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