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/*
* NetPacks . h , part of VCMI engine
*
* Authors : listed in file AUTHORS in main folder
*
* License : GNU General Public License v2 .0 or later
* Full text of license available in license . txt file , in main folder
*
*/
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# pragma once
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# include "NetPacksBase.h"
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# include "ConstTransitivePtr.h"
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# include "MetaString.h"
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# include "ResourceSet.h"
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# include "TurnTimerInfo.h"
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# include "int3.h"
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# include "battle/BattleAction.h"
# include "battle/CObstacleInstance.h"
# include "gameState/EVictoryLossCheckResult.h"
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# include "gameState/TavernSlot.h"
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# include "gameState/QuestInfo.h"
# include "mapObjects/CGHeroInstance.h"
# include "mapping/CMapDefines.h"
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# include "spells/ViewSpellInt.h"
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class CClient ;
class CGameHandler ;
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VCMI_LIB_NAMESPACE_BEGIN
class CGameState ;
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class CArtifact ;
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class CGObjectInstance ;
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class CArtifactInstance ;
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struct StackLocation ;
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struct ArtSlotInfo ;
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struct QuestInfo ;
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class IBattleState ;
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class BattleInfo ;
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// This one teleport-specific, but has to be available everywhere in callbacks and netpacks
// For now it's will be there till teleports code refactored and moved into own file
using TTeleportExitsList = std : : vector < std : : pair < ObjectInstanceID , int3 > > ;
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struct DLL_LINKAGE Query : public CPackForClient
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{
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QueryID queryID ; // equals to -1 if it is not an actual query (and should not be answered)
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} ;
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struct StackLocation
{
ConstTransitivePtr < CArmedInstance > army ;
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SlotID slot ;
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StackLocation ( ) = default ;
StackLocation ( const CArmedInstance * Army , const SlotID & Slot )
: army ( const_cast < CArmedInstance * > ( Army ) ) //we are allowed here to const cast -> change will go through one of our packages... do not abuse!
, slot ( Slot )
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{
}
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DLL_LINKAGE const CStackInstance * getStack ( ) ;
template < typename Handler > void serialize ( Handler & h , const int version )
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{
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h & army ;
h & slot ;
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}
} ;
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/***********************************************************************************************************/
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struct DLL_LINKAGE PackageApplied : public CPackForClient
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{
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PackageApplied ( ) = default ;
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PackageApplied ( ui8 Result )
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: result ( Result )
{
}
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virtual void visitTyped ( ICPackVisitor & visitor ) override ;
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ui8 result = 0 ; //0 - something went wrong, request hasn't been realized; 1 - OK
ui32 packType = 0 ; //type id of applied package
ui32 requestID = 0 ; //an ID given by client to the request that was applied
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PlayerColor player ;
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template < typename Handler > void serialize ( Handler & h , const int version )
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{
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h & result ;
h & packType ;
h & requestID ;
h & player ;
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}
} ;
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struct DLL_LINKAGE SystemMessage : public CPackForClient
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{
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SystemMessage ( std : : string Text )
: text ( std : : move ( Text ) )
{
}
SystemMessage ( ) = default ;
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virtual void visitTyped ( ICPackVisitor & visitor ) override ;
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std : : string text ;
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template < typename Handler > void serialize ( Handler & h , const int version )
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{
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h & text ;
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}
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} ;
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struct DLL_LINKAGE PlayerBlocked : public CPackForClient
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{
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enum EReason { UPCOMING_BATTLE , ONGOING_MOVEMENT } ;
enum EMode { BLOCKADE_STARTED , BLOCKADE_ENDED } ;
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EReason reason = UPCOMING_BATTLE ;
EMode startOrEnd = BLOCKADE_STARTED ;
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PlayerColor player ;
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virtual void visitTyped ( ICPackVisitor & visitor ) override ;
template < typename Handler > void serialize ( Handler & h , const int version )
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{
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h & reason ;
h & startOrEnd ;
h & player ;
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}
} ;
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struct DLL_LINKAGE PlayerCheated : public CPackForClient
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{
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void applyGs ( CGameState * gs ) const ;
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PlayerColor player ;
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bool losingCheatCode = false ;
bool winningCheatCode = false ;
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virtual void visitTyped ( ICPackVisitor & visitor ) override ;
template < typename Handler > void serialize ( Handler & h , const int version )
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{
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h & player ;
h & losingCheatCode ;
h & winningCheatCode ;
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}
} ;
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struct DLL_LINKAGE TurnTimeUpdate : public CPackForClient
{
void applyGs ( CGameState * gs ) const ;
PlayerColor player ;
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TurnTimerInfo turnTimer ;
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template < typename Handler > void serialize ( Handler & h , const int version )
{
h & player ;
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h & turnTimer ;
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}
} ;
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struct DLL_LINKAGE PlayerStartsTurn : public Query
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{
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void applyGs ( CGameState * gs ) const ;
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PlayerColor player ;
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virtual void visitTyped ( ICPackVisitor & visitor ) override ;
template < typename Handler > void serialize ( Handler & h , const int version )
{
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h & queryID ;
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h & player ;
}
} ;
struct DLL_LINKAGE DaysWithoutTown : public CPackForClient
{
void applyGs ( CGameState * gs ) const ;
PlayerColor player ;
std : : optional < int32_t > daysWithoutCastle ;
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virtual void visitTyped ( ICPackVisitor & visitor ) override ;
template < typename Handler > void serialize ( Handler & h , const int version )
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{
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h & player ;
h & daysWithoutCastle ;
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}
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} ;
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struct DLL_LINKAGE EntitiesChanged : public CPackForClient
Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
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{
std : : vector < EntityChanges > changes ;
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void applyGs ( CGameState * gs ) ;
Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
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virtual void visitTyped ( ICPackVisitor & visitor ) override ;
template < typename Handler > void serialize ( Handler & h , const int version )
Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
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{
h & changes ;
}
} ;
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struct DLL_LINKAGE SetResources : public CPackForClient
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{
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void applyGs ( CGameState * gs ) const ;
virtual void visitTyped ( ICPackVisitor & visitor ) override ;
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bool abs = true ; //false - changes by value; 1 - sets to value
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PlayerColor player ;
TResources res ; //res[resid] => res amount
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template < typename Handler > void serialize ( Handler & h , const int version )
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{
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h & abs ;
h & player ;
h & res ;
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}
} ;
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struct DLL_LINKAGE SetPrimSkill : public CPackForClient
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{
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void applyGs ( CGameState * gs ) const ;
virtual void visitTyped ( ICPackVisitor & visitor ) override ;
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ui8 abs = 0 ; //0 - changes by value; 1 - sets to value
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ObjectInstanceID id ;
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PrimarySkill which = PrimarySkill : : ATTACK ;
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si64 val = 0 ;
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template < typename Handler > void serialize ( Handler & h , const int version )
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{
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h & abs ;
h & id ;
h & which ;
h & val ;
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}
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} ;
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struct DLL_LINKAGE SetSecSkill : public CPackForClient
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{
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void applyGs ( CGameState * gs ) const ;
virtual void visitTyped ( ICPackVisitor & visitor ) override ;
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ui8 abs = 0 ; //0 - changes by value; 1 - sets to value
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ObjectInstanceID id ;
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SecondarySkill which ;
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ui16 val = 0 ;
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template < typename Handler > void serialize ( Handler & h , const int version )
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{
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h & abs ;
h & id ;
h & which ;
h & val ;
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}
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} ;
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struct DLL_LINKAGE HeroVisitCastle : public CPackForClient
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{
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void applyGs ( CGameState * gs ) const ;
virtual void visitTyped ( ICPackVisitor & visitor ) override ;
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ui8 flags = 0 ; //1 - start
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ObjectInstanceID tid , hid ;
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bool start ( ) const //if hero is entering castle (if false - leaving)
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{
return flags & 1 ;
}
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template < typename Handler > void serialize ( Handler & h , const int version )
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{
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h & flags ;
h & tid ;
h & hid ;
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}
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} ;
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struct DLL_LINKAGE ChangeSpells : public CPackForClient
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{
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void applyGs ( CGameState * gs ) ;
virtual void visitTyped ( ICPackVisitor & visitor ) override ;
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ui8 learn = 1 ; //1 - gives spell, 0 - takes
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ObjectInstanceID hid ;
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std : : set < SpellID > spells ;
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template < typename Handler > void serialize ( Handler & h , const int version )
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{
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h & learn ;
h & hid ;
h & spells ;
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}
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} ;
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struct DLL_LINKAGE SetMana : public CPackForClient
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{
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void applyGs ( CGameState * gs ) const ;
virtual void visitTyped ( ICPackVisitor & visitor ) override ;
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ObjectInstanceID hid ;
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si32 val = 0 ;
bool absolute = true ;
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template < typename Handler > void serialize ( Handler & h , const int version )
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{
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h & val ;
h & hid ;
h & absolute ;
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}
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} ;
