#pragma once #include #include "BattleAction.h" #include "HeroBonus.h" #include "CCreatureSet.h" #include "CMapInfo.h" #include "StartInfo.h" #include "ConstTransitivePtr.h" #include "int3.h" #include "ResourceSet.h" #include "CObstacleInstance.h" #include "CGameState.h" /* * 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; class CCampaignState; class CArtifact; class CSelectionScreen; class CGObjectInstance; class CArtifactInstance; //class CMapInfo; struct StackLocation; struct ArtSlotInfo; struct QuestInfo; 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_LINKAGE 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 { ui8 player; CConnection *c; CGameState* GS(CGameHandler *gh); CPackForServer() { type = 2; c = NULL; player = 255; }; 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, TREPLACE_PLUSNUMBER}; public: enum {GENERAL_TXT=1, XTRAINFO_TXT, OBJ_NAMES, RES_NAMES, ART_NAMES, ARRAY_TXT, CRE_PL_NAMES, CREGENS, MINE_NAMES, MINE_EVNTS, ADVOB_TXT, ART_EVNTS, SPELL_NAME, SEC_SKILL_NAME, CRE_SING_NAMES, CREGENS4, COLOR, ART_DESCR}; 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 addReplacement2(int txt) { message.push_back(TREPLACE_PLUSNUMBER); numbers.push_back(txt); } DLL_LINKAGE void addCreReplacement(TCreature id, TQuantity count); //adds sing or plural name; DLL_LINKAGE void addReplacement(const CStackBasicDescriptor &stack); //adds sing or plural name; DLL_LINKAGE std::string buildList () const; void clear() { exactStrings.clear(); localStrings.clear(); message.clear(); numbers.clear(); } DLL_LINKAGE void toString(std::string &dst) const; DLL_LINKAGE std::string toString() const; void getLocalString(const std::pair &txt, std::string &dst) const; MetaString() { type = 2001; } }; struct StackLocation { ConstTransitivePtr army; TSlot slot; StackLocation() { slot = -1; } StackLocation(const CArmedInstance *Army, TSlot Slot) { army = const_cast(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 void serialize(Handler &h, const int version) { h & army & slot; } }; /***********************************************************************************************************/ 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 ui32 requestID; //an ID given by client to the request that was applied ui8 player; template void serialize(Handler &h, const int version) { h & result & packType & requestID & player; } }; 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_LINKAGE 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_LINKAGE void applyGs(CGameState *gs); ui8 player, resid; TResourceCap val; template void serialize(Handler &h, const int version) { h & player & resid & val; } }; struct SetResources : public CPackForClient //104 { SetResources(){type = 104;}; void applyCl(CClient *cl); DLL_LINKAGE void applyGs(CGameState *gs); ui8 player; TResources 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_LINKAGE void applyGs(CGameState *gs); ui8 abs; //0 - changes by value; 1 - sets to value si32 id; ui16 which; si64 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_LINKAGE 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_LINKAGE void applyGs(CGameState *gs); ui8 flags; //1 - start 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_LINKAGE 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_LINKAGE 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_LINKAGE 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_LINKAGE void applyGs(CGameState *gs); boost::unordered_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; for (int i = 0; i < GameConstants::AVAILABLE_HEROES_PER_PLAYER; i++) army[i].clear(); } ~SetAvailableHeroes() { } void applyCl(CClient *cl); DLL_LINKAGE void applyGs(CGameState *gs); ui8 player; si32 hid[GameConstants::AVAILABLE_HEROES_PER_PLAYER]; //-1 if no hero CSimpleArmy army[GameConstants::AVAILABLE_HEROES_PER_PLAYER]; template void serialize(Handler &h, const int version) { h & player & hid & army; } }; struct GiveBonus : public CPackForClient //115 { GiveBonus(ui8 Who = 0) { who = Who; type = 115; } void applyCl(CClient *cl); DLL_LINKAGE void applyGs(CGameState *gs); enum {HERO, PLAYER, TOWN}; ui8 who; //who receives bonus, uses enum