCl(CClient *cl);
std::set<ui32> stacks; //affected stacks (IDs)
CStack::StackEffect effect; //type of effect
template <typename Handler> void serialize(Handler &h, const int version)
{
h & stacks & effect;
}
};
struct StacksInjured : public CPackForClient //3011
{
StacksInjured(){type = 3011;}
DLL_EXPORT void applyGs(CGameState *gs);
void applyCl(CClient *cl);
std::set<BattleStackAttacked> stacks;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & stacks;
}
};
struct BattleResultsApplied : public CPackForClient //3012
{
BattleResultsApplied(){type = 3012;}
ui8 player1, player2;
void applyCl(CClient *cl);
template <typename Handler> void serialize(Handler &h, const int version)
{
h & player1 & player2;
}
};
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struct StacksHealedOrResurrected : public CPackForClient //3013
{
StacksHealedOrResurrected(){type = 3013;}
DLL_EXPORT void applyGs(CGameState *gs);
void applyCl(CClient *cl);
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struct HealInfo
{
ui32 stackID;
ui32 healedHP;
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ui8 lowLevelResurrection; //in case this stack is resurrected by this heal, it will be marked as SUMMONED
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template <typename Handler> void serialize(Handler &h, const int version)
{
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h & stackID & healedHP & lowLevelResurrection;
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}
};
std::vector<HealInfo> healedStacks;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & healedStacks;
}
};
struct ObstaclesRemoved : public CPackForClient //3014
{
ObstaclesRemoved(){type = 3014;}
DLL_EXPORT void applyGs(CGameState *gs);
void applyCl(CClient *cl);
std::set<si32> obstacles; //uniqueIDs of removed obstacles
template <typename Handler> void serialize(Handler &h, const int version)
{
h & obstacles;
}
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};
struct CatapultAttack : public CPackForClient //3015
{
CatapultAttack(){type = 3015;}
DLL_EXPORT void applyGs(CGameState *gs);
void applyCl(CClient *cl);
std::set< std::pair< std::pair< ui8, si16 >, ui8> > attackedParts; // < <attackedPartOfWall, attacked hex >, damageDealt>
//attackedPartOfWall; //[0] - keep, [1] - bottom tower, [2] - bottom wall, [3] - below gate, [4] - over gate, [5] - upper wall, [6] - uppert tower, [7] - gate;
//damageDealt;
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 & attacker;
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}
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};
struct BattleStacksRemoved : public CPackForClient //3016
{
BattleStacksRemoved(){type = 3016;}
DLL_EXPORT void applyGs(CGameState *gs);
void applyCl(CClient *cl);
std::set<ui32> stackIDs; //IDs of removed stacks
template <typename Handler> void serialize(Handler &h, const int version)
{
h & stackIDs;
}
};
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struct ShowInInfobox : public CPackForClient //107
{
ShowInInfobox(){type = 107;};
ui8 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 & c & text;
}
};
/***********************************************************************************************************/
struct CloseServer : public CPackForServer
{
bool applyGh(CGameHandler *gh);
template <typename Handler> void serialize(Handler &h, const int version)
{}
};
struct EndTurn : public CPackForServer
{
bool applyGh(CGameHandler *gh);
template <typename Handler> void serialize(Handler &h, const int version)
{}
};
struct DismissHero : public CPackForServer
{
DismissHero(){};
DismissHero(si32 HID) : hid(HID) {};
si32 hid;
bool applyGh(CGameHandler *gh);
template <typename Handler> void serialize(Handler &h, const int version)
{
h & hid;
}
};
struct MoveHero : public CPackForServer
{
MoveHero(){};
MoveHero(const int3 &Dest, si32 HID) : dest(Dest), hid(HID){};
int3 dest;
si32 hid;
bool applyGh(CGameHandler *gh);
template <typename Handler> void serialize(Handler &h, const int version)
{
h & dest & hid;
}
};
struct ArrangeStacks : public CPackForServer
{
ArrangeStacks(){};
ArrangeStacks(ui8 W, ui8 P1, ui8 P2, si32 ID1, si32 ID2, si32 VAL)
:what(W),p1(P1),p2(P2),id1(ID1),id2(ID2),val(VAL) {};
ui8 what; //1 - swap; 2 - merge; 3 - split
ui8 p1, p2; //positions of first and second stack
si32 id1, id2; //ids of objects with garrison
si32 val;
bool applyGh(CGameHandler *gh);
template <typename Handler> void serialize(Handler &h, const int version)
{
h & what & p1 & p2 & id1 & id2 & val;
}
};
struct DisbandCreature : public CPackForServer
{
DisbandCreature(){};
DisbandCreature(ui8 Pos, si32 ID):pos(Pos),id(ID){};
ui8 pos; //stack pos
si32 id; //object id
bool applyGh(CGameHandler *gh);
template <typename Handler> void serialize(Handler &h, const int version)
{
h & pos & id;
}
};
struct BuildStructure : public CPackForServer
{
BuildStructure(){};
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BuildStructure(si32 TID, si32 BID):bid(BID),tid(TID){};
si32 bid, tid; //structure and town ids
bool applyGh(CGameHandler *gh);
template <typename Handler> void serialize(Handler &h, const int version)