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struct DLL_LINKAGE SetMovePoints : public CPackForClient
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{
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void applyGs ( CGameState * gs ) const ;
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ObjectInstanceID hid ;
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si32 val = 0 ;
bool absolute = true ;
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virtual void visitTyped ( ICPackVisitor & visitor ) override ;
template < typename Handler > void serialize ( Handler & h , const int version )
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{
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h & val ;
h & hid ;
h & absolute ;
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}
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} ;
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struct DLL_LINKAGE FoWChange : public CPackForClient
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{
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void applyGs ( CGameState * gs ) ;
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std : : unordered_set < int3 > tiles ;
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PlayerColor player ;
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ui8 mode = 0 ; //mode==0 - hide, mode==1 - reveal
bool waitForDialogs = false ;
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virtual void visitTyped ( ICPackVisitor & visitor ) override ;
template < typename Handler > void serialize ( Handler & h , const int version )
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{
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h & tiles ;
h & player ;
h & mode ;
h & waitForDialogs ;
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}
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} ;
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struct DLL_LINKAGE SetAvailableHero : public CPackForClient
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{
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SetAvailableHero ( )
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{
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army . clearSlots ( ) ;
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}
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void applyGs ( CGameState * gs ) ;
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TavernHeroSlot slotID ;
TavernSlotRole roleID ;
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PlayerColor player ;
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HeroTypeID hid ; //HeroTypeID::NONE if no hero
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CSimpleArmy army ;
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virtual void visitTyped ( ICPackVisitor & visitor ) override ;
template < typename Handler > void serialize ( Handler & h , const int version )
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{
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h & slotID ;
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h & roleID ;
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h & player ;
h & hid ;
h & army ;
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}
} ;
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struct DLL_LINKAGE GiveBonus : public CPackForClient
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{
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enum class ETarget : ui8 { HERO , PLAYER , TOWN , BATTLE } ;
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GiveBonus ( ETarget Who = ETarget : : HERO )
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: who ( Who )
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{
}
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void applyGs ( CGameState * gs ) ;
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ETarget who = ETarget : : HERO ; //who receives bonus
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si32 id = 0 ; //hero. town or player id - whoever receives it
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Bonus bonus ;
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MetaString bdescr ;
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virtual void visitTyped ( ICPackVisitor & visitor ) override ;
template < typename Handler > void serialize ( Handler & h , const int version )
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{
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h & bonus ;
h & id ;
h & bdescr ;
h & who ;
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assert ( id ! = - 1 ) ;
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}
} ;
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struct DLL_LINKAGE ChangeObjPos : public CPackForClient
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{
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void applyGs ( CGameState * gs ) ;
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/// Object to move
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ObjectInstanceID objid ;
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/// New position of visitable tile of an object
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int3 nPos ;
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/// Player that initiated this action, if any
PlayerColor initiator ;
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virtual void visitTyped ( ICPackVisitor & visitor ) override ;
template < typename Handler > void serialize ( Handler & h , const int version )
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{
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h & objid ;
h & nPos ;
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h & initiator ;
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}
} ;
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struct DLL_LINKAGE PlayerEndsTurn : public CPackForClient
{
void applyGs ( CGameState * gs ) const ;
PlayerColor player ;
virtual void visitTyped ( ICPackVisitor & visitor ) override ;
template < typename Handler > void serialize ( Handler & h , const int version )
{
h & player ;
}
} ;
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struct DLL_LINKAGE PlayerEndsGame : public CPackForClient
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{
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void applyGs ( CGameState * gs ) const ;
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PlayerColor player ;
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EVictoryLossCheckResult victoryLossCheckResult ;
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virtual void visitTyped ( ICPackVisitor & visitor ) override ;
template < typename Handler > void serialize ( Handler & h , const int version )
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{
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h & player ;
h & victoryLossCheckResult ;
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}
} ;
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struct DLL_LINKAGE PlayerReinitInterface : public CPackForClient
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{
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void applyGs ( CGameState * gs ) ;
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std : : vector < PlayerColor > players ;
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ui8 playerConnectionId ; //PLAYER_AI for AI player
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virtual void visitTyped ( ICPackVisitor & visitor ) override ;
template < typename Handler > void serialize ( Handler & h , const int version )
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{
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h & players ;
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h & playerConnectionId ;
}
} ;
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struct DLL_LINKAGE RemoveBonus : public CPackForClient
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{
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RemoveBonus ( GiveBonus : : ETarget Who = GiveBonus : : ETarget : : HERO )
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: who ( Who )
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{
}
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void applyGs ( CGameState * gs ) ;
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GiveBonus : : ETarget who ; //who receives bonus
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ui32 whoID = 0 ; //hero, town or player id - whoever loses bonus
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//vars to identify bonus: its source
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ui8 source = 0 ;
ui32 id = 0 ; //source id
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//used locally: copy of removed bonus
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Bonus bonus ;
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virtual void visitTyped ( ICPackVisitor & visitor ) override ;
template < typename Handler > void serialize ( Handler & h , const int version )
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{
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h & source ;
h & id ;
h & who ;
h & whoID ;
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}
} ;
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struct DLL_LINKAGE SetCommanderProperty : public CPackForClient
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{
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enum ECommanderProperty { ALIVE , BONUS , SECONDARY_SKILL , EXPERIENCE , SPECIAL_SKILL } ;
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void applyGs ( CGameState * gs ) ;
2012-05-18 17:02:27 +03:00
Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
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ObjectInstanceID heroid ;
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ECommanderProperty which = ALIVE ;
TExpType amount = 0 ; //0 for dead, >0 for alive
si32 additionalInfo = 0 ; //for secondary skills choice
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Bonus accumulatedBonus ;
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virtual void visitTyped ( ICPackVisitor & visitor ) override ;
template < typename Handler > void serialize ( Handler & h , const int version )
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{
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h & heroid ;
h & which ;
h & amount ;
h & additionalInfo ;
h & accumulatedBonus ;
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}
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} ;
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struct DLL_LINKAGE AddQuest : public CPackForClient
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{
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void applyGs ( CGameState * gs ) const ;
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PlayerColor player ;
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QuestInfo quest ;
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virtual void visitTyped ( ICPackVisitor & visitor ) override ;
template < typename Handler > void serialize ( Handler & h , const int version )
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{
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h & player ;
h & quest ;
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}
} ;
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struct DLL_LINKAGE UpdateArtHandlerLists : public CPackForClient
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{
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std : : vector < CArtifact * > treasures , minors , majors , relics ;
void applyGs ( CGameState * gs ) const ;
virtual void visitTyped ( ICPackVisitor & visitor ) override ;
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template < typename Handler > void serialize ( Handler & h , const int version )
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{
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h & treasures ;
h & minors ;
h & majors ;
h & relics ;
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}
} ;
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struct DLL_LINKAGE UpdateMapEvents : public CPackForClient
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{
std : : list < CMapEvent > events ;
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void applyGs ( CGameState * gs ) const ;
virtual void visitTyped ( ICPackVisitor & visitor ) override ;
template < typename Handler > void serialize ( Handler & h , const int version )
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{
h & events ;
}
} ;
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struct DLL_LINKAGE UpdateCastleEvents : public CPackForClient
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{
ObjectInstanceID town ;
std : : list < CCastleEvent > events ;
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void applyGs ( CGameState * gs ) const ;
virtual void visitTyped ( ICPackVisitor & visitor ) override ;
template < typename Handler > void serialize ( Handler & h , const int version )
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{
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h & town ;
h & events ;
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}
} ;
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struct DLL_LINKAGE ChangeFormation : public CPackForClient
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{
ObjectInstanceID hid ;
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ui8 formation = 0 ;
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void applyGs ( CGameState * gs ) const ;
virtual void visitTyped ( ICPackVisitor & visitor ) override ;
template < typename Handler > void serialize ( Handler & h , const int version )
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{
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h & hid ;
h & formation ;
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}
} ;
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struct DLL_LINKAGE RemoveObject : public CPackForClient
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{
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RemoveObject ( ) = default ;
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RemoveObject ( const ObjectInstanceID & objectID , const PlayerColor & initiator )
: objectID ( objectID )
, initiator ( initiator )
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{
}
void applyGs ( CGameState * gs ) ;
virtual void visitTyped ( ICPackVisitor & visitor ) override ;
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/// ID of removed object
ObjectInstanceID objectID ;
/// Player that initiated this action, if any
PlayerColor initiator ;
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template < typename Handler > void serialize ( Handler & h , const int version )
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{
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h & objectID ;
h & initiator ;
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}
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} ;
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struct DLL_LINKAGE TryMoveHero : public CPackForClient
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{
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void applyGs ( CGameState * gs ) ;
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enum EResult
{
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FAILED ,
SUCCESS ,
TELEPORTATION ,
BLOCKING_VISIT ,
EMBARK ,
DISEMBARK
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} ;
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ObjectInstanceID id ;
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ui32 movePoints = 0 ;
EResult result = FAILED ; //uses EResult
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int3 start , end ; //h3m format
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std : : unordered_set < int3 > fowRevealed ; //revealed tiles
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std : : optional < int3 > attackedFrom ; // Set when stepping into endangered tile.