above ui32 id; //hero. town or player id - whoever receives it Bonus bonus; MetaString bdescr; template void serialize(Handler &h, const int version) { h & bonus & id & bdescr & who; } }; struct ChangeObjPos : public CPackForClient //116 { ChangeObjPos() { type = 116; flags = 0; } void applyFirstCl(CClient *cl); void applyCl(CClient *cl); DLL_LINKAGE 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 PlayerEndsGame : public CPackForClient //117 { PlayerEndsGame() { type = 117; } void applyCl(CClient *cl); DLL_LINKAGE void applyGs(CGameState *gs); ui8 player; ui8 victory; template void serialize(Handler &h, const int version) { h & player & victory; } }; struct RemoveBonus : public CPackForClient //118 { RemoveBonus(ui8 Who = 0) { who = Who; type = 118; } void applyCl(CClient *cl); DLL_LINKAGE void applyGs(CGameState *gs); enum {HERO, PLAYER, TOWN}; ui8 who; //who receives bonus, uses enum above ui32 whoID; //hero, town or player id - whoever loses bonus //vars to identify bonus: its source ui8 source; ui32 id; //source id //used locally: copy of removed bonus Bonus bonus; template void serialize(Handler &h, const int version) { h & source & id & who & whoID; } }; struct UpdateCampaignState : public CPackForClient //119 { UpdateCampaignState() { type = 119; } CCampaignState *camp; void applyCl(CClient *cl); template void serialize(Handler &h, const int version) { h & camp; } }; struct SetCommanderProperty : public CPackForClient //120 { enum ECommanderProperty {ALIVE, BONUS, SECONDARY_SKILL, EXPERIENCE, SPECIAL_SKILL}; SetCommanderProperty(){type = 120;}; void applyCl(CClient *cl){}; DLL_LINKAGE void applyGs(CGameState *gs); si32 heroid; //for commander attached to hero StackLocation sl; //for commander not on the hero? ui8 which; // use ECommanderProperty expType amount; //0 for dead, >0 for alive si32 additionalInfo; //for secondary skills choice Bonus accumulatedBonus; template void serialize(Handler &h, const int version) { h & heroid & sl & which & amount & additionalInfo & accumulatedBonus; } }; struct AddQuest : public CPackForClient //121 { AddQuest(){type = 121;}; void applyCl(CClient *cl){}; DLL_LINKAGE void applyGs(CGameState *gs); ui8 player; QuestInfo quest; template void serialize(Handler &h, const int version) { h & player & quest; } }; struct RemoveObject : public CPackForClient //500 { RemoveObject(){type = 500;}; RemoveObject(si32 ID){id = ID;type = 500;}; void applyFirstCl(CClient *cl); void applyCl(CClient *cl); DLL_LINKAGE void applyGs(CGameState *gs); si32 id; template void serialize(Handler &h, const int version) { h & id; } }; struct TryMoveHero : public CPackForClient //501 { TryMoveHero(){type = 501;humanKnows=false; attackedFrom = int3(-1, -1, -1);}; 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; //h3m format boost::unordered_set fowRevealed; //revealed tiles int3 attackedFrom; // Set when stepping into endangered tile. bool humanKnows; //used locally during applying to client template void serialize(Handler &h, const int version) { h & id & result & start & end & movePoints & fowRevealed & attackedFrom; } }; // struct SetGarrisons : public CPackForClient //502 // { // SetGarrisons(){type = 502;}; // void applyCl(CClient *cl); // DLL_LINKAGE 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_LINKAGE virtual void applyGs(CGameState *gs); si32 tid; std::set bid; si16 builded; template void serialize(Handler &h, const int version) { h & tid & bid & builded; } }; struct RazeStructures : public CPackForClient //505 { RazeStructures() {type = 505;}; void applyCl (CClient *cl); DLL_LINKAGE void applyGs(CGameState *gs); si32 tid; std::set bid; si16 destroyed; template void serialize(Handler &h, const int version) { h & tid & bid & destroyed; } }; struct SetAvailableCreatures : public CPackForClient //506 { SetAvailableCreatures(){type = 506;}; void applyCl(CClient *cl); DLL_LINKAGE 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_LINKAGE 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_LINKAGE void applyGs(CGameState *gs); // DLL_LINKAGE void setArtAtPos(ui16 pos, const CArtifact* 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 equipped, unequipped; //used