/* * PacksForServer.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 "ArtifactLocation.h" #include "NetPacksBase.h" #include "TradeItem.h" #include "../int3.h" #include "../battle/BattleAction.h" VCMI_LIB_NAMESPACE_BEGIN struct DLL_LINKAGE GamePause : public CPackForServer { void visitTyped(ICPackVisitor & visitor) override; template void serialize(Handler & h, const int version) { h & static_cast(*this); } }; struct DLL_LINKAGE EndTurn : public CPackForServer { void visitTyped(ICPackVisitor & visitor) override; template void serialize(Handler & h, const int version) { h & static_cast(*this); } }; struct DLL_LINKAGE DismissHero : public CPackForServer { DismissHero() = default; DismissHero(const ObjectInstanceID & HID) : hid(HID) { } ObjectInstanceID hid; void visitTyped(ICPackVisitor & visitor) override; template void serialize(Handler & h, const int version) { h & static_cast(*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; void visitTyped(ICPackVisitor & visitor) override; template void serialize(Handler & h, const int version) { h & static_cast(*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 void visitTyped(ICPackVisitor & visitor) override; template void serialize(Handler & h, const int version) { h & static_cast(*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; void visitTyped(ICPackVisitor & visitor) override; template void serialize(Handler & h, const int version) { h & static_cast(*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) { } void visitTyped(ICPackVisitor & visitor) override; template void serialize(Handler & h, const int version) { h & static_cast(*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) { } void visitTyped(ICPackVisitor & visitor) override; template void serialize(Handler & h, const int version) { h & static_cast(*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) { } void visitTyped(ICPackVisitor & visitor) override; template void serialize(Handler & h, const int version) { h & static_cast(*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) { } void visitTyped(ICPackVisitor & visitor) override; template void serialize(Handler & h, const int version) { h & static_cast(*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 void visitTyped(ICPackVisitor & visitor) override; template void serialize(Handler & h, const int version) { h & static_cast(*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 void visitTyped(ICPackVisitor & visitor) override; template void serialize(Handler & h, const int version) { h & static_cast(*this); h & tid; h & bid; } }; struct DLL_LINKAGE RazeStructure : public BuildStructure { 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 void visitTyped(ICPackVisitor & visitor) override; template void serialize(Handler & h, const int version) { h & static_cast(*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 void visitTyped(ICPackVisitor & visitor) override; template void serialize(Handler & h, const int version) { h & static_cast(*this); h & pos; h & id; h & cid; } }; struct DLL_LINKAGE GarrisonHeroSwap : public CPackForServer { GarrisonHeroSwap() = default; GarrisonHeroSwap(const ObjectInstanceID & TID) : tid(TID) { } ObjectInstanceID tid; void visitTyped(ICPackVisitor & visitor) override; template void serialize(Handler & h, const int version) { h & static_cast(*this); h & tid; } }; struct DLL_LINKAGE ExchangeArtifacts : public CPackForServer { ArtifactLocation src, dst; void visitTyped(ICPackVisitor & visitor) override; template void serialize(Handler & h, const int version) { h & static_cast(*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) { } void visitTyped(ICPackVisitor & visitor) override; template void serialize(Handler & h, const int version) { h & static_cast(*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. void visitTyped(ICPackVisitor & visitor) override; template void serialize(Handler & h, const int version) { h & static_cast(*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; void visitTyped(ICPackVisitor & visitor) override; template void serialize(Handler & h, const int version) { h & static_cast(*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; void visitTyped(ICPackVisitor & visitor) override; template void serialize(Handler & h, const int version) { h & static_cast(*this); h & hid; h & aid; } }; struct DLL_LINKAGE TradeOnMarketplace : public CPackForServer { ObjectInstanceID marketId; ObjectInstanceID heroId; EMarketMode mode = EMarketMode::RESOURCE_RESOURCE; std::vector r1; std::vector r2; //mode 0: r1 - sold resource, r2 - bought res (exception: when sacrificing art r1 is art id [todo: make r2 preferred slot?] std::vector val; //units of sold resource void visitTyped(ICPackVisitor & visitor) override; template void serialize(Handler & h, const int version) { h & static_cast(*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, EArmyFormation Formation) : hid(HID) , formation(Formation) { } ObjectInstanceID hid; EArmyFormation formation{}; void visitTyped(ICPackVisitor & visitor) override; template void serialize(Handler & h, const int version) { h & static_cast(*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; void visitTyped(ICPackVisitor & visitor) override; template void serialize(Handler & h, const int version) { h & static_cast(*this); h & hid; h & tid; h & player; } }; struct DLL_LINKAGE BuildBoat : public CPackForServer { ObjectInstanceID objid; //where player wants to buy a boat void visitTyped(ICPackVisitor & visitor) override; template void serialize(Handler & h, const int version) { h & static_cast(*this); h & objid; } }; struct DLL_LINKAGE QueryReply : public CPackForServer { QueryReply() = default; QueryReply(const QueryID & QID, std::optional Reply) : qid(QID) , reply(Reply) { } QueryID qid; PlayerColor player; std::optional reply; void visitTyped(ICPackVisitor & visitor) override; template void serialize(Handler & h, const int version) { h & static_cast(*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; void visitTyped(ICPackVisitor & visitor) override; template void serialize(Handler & h, const int version) { h & static_cast(*this); h & ba; h & battleID; } }; struct DLL_LINKAGE DigWithHero : public CPackForServer { ObjectInstanceID id; //digging hero id void visitTyped(ICPackVisitor & visitor) override; template void serialize(Handler & h, const int version) { h & static_cast(*this); h & id; } }; struct DLL_LINKAGE CastAdvSpell : public CPackForServer { ObjectInstanceID hid; //hero id SpellID sid; //spell id int3 pos; //selected tile (not always used) void visitTyped(ICPackVisitor & visitor) override; template void serialize(Handler & h, const int version) { h & static_cast(*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) {}; void visitTyped(ICPackVisitor & visitor) override; template void serialize(Handler & h, const int version) { h & static_cast(*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) {}; void visitTyped(ICPackVisitor & visitor) override; std::string text; ObjectInstanceID currObj; // optional parameter that specifies current object. For cheats :) template void serialize(Handler & h, const int version) { h & static_cast(*this); h & text; h & currObj; } }; VCMI_LIB_NAMESPACE_END