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virtual void visitTyped ( ICPackVisitor & visitor ) override ;
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bool stopMovement ( ) const
{
return result ! = SUCCESS & & result ! = EMBARK & & result ! = DISEMBARK & & result ! = TELEPORTATION ;
}
template < typename Handler > void serialize ( Handler & h , const int version )
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{
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h & id ;
h & result ;
h & start ;
h & end ;
h & movePoints ;
h & fowRevealed ;
h & attackedFrom ;
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}
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} ;
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struct DLL_LINKAGE NewStructures : public CPackForClient
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{
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void applyGs ( CGameState * gs ) ;
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ObjectInstanceID tid ;
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std : : set < BuildingID > bid ;
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si16 builded = 0 ;
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virtual void visitTyped ( ICPackVisitor & visitor ) override ;
template < typename Handler > void serialize ( Handler & h , const int version )
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{
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h & tid ;
h & bid ;
h & builded ;
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}
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} ;
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struct DLL_LINKAGE RazeStructures : public CPackForClient
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{
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void applyGs ( CGameState * gs ) ;
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ObjectInstanceID tid ;
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std : : set < BuildingID > bid ;
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si16 destroyed = 0 ;
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virtual void visitTyped ( ICPackVisitor & visitor ) override ;
template < typename Handler > void serialize ( Handler & h , const int version )
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{
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h & tid ;
h & bid ;
h & destroyed ;
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}
} ;
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struct DLL_LINKAGE SetAvailableCreatures : public CPackForClient
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{
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void applyGs ( CGameState * gs ) const ;
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ObjectInstanceID tid ;
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std : : vector < std : : pair < ui32 , std : : vector < CreatureID > > > creatures ;
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virtual void visitTyped ( ICPackVisitor & visitor ) override ;
template < typename Handler > void serialize ( Handler & h , const int version )
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{
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h & tid ;
h & creatures ;
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}
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} ;
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struct DLL_LINKAGE SetHeroesInTown : public CPackForClient
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{
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void applyGs ( CGameState * gs ) const ;
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ObjectInstanceID tid , visiting , garrison ; //id of town, visiting hero, hero in garrison
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virtual void visitTyped ( ICPackVisitor & visitor ) override ;
template < typename Handler > void serialize ( Handler & h , const int version )
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{
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h & tid ;
h & visiting ;
h & garrison ;
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}
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} ;
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struct DLL_LINKAGE HeroRecruited : public CPackForClient
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{
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void applyGs ( CGameState * gs ) const ;
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HeroTypeID hid ; //subID of hero
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ObjectInstanceID tid ;
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ObjectInstanceID boatId ;
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int3 tile ;
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PlayerColor player ;
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virtual void visitTyped ( ICPackVisitor & visitor ) override ;
template < typename Handler > void serialize ( Handler & h , const int version )
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{
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h & hid ;
h & tid ;
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h & boatId ;
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h & tile ;
h & player ;
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}
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} ;
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struct DLL_LINKAGE GiveHero : public CPackForClient
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{
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void applyGs ( CGameState * gs ) const ;
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ObjectInstanceID id ; //object id
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ObjectInstanceID boatId ;
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PlayerColor player ;
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virtual void visitTyped ( ICPackVisitor & visitor ) override ;
template < typename Handler > void serialize ( Handler & h , const int version )
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{
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h & id ;
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h & boatId ;
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h & player ;
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}
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} ;
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struct DLL_LINKAGE OpenWindow : public Query
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{
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EOpenWindowMode window ;
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ObjectInstanceID object ;
ObjectInstanceID visitor ;
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virtual void visitTyped ( ICPackVisitor & visitor ) override ;
template < typename Handler > void serialize ( Handler & h , const int version )
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{
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h & queryID ;
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h & window ;
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h & object ;
h & visitor ;
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}
} ;
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struct DLL_LINKAGE NewObject : public CPackForClient
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{
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void applyGs ( CGameState * gs ) ;
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/// Object ID to create
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Obj ID ;
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/// Object secondary ID to create
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ui32 subID = 0 ;
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/// Position of visitable tile of created object
int3 targetPos ;
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/// Which player initiated creation of this object
PlayerColor initiator ;
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ObjectInstanceID createdObjectID ; //used locally, filled during applyGs
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virtual void visitTyped ( ICPackVisitor & visitor ) override ;
template < typename Handler > void serialize ( Handler & h , const int version )
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{
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h & ID ;
h & subID ;
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h & targetPos ;
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h & initiator ;
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}
} ;
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struct DLL_LINKAGE SetAvailableArtifacts : public CPackForClient
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{
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void applyGs ( CGameState * gs ) const ;
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si32 id = 0 ; //two variants: id < 0: set artifact pool for Artifact Merchants in towns; id >= 0: set pool for adv. map Black Market (id is the id of Black Market instance then)
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std : : vector < const CArtifact * > arts ;
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virtual void visitTyped ( ICPackVisitor & visitor ) override ;
template < typename Handler > void serialize ( Handler & h , const int version )
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{
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h & id ;
h & arts ;
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}
} ;
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struct DLL_LINKAGE CGarrisonOperationPack : CPackForClient
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{
} ;
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struct DLL_LINKAGE ChangeStackCount : CGarrisonOperationPack
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{
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ObjectInstanceID army ;
SlotID slot ;
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TQuantity count ;
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bool absoluteValue ; //if not -> count will be added (or subtracted if negative)
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void applyGs ( CGameState * gs ) ;
virtual void visitTyped ( ICPackVisitor & visitor ) override ;
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template < typename Handler > void serialize ( Handler & h , const int version )
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{
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h & army ;
h & slot ;
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h & count ;
h & absoluteValue ;
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}
} ;
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struct DLL_LINKAGE SetStackType : CGarrisonOperationPack
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{
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ObjectInstanceID army ;
SlotID slot ;
CreatureID type ;
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void applyGs ( CGameState * gs ) ;
virtual void visitTyped ( ICPackVisitor & visitor ) override ;
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template < typename Handler > void serialize ( Handler & h , const int version )
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{
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h & army ;
h & slot ;
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h & type ;
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}
} ;
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struct DLL_LINKAGE EraseStack : CGarrisonOperationPack
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{
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ObjectInstanceID army ;
SlotID slot ;
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void applyGs ( CGameState * gs ) ;
virtual void visitTyped ( ICPackVisitor & visitor ) override ;
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template < typename Handler > void serialize ( Handler & h , const int version )
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{
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h & army ;
h & slot ;
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}
} ;
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struct DLL_LINKAGE SwapStacks : CGarrisonOperationPack
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{
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ObjectInstanceID srcArmy ;
ObjectInstanceID dstArmy ;
SlotID srcSlot ;
SlotID dstSlot ;
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void applyGs ( CGameState * gs ) ;
virtual void visitTyped ( ICPackVisitor & visitor ) override ;
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template < typename Handler > void serialize ( Handler & h , const int version )
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{
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h & srcArmy ;
h & dstArmy ;
h & srcSlot ;
h & dstSlot ;
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}
} ;
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struct DLL_LINKAGE InsertNewStack : CGarrisonOperationPack
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{
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ObjectInstanceID army ;
SlotID slot ;
CreatureID type ;
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TQuantity count = 0 ;
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void applyGs ( CGameState * gs ) ;
virtual void visitTyped ( ICPackVisitor & visitor ) override ;
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template < typename Handler > void serialize ( Handler & h , const int version )
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{
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h & army ;
h & slot ;
h & type ;
h & count ;
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}
} ;
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///moves creatures from src stack to dst slot, may be used for merging/splittint/moving stacks
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struct DLL_LINKAGE RebalanceStacks : CGarrisonOperationPack
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{
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ObjectInstanceID srcArmy ;
ObjectInstanceID dstArmy ;
SlotID srcSlot ;
SlotID dstSlot ;
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TQuantity count ;
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void applyGs ( CGameState * gs ) ;
virtual void visitTyped ( ICPackVisitor & visitor ) override ;
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template < typename Handler > void serialize ( Handler & h , const int version )
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{
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h & srcArmy ;
h & dstArmy ;
h & srcSlot ;
h & dstSlot ;
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h & count ;
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}
} ;
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struct DLL_LINKAGE BulkRebalanceStacks : CGarrisonOperationPack
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{
std : : vector < RebalanceStacks > moves ;
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void applyGs ( CGameState * gs ) ;
virtual void visitTyped ( ICPackVisitor & visitor ) override ;
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template < typename Handler >
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void serialize ( Handler & h , const int version )
{
h & moves ;
}
} ;
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struct DLL_LINKAGE BulkSmartRebalanceStacks : CGarrisonOperationPack
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{
std : : vector < RebalanceStacks > moves ;
std : : vector < ChangeStackCount > changes ;
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void applyGs ( CGameState * gs ) ;
virtual void visitTyped ( ICPackVisitor & visitor ) override ;
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template < typename Handler >
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void serialize ( Handler & h , const int version )
{
h & moves ;
h & changes ;
}
} ;
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struct GetEngagedHeroIds
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{
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std : : optional < ObjectInstanceID > operator ( ) ( const ConstTransitivePtr < CGHeroInstance > & h ) const
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{
return h - > id ;
}
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std : : optional < ObjectInstanceID > operator ( ) ( const ConstTransitivePtr < CStackInstance > & s ) const
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{
if ( s - > armyObj & & s - > armyObj - > ID = = Obj : : HERO )
return s - > armyObj - > id ;
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return std : : optional < ObjectInstanceID > ( ) ;
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}
} ;
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struct DLL_LINKAGE CArtifactOperationPack : CPackForClient
Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
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{
} ;
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struct DLL_LINKAGE PutArtifact : CArtifactOperationPack
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{
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PutArtifact ( ) = default ;
PutArtifact ( ArtifactLocation * dst , bool askAssemble = true )
: al ( * dst ) , askAssemble ( askAssemble )
{
}
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ArtifactLocation al ;
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bool askAssemble = false ;
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ConstTransitivePtr < CArtifactInstance > art ;
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void applyGs ( CGameState * gs ) ;
virtual void visitTyped ( ICPackVisitor & visitor ) override ;