locally // BonusList gained, lost; //used locally as hlp when applying // }; struct HeroRecruited : public CPackForClient //515 { HeroRecruited(){type = 515;}; void applyCl(CClient *cl); DLL_LINKAGE 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_LINKAGE 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, THIEVES_GUILD, UNIVERSITY_WINDOW, HILL_FORT_WINDOW, MARKET_WINDOW, PUZZLE_MAP, TAVERN_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; id = -1; } void applyCl(CClient *cl); DLL_LINKAGE void applyGs(CGameState *gs); ui32 ID, subID; int3 pos; int id; //used locally, filled during applyGs template void serialize(Handler &h, const int version) { h & ID & subID & pos; } }; struct SetAvailableArtifacts : public CPackForClient //519 { SetAvailableArtifacts(){type = 519;}; void applyCl(CClient *cl); DLL_LINKAGE void applyGs(CGameState *gs); si32 id; //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 arts; template void serialize(Handler &h, const int version) { h & id & arts; } }; struct NewArtifact : public CPackForClient //520 { NewArtifact(){type = 520;}; //void applyCl(CClient *cl); DLL_LINKAGE void applyGs(CGameState *gs); ConstTransitivePtr art; template void serialize(Handler &h, const int version) { h & art; } }; struct CGarrisonOperationPack : CPackForClient { }; struct CArtifactOperationPack : CPackForClient { }; struct ChangeStackCount : CGarrisonOperationPack //521 { StackLocation sl; TQuantity count; ui8 absoluteValue; //if not -> count will be added (or subtracted if negative) void applyCl(CClient *cl); DLL_LINKAGE void applyGs(CGameState *gs); template void serialize(Handler &h, const int version) { h & sl & count & absoluteValue; } }; struct SetStackType : CGarrisonOperationPack //522 { StackLocation sl; CCreature *type; void applyCl(CClient *cl); DLL_LINKAGE void applyGs(CGameState *gs); template void serialize(Handler &h, const int version) { h & sl & type; } }; struct EraseStack : CGarrisonOperationPack //523 { StackLocation sl; void applyCl(CClient *cl); DLL_LINKAGE void applyGs(CGameState *gs); template void serialize(Handler &h, const int version) { h & sl; } }; struct SwapStacks : CGarrisonOperationPack //524 { StackLocation sl1, sl2; void applyCl(CClient *cl); DLL_LINKAGE void applyGs(CGameState *gs); template void serialize(Handler &h, const int version) { h & sl1 & sl2; } }; struct InsertNewStack : CGarrisonOperationPack //525 { StackLocation sl; CStackBasicDescriptor stack; void applyCl(CClient *cl); DLL_LINKAGE void applyGs(CGameState *gs); template void serialize(Handler &h, const int version) { h & sl & stack; } }; //moves creatures from src stack to dst slot, may be used for merging/splittint/moving stacks struct RebalanceStacks : CGarrisonOperationPack //526 { StackLocation src, dst; TQuantity count; void applyCl(CClient *cl); DLL_LINKAGE void applyGs(CGameState *gs); template void serialize(Handler &h, const int version) { h & src & dst & count; } }; typedef si32 TArtPos; typedef boost::variant, ConstTransitivePtr > TArtHolder; //struct GetArtifactSet : boost::static_visitor<> //{ // void operator()(const ConstTransitivePtr &h) const {} // void operator()(const ConstTransitivePtr &s) const {} //}; //struct GetArtifactSetPtr : boost::static_visitor<> //{ // ConstTransitivePtr operator()(const ConstTransitivePtr &h) const { return h;} // ConstTransitivePtr operator()(const ConstTransitivePtr &s) const { return s;} //}; struct ArtifactLocation { TArtHolder artHolder; TArtPos slot; ArtifactLocation() { artHolder = ConstTransitivePtr(); slot = -1; } template ArtifactLocation(const T *ArtHolder, TArtPos Slot) { artHolder = const_cast(ArtHolder); //we are allowed here to const cast -> change will go through one of our packages... do not abuse! slot = Slot; } ArtifactLocation(TArtHolder ArtHolder, TArtPos Slot) { artHolder = ArtHolder; slot = Slot; } template bool isHolder(const T *t) const { if(auto ptrToT = boost::get >(&artHolder)) { return ptrToT->get() == t; } return false; } DLL_LINKAGE const CArmedInstance *relatedObj() const; //hero or the stack owner DLL_LINKAGE int owningPlayer() const; DLL_LINKAGE CArtifactSet *getHolderArtSet(); DLL_LINKAGE