{
h & tid & bid;
}
};
struct RazeStructure : public BuildStructure
{
RazeStructure(){};
//RazeStructure(si32 TID, si32 BID):bid(BID),tid(TID){};
bool applyGh(CGameHandler *gh);
};
struct RecruitCreatures : public CPackForServer
{
RecruitCreatures(){};
RecruitCreatures(si32 TID, si32 CRID, si32 Amount):tid(TID),crid(CRID),amount(Amount){};
si32 tid; //town id
ui32 crid, amount;//creature ID and amount
bool applyGh(CGameHandler *gh);
template <typename Handler> void serialize(Handler &h, const int version)
{
h & tid & crid & amount;
}
};
struct UpgradeCreature : public CPackForServer
{
UpgradeCreature(){};
UpgradeCreature(ui8 Pos, si32 ID, si32 CRID):pos(Pos),id(ID), cid(CRID){};
ui8 pos; //stack pos
si32 id; //object id
si32 cid; //id of type to which we want make upgrade
bool applyGh(CGameHandler *gh);
template <typename Handler> void serialize(Handler &h, const int version)
{
h & pos & id & cid;
}
};
struct GarrisonHeroSwap : public CPackForServer
{
GarrisonHeroSwap(){};
GarrisonHeroSwap(si32 TID):tid(TID){};
si32 tid;
bool applyGh(CGameHandler *gh);
template <typename Handler> void serialize(Handler &h, const int version)
{
h & tid;
}
};
struct ExchangeArtifacts : public CPackForServer
{
ExchangeArtifacts(){};
ExchangeArtifacts(si32 H1, si32 H2, ui16 S1, ui16 S2)
:hid1(H1),hid2(H2),slot1(S1),slot2(S2){};
si32 hid1, hid2;
ui16 slot1, slot2;
bool applyGh(CGameHandler *gh);
template <typename Handler> void serialize(Handler &h, const int version)
{
h & hid1 & hid2 & slot1 & slot2;
}
};
struct BuyArtifact : public CPackForServer
{
BuyArtifact(){};
BuyArtifact(si32 HID, si32 AID):hid(HID),aid(AID){};
si32 hid, aid; //hero and artifact id
bool applyGh(CGameHandler *gh);
template <typename Handler> void serialize(Handler &h, const int version)
{
h & hid & aid;
}
};
struct TradeOnMarketplace : public CPackForServer
{
TradeOnMarketplace(){};
TradeOnMarketplace(ui8 Player, ui8 Mode, /*si32 ID, */ui32 R1, ui32 R2, ui32 Val)
:player(Player),mode(Mode),/*id(ID),*/r1(R1),r2(R2),val(Val){};
ui8 player;
ui8 mode;//0 - res<->res;
//si32 id; //object id
ui32 r1, r2; //mode 0: r1 - sold resource, r2 - bought res
ui32 val; //units of sold resource
bool applyGh(CGameHandler *gh);
template <typename Handler> void serialize(Handler &h, const int version)
{
h & player & mode & /*id & */r1 & r2 & val;
}
};
struct SetFormation : public CPackForServer
{
SetFormation(){};
SetFormation(si32 HID, ui8 Formation):hid(HID),formation(Formation){};
si32 hid;
ui8 formation;
bool applyGh(CGameHandler *gh);
template <typename Handler> void serialize(Handler &h, const int version)
{
h & hid & formation;
}
};
struct HireHero : public CPackForServer
{
HireHero(){};
HireHero(si32 HID, si32 TID):hid(HID),tid(TID){};
si32 hid, tid; //available hero serial and town id
bool applyGh(CGameHandler *gh);
template <typename Handler> void serialize(Handler &h, const int version)
{
h & hid & tid;
}
};
struct BuildBoat : public CPackForServer
{
BuildBoat(){};
si32 objid; //where player wants to buy a boat
bool applyGh(CGameHandler *gh);
template <typename Handler> void serialize(Handler &h, const int version)
{
h & objid;
}
};
struct QueryReply : public CPackForServer
{
QueryReply(){type = 6000;};
QueryReply(ui32 QID, ui32 Answer):qid(QID),answer(Answer){type = 6000;};
ui32 qid, answer; //hero and artifact id
bool applyGh(CGameHandler *gh);
template <typename Handler> void serialize(Handler &h, const int version)
{
h & qid & answer;
}
};
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 & 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 & ba;
}
};
/***********************************************************************************************************/
struct SaveGame : public CPackForClient, public CPackForServer
{
SaveGame(){};
SaveGame(const std::string &Fname) :fname(Fname){};
std::string fname;
void applyCl(CClient *cl);
void applyGs(CGameState *gs){};
bool applyGh(CGameHandler *gh);
template <typename Handler> void serialize(Handler &h, const int version)
{
h & fname;
}
};
struct PlayerMessage : public CPackForClient, public CPackForServer //513
{
PlayerMessage(){CPackForClient::type = 513;};
PlayerMessage(ui8 Player, const std::string &Text)
:player(Player),text(Text)
{CPackForClient::type = 513;};
void applyCl(CClient *cl);
void applyGs(CGameState *gs){};
bool applyGh(CGameHandler *gh);
ui8 player;
std::string text;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & text & player;
}
};
struct SetSelection : public CPackForClient, public CPackForServer //514
{
SetSelection(){CPackForClient::type = 514;};
DLL_EXPORT void applyGs(CGameState *gs);
bool applyGh(CGameHandler *gh);
void applyCl(CClient *cl);
ui8 player;
ui32 id;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & id & player;
}
};
struct CenterView : public CPackForClient//515
{
CenterView(){CPackForClient::type = 515;};
void applyCl(CClient *cl);
ui8 player;
int3 pos;
ui32 focusTime; //ms
template <typename Handler> void serialize(Handler &h, const int version)
{
h & pos & player & focusTime;
}
};
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#endif //__NETPACKS_H__