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template < typename Handler > void serialize ( Handler & h , const int version )
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{
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h & al ;
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h & askAssemble ;
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h & art ;
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}
} ;
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struct DLL_LINKAGE NewArtifact : public CArtifactOperationPack
{
ConstTransitivePtr < CArtifactInstance > art ;
void applyGs ( CGameState * gs ) ;
virtual void visitTyped ( ICPackVisitor & visitor ) override ;
template < typename Handler > void serialize ( Handler & h , const int version )
{
h & art ;
}
} ;
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struct DLL_LINKAGE EraseArtifact : CArtifactOperationPack
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{
ArtifactLocation al ;
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void applyGs ( CGameState * gs ) ;
virtual void visitTyped ( ICPackVisitor & visitor ) override ;
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template < typename Handler > void serialize ( Handler & h , const int version )
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{
h & al ;
}
} ;
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struct DLL_LINKAGE MoveArtifact : CArtifactOperationPack
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{
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MoveArtifact ( ) = default ;
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MoveArtifact ( ArtifactLocation * src , ArtifactLocation * dst , bool askAssemble = true )
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: src ( * src ) , dst ( * dst ) , askAssemble ( askAssemble )
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{
}
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ArtifactLocation src , dst ;
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bool askAssemble = true ;
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void applyGs ( CGameState * gs ) ;
virtual void visitTyped ( ICPackVisitor & visitor ) override ;
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template < typename Handler > void serialize ( Handler & h , const int version )
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{
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h & src ;
h & dst ;
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h & askAssemble ;
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}
} ;
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struct DLL_LINKAGE BulkMoveArtifacts : CArtifactOperationPack
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{
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struct LinkedSlots
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{
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ArtifactPosition srcPos ;
ArtifactPosition dstPos ;
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LinkedSlots ( ) = default ;
LinkedSlots ( const ArtifactPosition & srcPos , const ArtifactPosition & dstPos )
: srcPos ( srcPos )
, dstPos ( dstPos )
{
}
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template < typename Handler > void serialize ( Handler & h , const int version )
{
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h & srcPos ;
h & dstPos ;
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}
} ;
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TArtHolder srcArtHolder ;
TArtHolder dstArtHolder ;
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BulkMoveArtifacts ( )
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: swap ( false )
{
}
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BulkMoveArtifacts ( TArtHolder srcArtHolder , TArtHolder dstArtHolder , bool swap )
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: srcArtHolder ( std : : move ( std : : move ( srcArtHolder ) ) )
, dstArtHolder ( std : : move ( std : : move ( dstArtHolder ) ) )
, swap ( swap )
{
}
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void applyGs ( CGameState * gs ) ;
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std : : vector < LinkedSlots > artsPack0 ;
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std : : vector < LinkedSlots > artsPack1 ;
bool swap ;
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CArtifactSet * getSrcHolderArtSet ( ) ;
CArtifactSet * getDstHolderArtSet ( ) ;
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virtual void visitTyped ( ICPackVisitor & visitor ) override ;
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template < typename Handler > void serialize ( Handler & h , const int version )
{
h & artsPack0 ;
h & artsPack1 ;
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h & srcArtHolder ;
h & dstArtHolder ;
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h & swap ;
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}
} ;
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struct DLL_LINKAGE AssembledArtifact : CArtifactOperationPack
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{
ArtifactLocation al ; //where assembly will be put
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CArtifact * builtArt ;
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void applyGs ( CGameState * gs ) ;
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virtual void visitTyped ( ICPackVisitor & visitor ) override ;
template < typename Handler > void serialize ( Handler & h , const int version )
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{
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h & al ;
h & builtArt ;
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}
} ;
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struct DLL_LINKAGE DisassembledArtifact : CArtifactOperationPack
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{
ArtifactLocation al ;
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void applyGs ( CGameState * gs ) ;
virtual void visitTyped ( ICPackVisitor & visitor ) override ;
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template < typename Handler > void serialize ( Handler & h , const int version )
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{
h & al ;
}
} ;
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struct DLL_LINKAGE HeroVisit : public CPackForClient
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{
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PlayerColor player ;
ObjectInstanceID heroId ;
ObjectInstanceID objId ;
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bool starting ; //false -> ending
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void applyGs ( CGameState * gs ) ;
virtual void visitTyped ( ICPackVisitor & visitor ) override ;
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template < typename Handler > void serialize ( Handler & h , const int version )
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{
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h & player ;
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h & heroId ;
h & objId ;
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h & starting ;
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}
} ;
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struct DLL_LINKAGE NewTurn : public CPackForClient
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{
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enum weekType { NORMAL , DOUBLE_GROWTH , BONUS_GROWTH , DEITYOFFIRE , PLAGUE , NO_ACTION } ;
void applyGs ( CGameState * gs ) ;
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virtual void visitTyped ( ICPackVisitor & visitor ) override ;
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struct Hero
{
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ObjectInstanceID id ;
ui32 move , mana ; //id is a general serial id
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template < typename Handler > void serialize ( Handler & h , const int version )
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{
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h & id ;
h & move ;
h & mana ;
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}
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bool operator < ( const Hero & h ) const { return id < h . id ; }
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} ;
std : : set < Hero > heroes ; //updates movement and mana points
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std : : map < PlayerColor , TResources > res ; //player ID => resource value[res_id]
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std : : map < ObjectInstanceID , SetAvailableCreatures > cres ; //creatures to be placed in towns
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ui32 day = 0 ;
ui8 specialWeek = 0 ; //weekType
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CreatureID creatureid ; //for creature weeks
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NewTurn ( ) = default ;
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template < typename Handler > void serialize ( Handler & h , const int version )
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{
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h & heroes ;
h & cres ;
h & res ;
h & day ;
h & specialWeek ;
h & creatureid ;
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}
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} ;
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struct DLL_LINKAGE InfoWindow : public CPackForClient //103 - displays simple info window
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{
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EInfoWindowMode type = EInfoWindowMode : : MODAL ;
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MetaString text ;
std : : vector < Component > components ;
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PlayerColor player ;
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ui16 soundID = 0 ;
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virtual void visitTyped ( ICPackVisitor & visitor ) override ;
template < typename Handler > void serialize ( Handler & h , const int version )
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{
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h & type ;
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h & text ;
h & components ;
h & player ;
h & soundID ;
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}
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InfoWindow ( ) = default ;
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} ;
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namespace ObjProperty
{
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enum
{
OWNER = 1 , BLOCKVIS = 2 , PRIMARY_STACK_COUNT = 3 , VISITORS = 4 , VISITED = 5 , ID = 6 , AVAILABLE_CREATURE = 7 , SUBID = 8 ,
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MONSTER_COUNT = 10 , MONSTER_POWER = 11 , MONSTER_EXP = 12 , MONSTER_RESTORE_TYPE = 13 , MONSTER_REFUSED_JOIN ,
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//town-specific
STRUCTURE_ADD_VISITING_HERO , STRUCTURE_CLEAR_VISITORS , STRUCTURE_ADD_GARRISONED_HERO , //changing buildings state
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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
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BANK_DAYCOUNTER , BANK_RESET , BANK_CLEAR ,
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//object with reward
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REWARD_RANDOMIZE , REWARD_SELECT , REWARD_CLEARED
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} ;
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}
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struct DLL_LINKAGE SetObjectProperty : public CPackForClient
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{
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void applyGs ( CGameState * gs ) const ;
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ObjectInstanceID id ;
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ui8 what = 0 ; // see ObjProperty enum
ui32 val = 0 ;
SetObjectProperty ( ) = default ;
SetObjectProperty ( const ObjectInstanceID & ID , ui8 What , ui32 Val )
: id ( ID )
, what ( What )
, val ( Val )
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{
}
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virtual void visitTyped ( ICPackVisitor & visitor ) override ;
template < typename Handler > void serialize ( Handler & h , const int version )
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{
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h & id ;
h & what ;
h & val ;
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}
} ;
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struct DLL_LINKAGE ChangeObjectVisitors : public CPackForClient
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{
enum VisitMode
{
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VISITOR_ADD , // mark hero as one that have visited this object
VISITOR_ADD_TEAM , // mark team as one that have visited this object
VISITOR_REMOVE , // unmark visitor, reversed to ADD
VISITOR_CLEAR // clear all visitors from this object (object reset)
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} ;
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ui32 mode = VISITOR_CLEAR ; // uses VisitMode enum
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ObjectInstanceID object ;
ObjectInstanceID hero ; // note: hero owner will be also marked as "visited" this object
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void applyGs ( CGameState * gs ) const ;
virtual void visitTyped ( ICPackVisitor & visitor ) override ;
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ChangeObjectVisitors ( ) = default ;
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ChangeObjectVisitors ( ui32 mode , const ObjectInstanceID & object , const ObjectInstanceID & heroID = ObjectInstanceID ( - 1 ) )
: mode ( mode )
, object ( object )
, hero ( heroID )
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{
}
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template < typename Handler > void serialize ( Handler & h , const int version )
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{
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h & object ;
h & hero ;
h & mode ;
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}
} ;
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struct DLL_LINKAGE PrepareHeroLevelUp : public CPackForClient
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{
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ObjectInstanceID heroId ;
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/// Do not serialize, used by server only
std : : vector < SecondarySkill > skills ;
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void applyGs ( CGameState * gs ) ;
virtual void visitTyped ( ICPackVisitor & visitor ) override ;
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template < typename Handler > void serialize ( Handler & h , const int version )
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{
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h & heroId ;
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}
} ;
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struct DLL_LINKAGE HeroLevelUp : public Query
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{
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PlayerColor player ;
ObjectInstanceID heroId ;
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PrimarySkill primskill = PrimarySkill : : ATTACK ;
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std : : vector < SecondarySkill > skills ;
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void applyGs ( CGameState * gs ) const ;
virtual void visitTyped ( ICPackVisitor & visitor ) override ;
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template < typename Handler > void serialize ( Handler & h , const int version )
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{
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h & queryID ;
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h & player ;
h & heroId ;
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h & primskill ;
h & skills ;
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}
} ;
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struct DLL_LINKAGE CommanderLevelUp : public Query
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{
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PlayerColor player ;
ObjectInstanceID heroId ;
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std : : vector < ui32 > skills ; //0-5 - secondary skills, val-100 - special skill
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void applyGs ( CGameState * gs ) const ;
virtual void visitTyped ( ICPackVisitor & visitor ) override ;
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template < typename Handler > void serialize ( Handler & h , const int version )
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{
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h & queryID ;
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h & player ;
h & heroId ;
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h & skills ;
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}
} ;
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//A dialog that requires making decision by player - it may contain components to choose between or has yes/no options
//Client responds with QueryReply, where answer: 0 - cancel pressed, choice doesn't matter; 1/2/... - first/second/... component selected and OK pressed
//Until sending reply player won't be allowed to take any actions
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struct DLL_LINKAGE BlockingDialog : public Query
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{
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enum { ALLOW_CANCEL = 1 , SELECTION = 2 } ;
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MetaString text ;
std : : vector < Component > components ;
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PlayerColor player ;
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ui8 flags = 0 ;
ui16 soundID = 0 ;
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bool cancel ( ) const