CBonusSystemNode *getHolderNode(); DLL_LINKAGE const CArtifactSet *getHolderArtSet() const; DLL_LINKAGE const CBonusSystemNode *getHolderNode() const; DLL_LINKAGE const CArtifactInstance *getArt() const; DLL_LINKAGE CArtifactInstance *getArt(); DLL_LINKAGE const ArtSlotInfo *getSlot() const; template void serialize(Handler &h, const int version) { h & artHolder & slot; } }; struct PutArtifact : CArtifactOperationPack //526 { ArtifactLocation al; ConstTransitivePtr art; void applyCl(CClient *cl); DLL_LINKAGE void applyGs(CGameState *gs); template void serialize(Handler &h, const int version) { h & al & art; } }; struct EraseArtifact : CArtifactOperationPack //527 { ArtifactLocation al; void applyCl(CClient *cl); DLL_LINKAGE void applyGs(CGameState *gs); template void serialize(Handler &h, const int version) { h & al; } }; struct MoveArtifact : CArtifactOperationPack //528 { ArtifactLocation src, dst; void applyCl(CClient *cl); DLL_LINKAGE void applyGs(CGameState *gs); template void serialize(Handler &h, const int version) { h & src & dst; } }; struct AssembledArtifact : CArtifactOperationPack //529 { ArtifactLocation al; //where assembly will be put CArtifact *builtArt; //std::vector constituents; void applyCl(CClient *cl); DLL_LINKAGE void applyGs(CGameState *gs); template void serialize(Handler &h, const int version) { h & al & builtArt/* & constituents*/; } }; struct DisassembledArtifact : CArtifactOperationPack //530 { ArtifactLocation al; void applyCl(CClient *cl); DLL_LINKAGE void applyGs(CGameState *gs); template void serialize(Handler &h, const int version) { h & al; } }; struct HeroVisit : CPackForClient //531 { const CGHeroInstance *hero; const CGObjectInstance *obj; bool starting; //false -> ending void applyCl(CClient *cl); DLL_LINKAGE void applyGs(CGameState *gs); template void serialize(Handler &h, const int version) { h & hero & obj & starting; } }; struct NewTurn : public CPackForClient //101 { enum weekType {NORMAL, DOUBLE_GROWTH, BONUS_GROWTH, DEITYOFFIRE, PLAGUE, NO_ACTION}; void applyCl(CClient *cl); DLL_LINKAGE 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::map res; //player ID => resource value[res_id] std::vector cres;//creatures to be placed in towns ui32 day; bool resetBuilded; ui8 specialWeek; //weekType TCreature creatureid; //for creature weeks NewTurn(){type = 101;}; template void serialize(Handler &h, const int version) { h & heroes & cres & res & day & resetBuilded & specialWeek & creatureid; } }; struct Component : public CPack //2002 helper for object scrips informations { enum EComponentType {PRIM_SKILL, SEC_SKILL, RESOURCE, CREATURE, ARTIFACT, EXPERIENCE, SPELL, MORALE=8, LUCK, BUILDING, HERO, FLAG}; 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; } DLL_LINKAGE explicit Component(const CStackBasicDescriptor &stack); 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; } }; namespace ObjProperty { //TODO: move non general properties out to the appropriate objs classes 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}; } struct SetObjectProperty : public CPackForClient//1001 { DLL_LINKAGE 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_LINKAGE 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_LINKAGE 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; } }; struct CommanderLevelUp : public Query { void applyCl(CClient *cl); DLL_LINKAGE void applyGs(CGameState *gs); si32 heroid; //for commander attached to hero StackLocation sl; //for commander not on the hero? std::vector skills; //0-5 - secondary skills, val-100 - special skill CommanderLevelUp(){type = 2005;}; template void serialize(Handler &h, const int version) { h & id & heroid & sl & skills; } }; struct TradeComponents : public CPackForClient, public CPackForServer { ///used to handle info about components available in shops void applyCl(CClient *cl); DLL_LINKAGE void applyGs(CGameState *gs); si32 heroid; ui32 objectid; std::map available, chosen, bought; template void serialize(Handler &h, const int version) { h & heroid & objectid & available & chosen & bought; } }; //A dialog that requires making decision by player - it may contain components to choose between or has yes/no options //Client responds with QueryReply, where answer: 0 - cancel pressed, choice doesn't matter; 1/2/... - first/second/... component selected and OK pressed //Until sending reply player won't be allowed to take any actions struct BlockingDialog : public Query//2003 { enum {ALLOW_CANCEL = 1, SELECTION = 2}; 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; bool removableUnits; template void serialize(Handler &h, const int version) { h & id & objid & hid & removableUnits; } }; struct BattleInfo; struct BattleStart : public CPackForClient//3000 { BattleStart(){type = 3000;}; void applyCl(CClient *cl); DLL_LINKAGE 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 applyFirstCl(CClient *cl); void applyCl(CClient *cl); DLL_LINKAGE 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_LINKAGE void applyGs(CGameState *gs); ui32 stack; template void serialize(Handler &h, const int version) { h & stack; } }; struct BattleResult : public CPackForClient//3003 { enum EResult {NORMAL = 0, ESCAPE = 1, SURRENDER = 2}; BattleResult(){type = 3003;}; void applyFirstCl(CClient *cl); void applyGs(CGameState *gs); ui8 result; //EResult values ui8 winner; //0 - attacker, 1 - defender, [2 - draw (should be possible?)] std::map casualties[2]; //first => casualties of attackers - map crid => number expType exp[2]; //exp for attacker and defender std::set artifacts; //artifacts taken from loser to winner - currently unused template void serialize(Handler &h, const int version) { h & result & winner & casualties[0] & casualties[1] & exp & artifacts; } }; struct BattleStackMoved : public CPackForClient//3004 { ui32 stack; std::vector tilesToMove; ui8 distance, teleporting; BattleStackMoved(){type = 3004;}; void applyFirstCl(CClient *cl); void applyGs(CGameState *gs); template void serialize(Handler &h, const int version) { h & stack & tilesToMove & distance; } }; struct StacksHealedOrResurrected : public CPackForClient //3013 { StacksHealedOrResurrected(){type = 3013;} DLL_LINKAGE void applyGs(CGameState *gs); void applyCl(CClient *cl); struct HealInfo { ui32 stackID; ui32 healedHP; ui8 lowLevelResurrection; //in case this stack is resurrected by this heal, it will be marked as SUMMONED //TODO: replace with separate counter template void serialize(Handler &h, const int version) { h & stackID & healedHP & lowLevelResurrection; } }; std::vector healedStacks; ui8 lifeDrain; //if true, this heal is an effect of life drain ui8 tentHealing; //if true, than it's healing via First Aid Tent si32 drainedFrom; //if life drain - then stack life was drain from, if tentHealing - stack that is a healer template void serialize(Handler &h, const int version) { h & healedStacks & lifeDrain & tentHealing & drainedFrom; } }; struct BattleStackAttacked : public CPackForClient//3005 { BattleStackAttacked(){flags = 0; type = 3005;}; void applyFirstCl(CClient * cl); //void applyCl(CClient *cl); DLL_LINKAGE void applyGs(CGameState *gs); ui32 stackAttacked, attackerID; ui32 newAmount, newHP, killedAmount, damageAmount; enum EFlags {KILLED = 1, EFFECT = 2, SECONDARY = 4, REBIRTH = 8, CLONE_KILLED = 16}; ui8 flags; //uses EFlags (above) ui32 effect; //set only if flag EFFECT is set std::vector healedStacks; //used when life drain bool killed() const//if target stack was killed { return flags & KILLED || flags & CLONE_KILLED; } bool cloneKilled() const { return flags & CLONE_KILLED; } bool isEffect() const//if stack has been attacked by a spell { return flags & EFFECT; } bool isSecondary() const//if stack was not a primary target (receives no spell effects) { return flags & SECONDARY; } bool willRebirth() const//if stack was not a primary target (receives no spell effects) { return flags & REBIRTH; } bool lifeDrain() const //if this attack involves life drain effect { return healedStacks.size() > 0; } template void serialize(Handler &h, const int version) { h & stackAttacked & attackerID & newAmount & newHP & flags & killedAmount & damageAmount & effect & healedStacks; } 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_LINKAGE void applyGs(CGameState *gs); void applyCl(CClient *cl); std::vector bsa; ui32 stackAttacking; ui8 flags; //uses Eflags (below) enum EFlags{SHOT = 1, COUNTER = 2, LUCKY = 4, UNLUCKY = 8, BALLISTA_DOUBLE_DMG = 16, DEATH_BLOW = 32}; 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 { //TODO: support? 