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