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{
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return flags & ALLOW_CANCEL ;
}
bool selection ( ) const
{
return flags & SELECTION ;
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}
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BlockingDialog ( bool yesno , bool Selection )
{
if ( yesno ) flags | = ALLOW_CANCEL ;
if ( Selection ) flags | = SELECTION ;
}
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BlockingDialog ( ) = default ;
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virtual void visitTyped ( ICPackVisitor & visitor ) override ;
template < typename Handler > void serialize ( Handler & h , const int version )
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{
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h & queryID ;
h & text ;
h & components ;
h & player ;
h & flags ;
h & soundID ;
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}
} ;
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struct DLL_LINKAGE GarrisonDialog : public Query
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{
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ObjectInstanceID objid , hid ;
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bool removableUnits = false ;
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virtual void visitTyped ( ICPackVisitor & visitor ) override ;
template < typename Handler > void serialize ( Handler & h , const int version )
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{
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h & queryID ;
h & objid ;
h & hid ;
h & removableUnits ;
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}
} ;
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struct DLL_LINKAGE ExchangeDialog : public Query
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{
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PlayerColor player ;
ObjectInstanceID hero1 ;
ObjectInstanceID hero2 ;
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virtual void visitTyped ( ICPackVisitor & visitor ) override ;
template < typename Handler > void serialize ( Handler & h , const int version )
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{
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h & queryID ;
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h & player ;
h & hero1 ;
h & hero2 ;
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}
} ;
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struct DLL_LINKAGE TeleportDialog : public Query
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{
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TeleportDialog ( ) = default ;
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TeleportDialog ( const ObjectInstanceID & hero , const TeleportChannelID & Channel )
: hero ( hero )
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, channel ( Channel )
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{
}
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ObjectInstanceID hero ;
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TeleportChannelID channel ;
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TTeleportExitsList exits ;
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bool impassable = false ;
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virtual void visitTyped ( ICPackVisitor & visitor ) override ;
template < typename Handler > void serialize ( Handler & h , const int version )
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{
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h & queryID ;
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h & hero ;
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h & channel ;
h & exits ;
h & impassable ;
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}
} ;
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struct DLL_LINKAGE MapObjectSelectDialog : public Query
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{
PlayerColor player ;
Component icon ;
MetaString title ;
MetaString description ;
std : : vector < ObjectInstanceID > objects ;
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virtual void visitTyped ( ICPackVisitor & visitor ) override ;
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template < typename Handler > void serialize ( Handler & h , const int version )
{
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h & queryID ;
h & player ;
h & icon ;
h & title ;
h & description ;
h & objects ;
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}
} ;
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struct DLL_LINKAGE BattleStart : public CPackForClient
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{
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void applyGs ( CGameState * gs ) const ;
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BattleID battleID = BattleID : : NONE ;
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BattleInfo * info = nullptr ;
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virtual void visitTyped ( ICPackVisitor & visitor ) override ;
template < typename Handler > void serialize ( Handler & h , const int version )
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{
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h & battleID ;
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h & info ;
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assert ( battleID ! = BattleID : : NONE ) ;
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}
} ;
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struct DLL_LINKAGE BattleNextRound : public CPackForClient
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{
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void applyGs ( CGameState * gs ) const ;
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BattleID battleID = BattleID : : NONE ;
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virtual void visitTyped ( ICPackVisitor & visitor ) override ;
template < typename Handler > void serialize ( Handler & h , const int version )
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{
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h & battleID ;
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assert ( battleID ! = BattleID : : NONE ) ;
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}
} ;
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struct DLL_LINKAGE BattleSetActiveStack : public CPackForClient
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{
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void applyGs ( CGameState * gs ) const ;
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BattleID battleID = BattleID : : NONE ;
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ui32 stack = 0 ;
ui8 askPlayerInterface = true ;
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virtual void visitTyped ( ICPackVisitor & visitor ) override ;
template < typename Handler > void serialize ( Handler & h , const int version )
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{
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h & battleID ;
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h & stack ;
h & askPlayerInterface ;
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assert ( battleID ! = BattleID : : NONE ) ;
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}
} ;
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struct DLL_LINKAGE BattleCancelled : public CPackForClient
{
void applyGs ( CGameState * gs ) const ;
BattleID battleID = BattleID : : NONE ;
template < typename Handler > void serialize ( Handler & h , const int version )
{
h & battleID ;
assert ( battleID ! = BattleID : : NONE ) ;
}
} ;
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struct DLL_LINKAGE BattleResultAccepted : public CPackForClient
{
void applyGs ( CGameState * gs ) const ;
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struct HeroBattleResults
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{
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HeroBattleResults ( )
: hero ( nullptr ) , army ( nullptr ) , exp ( 0 ) { }
CGHeroInstance * hero ;
CArmedInstance * army ;
TExpType exp ;
template < typename Handler > void serialize ( Handler & h , const int version )
{
h & hero ;
h & army ;
h & exp ;
}
} ;
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BattleID battleID = BattleID : : NONE ;
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std : : array < HeroBattleResults , 2 > heroResult ;
ui8 winnerSide ;
template < typename Handler > void serialize ( Handler & h , const int version )
{
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h & battleID ;
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h & heroResult ;
h & winnerSide ;
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assert ( battleID ! = BattleID : : NONE ) ;
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}
} ;
struct DLL_LINKAGE BattleResult : public Query
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{
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void applyFirstCl ( CClient * cl ) ;
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BattleID battleID = BattleID : : NONE ;
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EBattleResult result = EBattleResult : : NORMAL ;
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ui8 winner = 2 ; //0 - attacker, 1 - defender, [2 - draw (should be possible?)]
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std : : map < ui32 , si32 > casualties [ 2 ] ; //first => casualties of attackers - map crid => number
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TExpType exp [ 2 ] = { 0 , 0 } ; //exp for attacker and defender
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std : : set < ArtifactInstanceID > artifacts ; //artifacts taken from loser to winner - currently unused
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virtual void visitTyped ( ICPackVisitor & visitor ) override ;
template < typename Handler > void serialize ( Handler & h , const int version )
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{
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h & battleID ;
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h & queryID ;
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h & result ;
h & winner ;
h & casualties [ 0 ] ;
h & casualties [ 1 ] ;
h & exp ;
h & artifacts ;
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assert ( battleID ! = BattleID : : NONE ) ;
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}
} ;
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struct DLL_LINKAGE BattleLogMessage : public CPackForClient
Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
2018-03-17 16:58:30 +02:00
{
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BattleID battleID = BattleID : : NONE ;
Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
2018-03-17 16:58:30 +02:00
std : : vector < MetaString > lines ;
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void applyGs ( CGameState * gs ) ;
void applyBattle ( IBattleState * battleState ) ;
virtual void visitTyped ( ICPackVisitor & visitor ) override ;
Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
2018-03-17 16:58:30 +02:00
template < typename Handler > void serialize ( Handler & h , const int version )
{
2023-08-25 17:23:15 +02:00
h & battleID ;
Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
2018-03-17 16:58:30 +02:00
h & lines ;
2023-08-31 17:45:52 +02:00
assert ( battleID ! = BattleID : : NONE ) ;
Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
2018-03-17 16:58:30 +02:00
}
} ;
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struct DLL_LINKAGE BattleStackMoved : public CPackForClient
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{
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BattleID battleID = BattleID : : NONE ;
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ui32 stack = 0 ;
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std : : vector < BattleHex > tilesToMove ;
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int distance = 0 ;
bool teleporting = false ;
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void applyGs ( CGameState * gs ) ;
void applyBattle ( IBattleState * battleState ) ;
virtual void visitTyped ( ICPackVisitor & visitor ) override ;
template < typename Handler > void serialize ( Handler & h , const int version )
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{
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h & battleID ;
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h & stack ;
h & tilesToMove ;
h & distance ;
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h & teleporting ;
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assert ( battleID ! = BattleID : : NONE ) ;
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}
} ;
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struct DLL_LINKAGE BattleUnitsChanged : public CPackForClient
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{
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void applyGs ( CGameState * gs ) ;
void applyBattle ( IBattleState * battleState ) ;
2010-05-07 15:29:41 +03:00
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BattleID battleID = BattleID : : NONE ;
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std : : vector < UnitChanges > changedStacks ;
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virtual void visitTyped ( ICPackVisitor & visitor ) override ;
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template < typename Handler > void serialize ( Handler & h , const int version )
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{
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h & battleID ;
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h & changedStacks ;
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assert ( battleID ! = BattleID : : NONE ) ;
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}
} ;
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struct BattleStackAttacked
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{
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DLL_LINKAGE void applyGs ( CGameState * gs ) ;
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DLL_LINKAGE void applyBattle ( IBattleState * battleState ) ;
2009-03-07 00:11:17 +02:00
2023-08-25 17:23:15 +02:00
BattleID battleID = BattleID : : NONE ;
2023-02-09 18:06:02 +02:00
ui32 stackAttacked = 0 , attackerID = 0 ;
ui32 killedAmount = 0 ;
int64_t damageAmount = 0 ;
2017-07-20 06:08:49 +02:00
UnitChanges newState ;
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enum EFlags { KILLED = 1 , SECONDARY = 2 , REBIRTH = 4 , CLONE_KILLED = 8 , SPELL_EFFECT = 16 , FIRE_SHIELD = 32 , } ;
2023-02-09 18:06:02 +02:00
ui32 flags = 0 ; //uses EFlags (above)
SpellID spellID = SpellID : : NONE ; //only if flag SPELL_EFFECT is set
2008-08-09 02:02:32 +03:00
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bool killed ( ) const //if target stack was killed
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{
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return flags & KILLED | | flags & CLONE_KILLED ;
}
bool cloneKilled ( ) const
{
return flags & CLONE_KILLED ;
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}
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bool isSecondary ( ) const //if stack was not a primary target (receives no spell effects)
{
return flags & SECONDARY ;
}
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///Attacked with spell (SPELL_LIKE_ATTACK)
bool isSpell ( ) const
{
return flags & SPELL_EFFECT ;
}
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bool willRebirth ( ) const //resurrection, e.g. Phoenix
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{
return flags & REBIRTH ;
}
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bool fireShield ( ) const
{
return flags & FIRE_SHIELD ;
}
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template < typename Handler > void serialize ( Handler & h , const int version )
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{
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h & battleID ;
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h & stackAttacked ;
h & attackerID ;
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h & newState ;
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h & flags ;
h & killedAmount ;
h & damageAmount ;
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h & spellID ;
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assert ( battleID ! = BattleID : : NONE ) ;
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}
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bool operator < ( const BattleStackAttacked & b ) const
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{
return stackAttacked < b . stackAttacked ;
}
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} ;
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struct DLL_LINKAGE BattleAttack : public CPackForClient
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{
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void applyGs ( CGameState * gs ) ;
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BattleUnitsChanged attackerChanges ;
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BattleID battleID = BattleID : : NONE ;
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std : : vector < BattleStackAttacked > bsa ;
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ui32 stackAttacking = 0 ;
ui32 flags = 0 ; //uses Eflags (below)
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enum EFlags { SHOT = 1 , COUNTER = 2 , LUCKY = 4 , UNLUCKY = 8 , BALLISTA_DOUBLE_DMG = 16 , DEATH_BLOW = 32 , SPELL_LIKE = 64 , LIFE_DRAIN = 128 } ;
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BattleHex tile ;
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SpellID spellID = SpellID : : NONE ; //for SPELL_LIKE
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bool shot ( ) const //distance attack - decrease number of shots
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{
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return flags & SHOT ;
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}
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bool counter ( ) const //is it counterattack?