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 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_LINKAGE 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 BattleSpellCast : public CPackForClient//3009 { BattleSpellCast(){type = 3009;}; DLL_LINKAGE void applyGs(CGameState *gs); void applyCl(CClient *cl); si32 dmgToDisplay; //this amount will be displayed as amount of damage dealt by spell ui8 side; //which hero did cast spell: 0 - attacker, 1 - defender ui32 id; //id of spell ui8 skill; //caster's skill level ui8 spellCost; ui8 manaGained; //mana channeling ability BattleHex 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) TCreature attackerType;//id of caster to generate console message; -1 if not set (eg. spell casted by artifact) ui8 castedByHero; //if true - spell has been casted by hero, otherwise by a creature template void serialize(Handler &h, const int version) { h & dmgToDisplay & side & id & skill & spellCost & manaGained & tile & resisted & affectedCres & attackerType & castedByHero; } }; struct SetStackEffect : public CPackForClient //3010 { SetStackEffect(){type = 3010;}; DLL_LINKAGE void applyGs(CGameState *gs); void applyCl(CClient *cl); std::vector stacks; //affected stacks (IDs) std::vector effect; //bonuses to apply std::vector > uniqueBonuses; //bonuses per single stack template void serialize(Handler &h, const int version) { h & stacks & effect & uniqueBonuses; } }; struct StacksInjured : public CPackForClient //3011 { StacksInjured(){type = 3011;} DLL_LINKAGE void applyGs(CGameState *gs); void applyCl(CClient *cl); std::vector 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 ObstaclesRemoved : public CPackForClient //3014 { ObstaclesRemoved(){type = 3014;} DLL_LINKAGE void applyGs(CGameState *gs); void applyCl(CClient *cl); std::set obstacles; //uniqueIDs of removed obstacles template void serialize(Handler &h, const int version) { h & obstacles; } }; struct CatapultAttack : public CPackForClient //3015 { CatapultAttack(){type = 3015;} DLL_LINKAGE void applyGs(CGameState *gs); void applyCl(CClient *cl); std::set< std::pair< std::pair< ui8, si16 >, ui8> > attackedParts; // < , damageDealt> //attackedPartOfWall; //[0] - keep, [1] - bottom tower, [2] - bottom wall, [3] - below gate, [4] - over gate, [5] - upper wall, [6] - uppert tower, [7] - gate; //damageDealt; int attacker; //if -1, then a spell caused this template void serialize(Handler &h, const int version) { h & attackedParts & attacker; } }; struct BattleStacksRemoved : public CPackForClient //3016 { BattleStacksRemoved(){type = 3016;} DLL_LINKAGE void applyGs(CGameState *gs); void applyCl(CClient *cl); std::set stackIDs; //IDs of removed stacks template void serialize(Handler &h, const int version) { h & stackIDs; } }; struct BattleStackAdded : public CPackForClient //3017 { BattleStackAdded(){type = 3017;}; DLL_LINKAGE void applyGs(CGameState *gs); void applyCl(CClient *cl); int attacker; // if true, stack belongs to attacker int creID; int amount; int pos; int summoned; //if true, remove it afterwards template void serialize(Handler &h, const int version) { h & attacker & creID & amount & pos & summoned; } }; struct BattleSetStackProperty : public CPackForClient //3018 { BattleSetStackProperty(){type = 3018;}; enum BattleStackProperty {CASTS, ENCHANTER_COUNTER, UNBIND, CLONED}; DLL_LINKAGE void applyGs(CGameState *gs); //void applyCl(CClient *cl){}; int stackID; int which; //using enum values int val; int absolute; template void serialize(Handler &h, const int version) { h & stackID & which & val & absolute; } }; struct BattleTriggerEffect : public CPackForClient //3019 { //activated at the beginning of turn BattleTriggerEffect(){type = 3019;}; DLL_LINKAGE void applyGs(CGameState *gs); //effect void applyCl(CClient *cl); //play animations & stuff //enum BattleEffect {REGENERATION, MANA_DRAIN, FEAR, MANA_CHANNELING, ENCHANTER, UNBIND, POISON, ENCHANTED, SUMMONER}; int stackID; int effect; //use enumBattleEffect or corresponding Bonus type for sanity? int val; int additionalInfo; template void serialize(Handler &h, const int version) { h & stackID & effect & val & additionalInfo; } }; struct BattleObstaclePlaced : public CPackForClient //3020 { //activated at the beginning of turn BattleObstaclePlaced(){type = 3020;}; DLL_LINKAGE void applyGs(CGameState *gs); //effect void applyCl(CClient *cl); //play animations & stuff shared_ptr obstacle; template void serialize(Handler &h, const int version) { h & obstacle; } }; 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 AdvmapSpellCast : public CPackForClient //108 { AdvmapSpellCast(){type = 108;} const CGHeroInstance * caster; si32 spellID; void applyCl(CClient *cl); template void serialize(Handler &h, const int version) { h & caster & spellID; } }; /***********************************************************************************************************/ struct CommitPackage : public CPackForServer { bool freePack; //for local usage, DO NOT serialize bool applyGh(CGameHandler *gh); CPackForClient *packToCommit; CommitPackage() { freePack = true; } ~CommitPackage() { if(freePack) delete packToCommit; } template void serialize(Handler &h, const int version) { h & packToCommit; } }; 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 CastleTeleportHero : public CPackForServer { CastleTeleportHero(){}; CastleTeleportHero(const si32 HID, si32 Dest, ui8 Source ) : dest(Dest), hid(HID), source(Source){}; si32 dest; si32 hid; si8 source;//who give teleporting, 1=castle gate 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 RazeStructure : public BuildStructure { RazeStructure(){}; //RazeStructure(si32 TID, si32 BID):bid(BID),tid(TID){}; bool applyGh(CGameHandler *gh); }; struct RecruitCreatures : public CPackForServer { RecruitCreatures(){}; RecruitCreatures(si32 TID, si32 CRID, si32 Amount, si32 Level):tid(TID),crid(CRID),amount(Amount),level(Level){}; si32 tid; //town id ui32 crid, amount;//creature ID and amount si32 level;//dwelling level to buy from, -1 if any bool applyGh(CGameHandler *gh); template void serialize(Handler &h, const int version) { h & tid & crid & amount & level; } }; 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 //TODO: allow exchange between heroes, stacks and commanders { ArtifactLocation src, dst; ExchangeArtifacts(){}; bool applyGh(CGameHandler *gh); template void serialize(Handler &h, const int version) { h & src & dst; } }; struct AssembleArtifacts : public CPackForServer { AssembleArtifacts(){}; AssembleArtifacts(si32 _heroID, ui16 _artifactSlot, bool _assemble, ui32 _assembleTo) : heroID(_heroID), artifactSlot(_artifactSlot), assemble(_assemble), assembleTo(_assembleTo){}; si32 heroID; ui16 artifactSlot; bool assemble; // True to assemble artifact, false to disassemble. ui32 assembleTo; // Artifact to assemble into. bool applyGh(CGameHandler *gh); template void serialize(Handler &h, const int version) { h & heroID & artifactSlot & assemble & assembleTo; } }; 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(){}; const CGObjectInstance *market; const CGHeroInstance *hero; //needed when trading artifacts / creatures ui8 mode;//enum EEMarketMode ui32 r1, r2; //mode 0: r1 - sold resource, r2 - bought res (exception: when sacrificing art r1 is art id [todo: make r2 preferred slot?] ui32 val; //units of sold resource bool applyGh(CGameHandler *gh); template void serialize(Handler &h, const int version) { h & market & hero & mode & 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 (tavern) id ui8 player; bool applyGh(CGameHandler *gh); template void serialize(Handler &h, const int version) { h & hid & tid & player; } }; 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 ui8 player; bool applyGh(CGameHandler *gh); template void serialize(Handler &h, const int version) { h & qid & answer & player; } }; 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 DigWithHero : public CPackForServer { DigWithHero(){} si32 id; //digging hero id bool applyGh(CGameHandler *gh); template void serialize(Handler &h, const int version) { h & id; } }; struct CastAdvSpell : public CPackForServer { CastAdvSpell(){} si32 hid; //hero id ui32 