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{
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return flags & COUNTER ;
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}
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bool lucky ( ) const
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{
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return flags & LUCKY ;
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}
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bool unlucky ( ) const
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{
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return flags & UNLUCKY ;
}
bool ballistaDoubleDmg ( ) const //if it's ballista attack and does double dmg
{
return flags & BALLISTA_DOUBLE_DMG ;
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}
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bool deathBlow ( ) const
{
return flags & DEATH_BLOW ;
}
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bool spellLike ( ) const
{
return flags & SPELL_LIKE ;
}
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bool lifeDrain ( ) const
{
return flags & LIFE_DRAIN ;
}
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virtual void visitTyped ( ICPackVisitor & visitor ) override ;
template < typename Handler > void serialize ( Handler & h , const int version )
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{
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h & battleID ;
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h & bsa ;
h & stackAttacking ;
h & flags ;
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h & tile ;
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h & spellID ;
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h & attackerChanges ;
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assert ( battleID ! = BattleID : : NONE ) ;
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}
} ;
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struct DLL_LINKAGE StartAction : public CPackForClient
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{
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StartAction ( ) = default ;
StartAction ( BattleAction act )
: ba ( std : : move ( act ) )
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{
}
void applyFirstCl ( CClient * cl ) ;
void applyGs ( CGameState * gs ) ;
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BattleID battleID = BattleID : : NONE ;
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BattleAction ba ;
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virtual void visitTyped ( ICPackVisitor & visitor ) override ;
template < typename Handler > void serialize ( Handler & h , const int version )
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{
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h & battleID ;
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h & ba ;
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assert ( battleID ! = BattleID : : NONE ) ;
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}
} ;
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struct DLL_LINKAGE EndAction : public CPackForClient
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{
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virtual void visitTyped ( ICPackVisitor & visitor ) override ;
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BattleID battleID = BattleID : : NONE ;
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template < typename Handler > void serialize ( Handler & h , const int version )
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{
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h & battleID ;
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}
} ;
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struct DLL_LINKAGE BattleSpellCast : public CPackForClient
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{
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void applyGs ( CGameState * gs ) const ;
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BattleID battleID = BattleID : : NONE ;
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bool activeCast = true ;
ui8 side = 0 ; //which hero did cast spell: 0 - attacker, 1 - defender
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SpellID spellID ; //id of spell
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ui8 manaGained = 0 ; //mana channeling ability
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BattleHex tile ; //destination tile (may not be set in some global/mass spells
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std : : set < ui32 > affectedCres ; //ids of creatures affected by this spell, generally used if spell does not set any effect (like dispel or cure)
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std : : set < ui32 > resistedCres ; // creatures that resisted the spell (e.g. Dwarves)
std : : set < ui32 > reflectedCres ; // creatures that reflected the spell (e.g. Magic Mirror spell)
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si32 casterStack = - 1 ; // -1 if not cated by creature, >=0 caster stack ID
bool castByHero = true ; //if true - spell has been cast by hero, otherwise by a creature
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virtual void visitTyped ( ICPackVisitor & visitor ) override ;
template < typename Handler > void serialize ( Handler & h , const int version )
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{
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h & battleID ;
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h & side ;
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h & spellID ;
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h & manaGained ;
h & tile ;
h & affectedCres ;
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h & resistedCres ;
h & reflectedCres ;
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h & casterStack ;
h & castByHero ;
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h & activeCast ;
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assert ( battleID ! = BattleID : : NONE ) ;
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}
} ;
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struct DLL_LINKAGE SetStackEffect : public CPackForClient
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{
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void applyGs ( CGameState * gs ) ;
void applyBattle ( IBattleState * battleState ) ;
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BattleID battleID = BattleID : : NONE ;
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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 ;
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virtual void visitTyped ( ICPackVisitor & visitor ) override ;
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template < typename Handler > void serialize ( Handler & h , const int version )
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{
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h & battleID ;
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h & toAdd ;
h & toUpdate ;
h & toRemove ;
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assert ( battleID ! = BattleID : : NONE ) ;
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}
} ;
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struct DLL_LINKAGE StacksInjured : public CPackForClient
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{
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void applyGs ( CGameState * gs ) ;
void applyBattle ( IBattleState * battleState ) ;
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BattleID battleID = BattleID : : NONE ;
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std : : vector < BattleStackAttacked > stacks ;
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virtual void visitTyped ( ICPackVisitor & visitor ) override ;
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template < typename Handler > void serialize ( Handler & h , const int version )
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{
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h & battleID ;
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h & stacks ;
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assert ( battleID ! = BattleID : : NONE ) ;
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}
} ;
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struct DLL_LINKAGE BattleResultsApplied : public CPackForClient
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{
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BattleID battleID = BattleID : : NONE ;
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PlayerColor player1 , player2 ;
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virtual void visitTyped ( ICPackVisitor & visitor ) override ;
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template < typename Handler > void serialize ( Handler & h , const int version )
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{
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h & battleID ;
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h & player1 ;
h & player2 ;
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assert ( battleID ! = BattleID : : NONE ) ;
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}
} ;
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struct DLL_LINKAGE BattleObstaclesChanged : public CPackForClient
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{
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void applyGs ( CGameState * gs ) ;
void applyBattle ( IBattleState * battleState ) ;
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BattleID battleID = BattleID : : NONE ;
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std : : vector < ObstacleChanges > changes ;
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virtual void visitTyped ( ICPackVisitor & visitor ) override ;
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template < typename Handler > void serialize ( Handler & h , const int version )
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{
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h & battleID ;
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h & changes ;
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assert ( battleID ! = BattleID : : NONE ) ;
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}
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} ;
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struct DLL_LINKAGE CatapultAttack : public CPackForClient
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{
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struct AttackInfo
{
si16 destinationTile ;
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EWallPart attackedPart ;
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ui8 damageDealt ;
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template < typename Handler > void serialize ( Handler & h , const int version )
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{
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h & destinationTile ;
h & attackedPart ;
h & damageDealt ;
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}
} ;
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CatapultAttack ( ) ;
~ CatapultAttack ( ) override ;
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void applyGs ( CGameState * gs ) ;
void applyBattle ( IBattleState * battleState ) ;
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BattleID battleID = BattleID : : NONE ;
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std : : vector < AttackInfo > attackedParts ;
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int attacker = - 1 ; //if -1, then a spell caused this
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virtual void visitTyped ( ICPackVisitor & visitor ) override ;
template < typename Handler > void serialize ( Handler & h , const int version )
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{
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h & battleID ;
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h & attackedParts ;
h & attacker ;
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assert ( battleID ! = BattleID : : NONE ) ;
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}
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} ;
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struct DLL_LINKAGE BattleSetStackProperty : public CPackForClient
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{
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enum BattleStackProperty { CASTS , ENCHANTER_COUNTER , UNBIND , CLONED , HAS_CLONE } ;
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void applyGs ( CGameState * gs ) const ;
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BattleID battleID = BattleID : : NONE ;
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int stackID = 0 ;
BattleStackProperty which = CASTS ;
int val = 0 ;
int absolute = 0 ;
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template < typename Handler > void serialize ( Handler & h , const int version )
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{
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h & battleID ;
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h & stackID ;
h & which ;
h & val ;
h & absolute ;
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assert ( battleID ! = BattleID : : NONE ) ;
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}
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protected :
virtual void visitTyped ( ICPackVisitor & visitor ) override ;
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} ;
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///activated at the beginning of turn
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struct DLL_LINKAGE BattleTriggerEffect : public CPackForClient
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{
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void applyGs ( CGameState * gs ) const ; //effect
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BattleID battleID = BattleID : : NONE ;
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int stackID = 0 ;
int effect = 0 ; //use corresponding Bonus type
int val = 0 ;
int additionalInfo = 0 ;
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template < typename Handler > void serialize ( Handler & h , const int version )
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{
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h & battleID ;
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h & stackID ;
h & effect ;
h & val ;
h & additionalInfo ;
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assert ( battleID ! = BattleID : : NONE ) ;
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}
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protected :
virtual void visitTyped ( ICPackVisitor & visitor ) override ;
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} ;
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struct DLL_LINKAGE BattleUpdateGateState : public CPackForClient
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{
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void applyGs ( CGameState * gs ) const ;
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BattleID battleID = BattleID : : NONE ;
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EGateState state = EGateState : : NONE ;
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template < typename Handler > void serialize ( Handler & h , const int version )
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{
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h & battleID ;
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h & state ;
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assert ( battleID ! = BattleID : : NONE ) ;
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}
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protected :
virtual void visitTyped ( ICPackVisitor & visitor ) override ;
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} ;
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struct DLL_LINKAGE AdvmapSpellCast : public CPackForClient
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{
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ObjectInstanceID casterID ;
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SpellID spellID ;
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template < typename Handler > void serialize ( Handler & h , const int version )
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{
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h & casterID ;
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h & spellID ;
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}
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protected :
virtual void visitTyped ( ICPackVisitor & visitor ) override ;
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} ;
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struct DLL_LINKAGE ShowWorldViewEx : public CPackForClient
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{
PlayerColor player ;
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bool showTerrain ; // TODO: send terrain state
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std : : vector < ObjectPosInfo > objectPositions ;
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template < typename Handler > void serialize ( Handler & h , const int version )
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{
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h & player ;
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h & showTerrain ;
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h & objectPositions ;
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}
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protected :
virtual void visitTyped ( ICPackVisitor & visitor ) override ;
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} ;
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/***********************************************************************************************************/
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struct DLL_LINKAGE GamePause : public CPackForServer
{
virtual void visitTyped ( ICPackVisitor & visitor ) override ;