sid; //spell id int3 pos; //selected tile (not always used) bool applyGh(CGameHandler *gh); template void serialize(Handler &h, const int version) { h & hid & sid & pos; } }; /***********************************************************************************************************/ 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_LINKAGE void applyGs(CGameState *gs); bool applyGh(CGameHandler *gh); void applyCl(CClient *cl); ui8 player; ui32 id; template void serialize(Handler &h, const int version) { h & id & player; } }; struct CenterView : public CPackForClient//515 { CenterView(){CPackForClient::type = 515;}; void applyCl(CClient *cl); ui8 player; int3 pos; ui32 focusTime; //ms template void serialize(Handler &h, const int version) { h & pos & player & focusTime; } }; /***********************************************************************************************************/ struct CPackForSelectionScreen : public CPack { void apply(CSelectionScreen *selScreen){}; //that functions are implemented in CPreGame.cpp }; class CPregamePackToPropagate : public CPackForSelectionScreen {}; class CPregamePackToHost : public CPackForSelectionScreen {}; struct ChatMessage : public CPregamePackToPropagate { std::string playerName, message; void apply(CSelectionScreen *selScreen); template void serialize(Handler &h, const int version) { h & playerName & message; } }; struct QuitMenuWithoutStarting : public CPregamePackToPropagate { void apply(CSelectionScreen *selScreen); //that functions are implemented in CPreGame.cpp template void serialize(Handler &h, const int version) {} }; struct PlayerJoined : public CPregamePackToHost { std::string playerName; ui8 connectionID; void apply(CSelectionScreen *selScreen); //that functions are implemented in CPreGame.cpp template void serialize(Handler &h, const int version) { h & playerName & connectionID; } }; struct SelectMap : public CPregamePackToPropagate { const CMapInfo *mapInfo; bool free; SelectMap(const CMapInfo &src) { mapInfo = &src; free = false; } SelectMap() { mapInfo = NULL; free = true; } ~SelectMap() { if(free) delete mapInfo; } void apply(CSelectionScreen *selScreen); //that functions are implemented in CPreGame.cpp template void serialize(Handler &h, const int version) { h & mapInfo; } }; struct UpdateStartOptions : public CPregamePackToPropagate { StartInfo *options; bool free; void apply(CSelectionScreen *selScreen); //that functions are implemented in CPreGame.cpp UpdateStartOptions(StartInfo &src) { options = &src; free = false; } UpdateStartOptions() { options = NULL; free = true; } ~UpdateStartOptions() { if(free) delete options; } template void serialize(Handler &h, const int version) { h & options; } }; struct PregameGuiAction : public CPregamePackToPropagate { enum {NO_TAB, OPEN_OPTIONS, OPEN_SCENARIO_LIST}; ui8 action; void apply(CSelectionScreen *selScreen); //that functions are implemented in CPreGame.cpp template void serialize(Handler &h, const int version) { h & action; } }; struct RequestOptionsChange : public CPregamePackToHost { enum {TOWN, HERO, BONUS}; ui8 what; si8 direction; //-1 or +1 ui8 playerID; RequestOptionsChange(ui8 What, si8 Dir, ui8 Player) :what(What), direction(Dir), playerID(Player) {} RequestOptionsChange(){} void apply(CSelectionScreen *selScreen); //that functions are implemented in CPreGame.cpp template void serialize(Handler &h, const int version) { h & what & direction & playerID; } }; struct PlayerLeft : public CPregamePackToPropagate { ui8 playerID; void apply(CSelectionScreen *selScreen); //that functions are implemented in CPreGame.cpp template void serialize(Handler &h, const int version) { h & playerID; } }; struct PlayersNames : public CPregamePackToPropagate { public: std::map playerNames; void apply(CSelectionScreen *selScreen); //that functions are implemented in CPreGame.cpp template void serialize(Handler &h, const int version) { h & playerNames; } }; struct StartWithCurrentSettings : public CPregamePackToPropagate { public: void apply(CSelectionScreen *selScreen); //that functions are implemented in CPreGame.cpp template void serialize(Handler &h, const int version) { //h & playerNames; } };