template < typename Handler > void serialize ( Handler & h , const int version )
{
h & static_cast < CPackForServer & > ( * this ) ;
}
} ;
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struct DLL_LINKAGE EndTurn : public CPackForServer
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{
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virtual void visitTyped ( ICPackVisitor & visitor ) override ;
template < typename Handler > void serialize ( Handler & h , const int version )
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{
h & static_cast < CPackForServer & > ( * this ) ;
}
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} ;
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struct DLL_LINKAGE DismissHero : public CPackForServer
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{
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DismissHero ( ) = default ;
DismissHero ( const ObjectInstanceID & HID )
: hid ( HID )
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{
}
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ObjectInstanceID hid ;
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virtual void visitTyped ( ICPackVisitor & visitor ) override ;
template < typename Handler > void serialize ( Handler & h , const int version )
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{
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h & static_cast < CPackForServer & > ( * this ) ;
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h & hid ;
}
} ;
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struct DLL_LINKAGE MoveHero : public CPackForServer
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{
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MoveHero ( ) = default ;
MoveHero ( const int3 & Dest , const ObjectInstanceID & HID , bool Transit )
: dest ( Dest )
, hid ( HID )
, transit ( Transit )
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{
}
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int3 dest ;
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ObjectInstanceID hid ;
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bool transit = false ;
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virtual void visitTyped ( ICPackVisitor & visitor ) override ;
template < typename Handler > void serialize ( Handler & h , const int version )
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{
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h & static_cast < CPackForServer & > ( * this ) ;
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h & dest ;
h & hid ;
h & transit ;
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}
} ;
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struct DLL_LINKAGE CastleTeleportHero : public CPackForServer
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{
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CastleTeleportHero ( ) = default ;
CastleTeleportHero ( const ObjectInstanceID & HID , const ObjectInstanceID & Dest , ui8 Source )
: dest ( Dest )
, hid ( HID )
, source ( Source )
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{
}
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ObjectInstanceID dest ;
ObjectInstanceID hid ;
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si8 source = 0 ; //who give teleporting, 1=castle gate
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virtual void visitTyped ( ICPackVisitor & visitor ) override ;
template < typename Handler > void serialize ( Handler & h , const int version )
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{
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h & static_cast < CPackForServer & > ( * this ) ;
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h & dest ;
h & hid ;
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}
} ;
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struct DLL_LINKAGE ArrangeStacks : public CPackForServer
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{
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ArrangeStacks ( ) = default ;
ArrangeStacks ( ui8 W , const SlotID & P1 , const SlotID & P2 , const ObjectInstanceID & ID1 , const ObjectInstanceID & ID2 , si32 VAL )
: what ( W )
, p1 ( P1 )
, p2 ( P2 )
, id1 ( ID1 )
, id2 ( ID2 )
, val ( VAL )
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{
}
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ui8 what = 0 ; //1 - swap; 2 - merge; 3 - split
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SlotID p1 , p2 ; //positions of first and second stack
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ObjectInstanceID id1 , id2 ; //ids of objects with garrison
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si32 val = 0 ;
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virtual void visitTyped ( ICPackVisitor & visitor ) override ;
template < typename Handler > void serialize ( Handler & h , const int version )
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{
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h & static_cast < CPackForServer & > ( * this ) ;
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h & what ;
h & p1 ;
h & p2 ;
h & id1 ;
h & id2 ;
h & val ;
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}
} ;
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struct DLL_LINKAGE BulkMoveArmy : public CPackForServer
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{
SlotID srcSlot ;
ObjectInstanceID srcArmy ;
ObjectInstanceID destArmy ;
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BulkMoveArmy ( ) = default ;
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BulkMoveArmy ( const ObjectInstanceID & srcArmy , const ObjectInstanceID & destArmy , const SlotID & srcSlot )
: srcArmy ( srcArmy )
, destArmy ( destArmy )
, srcSlot ( srcSlot )
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{
}
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virtual void visitTyped ( ICPackVisitor & visitor ) override ;
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template < typename Handler >
void serialize ( Handler & h , const int version )
{
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h & static_cast < CPackForServer & > ( * this ) ;
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h & srcSlot ;
h & srcArmy ;
h & destArmy ;
}
} ;
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struct DLL_LINKAGE BulkSplitStack : public CPackForServer
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{
SlotID src ;
ObjectInstanceID srcOwner ;
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si32 amount = 0 ;
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BulkSplitStack ( ) = default ;
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BulkSplitStack ( const ObjectInstanceID & srcOwner , const SlotID & src , si32 howMany )
: src ( src )
, srcOwner ( srcOwner )
, amount ( howMany )
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{
}
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virtual void visitTyped ( ICPackVisitor & visitor ) override ;
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template < typename Handler >
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void serialize ( Handler & h , const int version )
{
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h & static_cast < CPackForServer & > ( * this ) ;
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h & src ;
h & srcOwner ;
h & amount ;
}
} ;
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struct DLL_LINKAGE BulkMergeStacks : public CPackForServer
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{
SlotID src ;
ObjectInstanceID srcOwner ;
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BulkMergeStacks ( ) = default ;
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BulkMergeStacks ( const ObjectInstanceID & srcOwner , const SlotID & src )
: src ( src )
, srcOwner ( srcOwner )
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{
}
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virtual void visitTyped ( ICPackVisitor & visitor ) override ;
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template < typename Handler >
void serialize ( Handler & h , const int version )
{
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h & static_cast < CPackForServer & > ( * this ) ;
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h & src ;
h & srcOwner ;
}
} ;
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struct DLL_LINKAGE BulkSmartSplitStack : public CPackForServer
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{
SlotID src ;
ObjectInstanceID srcOwner ;
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BulkSmartSplitStack ( ) = default ;
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BulkSmartSplitStack ( const ObjectInstanceID & srcOwner , const SlotID & src )
: src ( src )
, srcOwner ( srcOwner )
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{
}
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virtual void visitTyped ( ICPackVisitor & visitor ) override ;
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template < typename Handler >
void serialize ( Handler & h , const int version )
{
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h & static_cast < CPackForServer & > ( * this ) ;
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h & src ;
h & srcOwner ;
}
} ;
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struct DLL_LINKAGE DisbandCreature : public CPackForServer
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{
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DisbandCreature ( ) = default ;
DisbandCreature ( const SlotID & Pos , const ObjectInstanceID & ID )
: pos ( Pos )
, id ( ID )
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{
}
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SlotID pos ; //stack pos
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ObjectInstanceID id ; //object id
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virtual void visitTyped ( ICPackVisitor & visitor ) override ;
template < typename Handler > void serialize ( Handler & h , const int version )
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{
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h & static_cast < CPackForServer & > ( * this ) ;
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h & pos ;
h & id ;
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}
} ;
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struct DLL_LINKAGE BuildStructure : public CPackForServer
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{
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BuildStructure ( ) = default ;
BuildStructure ( const ObjectInstanceID & TID , const BuildingID & BID )
: tid ( TID )
, bid ( BID )
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{
}
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ObjectInstanceID tid ; //town id
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BuildingID bid ; //structure id
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virtual void visitTyped ( ICPackVisitor & visitor ) override ;
template < typename Handler > void serialize ( Handler & h , const int version )
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{
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h & static_cast < CPackForServer & > ( * this ) ;
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h & tid ;
h & bid ;
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}
} ;
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struct DLL_LINKAGE RazeStructure : public BuildStructure
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{
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virtual void visitTyped ( ICPackVisitor & visitor ) override ;
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} ;
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struct DLL_LINKAGE RecruitCreatures : public CPackForServer
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{
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RecruitCreatures ( ) = default ;
RecruitCreatures ( const ObjectInstanceID & TID , const ObjectInstanceID & DST , const CreatureID & CRID , si32 Amount , si32 Level )
: tid ( TID )
, dst ( DST )
, crid ( CRID )
, amount ( Amount )
, level ( Level )
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{
}
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ObjectInstanceID tid ; //dwelling id, or town
ObjectInstanceID dst ; //destination ID, e.g. hero
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CreatureID crid ;
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ui32 amount = 0 ; //creature amount
si32 level = 0 ; //dwelling level to buy from, -1 if any
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virtual void visitTyped ( ICPackVisitor & visitor ) override ;
template < typename Handler > void serialize ( Handler & h , const int version )
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{
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h & static_cast < CPackForServer & > ( * this ) ;
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h & tid ;
h & dst ;
h & crid ;
h & amount ;
h & level ;
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}
} ;
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struct DLL_LINKAGE UpgradeCreature : public CPackForServer
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{
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UpgradeCreature ( ) = default ;
UpgradeCreature ( const SlotID & Pos , const ObjectInstanceID & ID , const CreatureID & CRID )
: pos ( Pos )
, id ( ID )
, cid ( CRID )
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{
}
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SlotID pos ; //stack pos
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ObjectInstanceID id ; //object id
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CreatureID cid ; //id of type to which we want make upgrade
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virtual void visitTyped ( ICPackVisitor & visitor ) override ;
template < typename Handler > void serialize ( Handler & h , const int version )
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{
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h & static_cast < CPackForServer & > ( * this ) ;
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h & pos ;
h & id ;
h & cid ;
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}
} ;
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struct DLL_LINKAGE GarrisonHeroSwap : public CPackForServer
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{
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GarrisonHeroSwap ( ) = default ;
GarrisonHeroSwap ( const ObjectInstanceID & TID )
: tid ( TID )
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{
}
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ObjectInstanceID tid ;
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virtual void visitTyped ( ICPackVisitor & visitor ) override ;
template < typename Handler > void serialize ( Handler & h , const int version )
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{
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h & static_cast < CPackForServer & > ( * this ) ;
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h & tid ;
}
} ;
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struct DLL_LINKAGE ExchangeArtifacts : public CPackForServer
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{
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ArtifactLocation src , dst ;
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virtual void visitTyped ( ICPackVisitor & visitor ) override ;
template < typename Handler > void serialize ( Handler & h , const int version )
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{
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h & static_cast < CPackForServer & > ( * this ) ;
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h & src ;
h & dst ;
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}
} ;
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struct DLL_LINKAGE BulkExchangeArtifacts : public CPackForServer
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{
ObjectInstanceID srcHero ;
ObjectInstanceID dstHero ;
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bool swap = false ;
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bool equipped = true ;
bool backpack = true ;
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BulkExchangeArtifacts ( ) = default ;
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BulkExchangeArtifacts ( const ObjectInstanceID & srcHero , const ObjectInstanceID & dstHero , bool swap , bool equipped , bool backpack )
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: srcHero ( srcHero )
, dstHero ( dstHero )
, swap ( swap )
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, equipped ( equipped )
, backpack ( backpack )
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{
}
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virtual void visitTyped ( ICPackVisitor & visitor ) override ;
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template < typename Handler > void serialize ( Handler & h , const int version )
{
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h & static_cast < CPackForServer & > ( * this ) ;
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h & srcHero ;
h & dstHero ;
h & swap ;
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h & equipped ;
h & backpack ;
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}
} ;
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struct DLL_LINKAGE AssembleArtifacts : public CPackForServer
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{
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AssembleArtifacts ( ) = default ;
AssembleArtifacts ( const ObjectInstanceID & _heroID , const ArtifactPosition & _artifactSlot , bool _assemble , const ArtifactID & _assembleTo )
: heroID ( _heroID )
, artifactSlot ( _artifactSlot )
, assemble ( _assemble )
, assembleTo ( _assembleTo )
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{
}
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ObjectInstanceID heroID ;
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ArtifactPosition artifactSlot ;
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bool assemble = false ; // True to assemble artifact, false to disassemble.
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ArtifactID assembleTo ; // Artifact to assemble into.
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virtual void visitTyped ( ICPackVisitor & visitor ) override ;
template < typename Handler > void serialize ( Handler & h , const int version )
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{
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h & static_cast < CPackForServer & > ( * this ) ;
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h & heroID ;
h & artifactSlot ;
h & assemble ;
h & assembleTo ;
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}
} ;
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struct DLL_LINKAGE EraseArtifactByClient : public CPackForServer
{
EraseArtifactByClient ( ) = default ;
EraseArtifactByClient ( const ArtifactLocation & al )
: al ( al )
{
}
ArtifactLocation al ;
virtual void visitTyped ( ICPackVisitor & visitor ) override ;
template < typename Handler > void serialize ( Handler & h , const int version )
{
h & static_cast < CPackForServer & > ( * this ) ;
h & al ;
}
} ;
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struct DLL_LINKAGE BuyArtifact : public CPackForServer
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{
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BuyArtifact ( ) = default ;
BuyArtifact ( const ObjectInstanceID & HID , const ArtifactID & AID )
: hid ( HID )
, aid ( AID )
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{
}
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ObjectInstanceID hid ;
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ArtifactID aid ;
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virtual void visitTyped ( ICPackVisitor & visitor ) override ;
template < typename Handler > void serialize ( Handler & h , const int version )
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{
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h & static_cast < CPackForServer & > ( * this ) ;
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h & hid ;
h & aid ;
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}
} ;
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struct DLL_LINKAGE TradeOnMarketplace : public CPackForServer
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{
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ObjectInstanceID marketId ;
ObjectInstanceID heroId ;
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EMarketMode mode = EMarketMode : : RESOURCE_RESOURCE ;
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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
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virtual void visitTyped ( ICPackVisitor & visitor ) override ;
template < typename Handler > void serialize ( Handler & h , const int version )
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{
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h & static_cast < CPackForServer & > ( * this ) ;
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h & marketId ;
h & heroId ;
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h & mode ;
h & r1 ;
h & r2 ;
h & val ;
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}
} ;
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struct DLL_LINKAGE SetFormation : public CPackForServer
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{
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SetFormation ( ) = default ;
;
SetFormation ( const ObjectInstanceID & HID , ui8 Formation )
: hid ( HID )
, formation ( Formation )
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{
}
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ObjectInstanceID hid ;
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ui8 formation = 0 ;
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virtual void visitTyped ( ICPackVisitor & visitor ) override ;
template < typename Handler > void serialize ( Handler & h , const int version )
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{
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h & static_cast < CPackForServer & > ( * this ) ;
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h & hid ;
h & formation ;
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}
} ;
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struct DLL_LINKAGE HireHero : public CPackForServer
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{
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HireHero ( ) = default ;
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HireHero ( HeroTypeID HID , const ObjectInstanceID & TID )
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: hid ( HID )
, tid ( TID )
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{
}
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HeroTypeID hid ; //available hero serial
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ObjectInstanceID tid ; //town (tavern) id
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PlayerColor player ;
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virtual void visitTyped ( ICPackVisitor & visitor ) override ;
template < typename Handler > void serialize ( Handler & h , const int version )
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{
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h & static_cast < CPackForServer & > ( * this ) ;
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h & hid ;
h & tid ;
h & player ;
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}
} ;
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struct DLL_LINKAGE BuildBoat : public CPackForServer
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{
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ObjectInstanceID objid ; //where player wants to buy a boat
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virtual void visitTyped ( ICPackVisitor & visitor ) override ;
template < typename Handler > void serialize ( Handler & h , const int version )
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{
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h & static_cast < CPackForServer & > ( * this ) ;
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h & objid ;
}
} ;
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struct DLL_LINKAGE QueryReply : public CPackForServer
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{
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QueryReply ( ) = default ;
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QueryReply ( const QueryID & QID , std : : optional < int32_t > Reply )
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: qid ( QID )
, reply ( Reply )
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{
}
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QueryID qid ;
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PlayerColor player ;
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std : : optional < int32_t > reply ;
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virtual void visitTyped ( ICPackVisitor & visitor ) override ;
template < typename Handler > void serialize ( Handler & h , const int version )
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{
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h & static_cast < CPackForServer & > ( * this ) ;
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h & qid ;
h & player ;
h & reply ;
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}
} ;
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struct DLL_LINKAGE MakeAction : public CPackForServer
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{
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MakeAction ( ) = default ;
MakeAction ( BattleAction BA )
: ba ( std : : move ( BA ) )
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{
}
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BattleAction ba ;
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BattleID battleID ;
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virtual void visitTyped ( ICPackVisitor & visitor ) override ;
template < typename Handler > void serialize ( Handler & h , const int version )
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{
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h & static_cast < CPackForServer & > ( * this ) ;
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h & ba ;
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h & battleID ;
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}
} ;
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struct DLL_LINKAGE DigWithHero : public CPackForServer
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{
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ObjectInstanceID id ; //digging hero id
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virtual void visitTyped ( ICPackVisitor & visitor ) override ;
template < typename Handler > void serialize ( Handler & h , const int version )
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{
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h & static_cast < CPackForServer & > ( * this ) ;
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h & id ;
}
} ;
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struct DLL_LINKAGE CastAdvSpell : public CPackForServer
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{
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ObjectInstanceID hid ; //hero id
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SpellID sid ; //spell id
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int3 pos ; //selected tile (not always used)
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virtual void visitTyped ( ICPackVisitor & visitor ) override ;
template < typename Handler > void serialize ( Handler & h , const int version )
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{
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h & static_cast < CPackForServer & > ( * this ) ;
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h & hid ;
h & sid ;
h & pos ;
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}
} ;
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/***********************************************************************************************************/
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struct DLL_LINKAGE SaveGame : public CPackForServer
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{
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SaveGame ( ) = default ;
SaveGame ( std : : string Fname )
: fname ( std : : move ( Fname ) )
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{
}
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std : : string fname ;
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void applyGs ( CGameState * gs ) { } ;
virtual void visitTyped ( ICPackVisitor & visitor ) override ;
template < typename Handler > void serialize ( Handler & h , const int version )
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{
h & static_cast < CPackForServer & > ( * this ) ;
h & fname ;
}
} ;
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struct DLL_LINKAGE PlayerMessage : public CPackForServer
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{
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PlayerMessage ( ) = default ;
PlayerMessage ( std : : string Text , const ObjectInstanceID & obj )
: text ( std : : move ( Text ) )
, currObj ( obj )
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{
}
void applyGs ( CGameState * gs ) { } ;
virtual void visitTyped ( ICPackVisitor & visitor ) override ;
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std : : string text ;
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ObjectInstanceID currObj ; // optional parameter that specifies current object. For cheats :)
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template < typename Handler > void serialize ( Handler & h , const int version )
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{
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h & static_cast < CPackForServer & > ( * this ) ;
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h & text ;
h & currObj ;
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}
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} ;
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struct DLL_LINKAGE PlayerMessageClient : public CPackForClient
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{
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PlayerMessageClient ( ) = default ;
PlayerMessageClient ( const PlayerColor & Player , std : : string Text )
: player ( Player )
, text ( std : : move ( Text ) )
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{
}
virtual void visitTyped ( ICPackVisitor & visitor ) override ;
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PlayerColor player ;
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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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{
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h & player ;
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h & text ;
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}
} ;
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struct DLL_LINKAGE CenterView : public CPackForClient
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{
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PlayerColor player ;
int3 pos ;
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ui32 focusTime = 0 ; //ms
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virtual void visitTyped ( ICPackVisitor & visitor ) override ;
template < typename Handler > void serialize ( Handler & h , const int version )
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{
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h & pos ;
h & player ;
h & focusTime ;
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}
} ;
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VCMI_LIB_NAMESPACE_END