/* * PacksForClient.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 "Component.h" #include "EInfoWindowMode.h" #include "EOpenWindowMode.h" #include "EntityChanges.h" #include "NetPacksBase.h" #include "ObjProperty.h" #include "../CCreatureSet.h" #include "../MetaString.h" #include "../ResourceSet.h" #include "../TurnTimerInfo.h" #include "../gameState/EVictoryLossCheckResult.h" #include "../gameState/RumorState.h" #include "../gameState/QuestInfo.h" #include "../gameState/TavernSlot.h" #include "../int3.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>; /***********************************************************************************************************/ struct DLL_LINKAGE PackageApplied : public CPackForClient { PackageApplied() = default; explicit PackageApplied(ui8 Result) : result(Result) { } 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 void serialize(Handler & h) { h & result; h & packType; h & requestID; h & player; } }; struct DLL_LINKAGE SystemMessage : public CPackForClient { explicit SystemMessage(MetaString Text) : text(std::move(Text)) { } SystemMessage() = default; void visitTyped(ICPackVisitor & visitor) override; MetaString text; template void serialize(Handler & h) { 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; void visitTyped(ICPackVisitor & visitor) override; template void serialize(Handler & h) { 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; void visitTyped(ICPackVisitor & visitor) override; template void serialize(Handler & h) { h & player; h & losingCheatCode; h & winningCheatCode; } }; struct DLL_LINKAGE TurnTimeUpdate : public CPackForClient { void applyGs(CGameState * gs) const; PlayerColor player; TurnTimerInfo turnTimer; template void serialize(Handler & h) { h & player; h & turnTimer; } }; struct DLL_LINKAGE PlayerStartsTurn : public Query { void applyGs(CGameState * gs) const; PlayerColor player; void visitTyped(ICPackVisitor & visitor) override; template void serialize(Handler & h) { h & queryID; h & player; } }; struct DLL_LINKAGE DaysWithoutTown : public CPackForClient { void applyGs(CGameState * gs) const; PlayerColor player; std::optional daysWithoutCastle; void visitTyped(ICPackVisitor & visitor) override; template void serialize(Handler & h) { h & player; h & daysWithoutCastle; } }; struct DLL_LINKAGE EntitiesChanged : public CPackForClient { std::vector changes; void applyGs(CGameState * gs); void visitTyped(ICPackVisitor & visitor) override; template void serialize(Handler & h) { h & changes; } }; struct DLL_LINKAGE SetResources : public CPackForClient { void applyGs(CGameState * gs) const; void visitTyped(ICPackVisitor & visitor) override; bool abs = true; //false - changes by value; 1 - sets to value PlayerColor player; ResourceSet res; //res[resid] => res amount template void serialize(Handler & h) { h & abs; h & player; h & res; } }; struct DLL_LINKAGE SetPrimSkill : public CPackForClient { void applyGs(CGameState * gs) const; 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 void serialize(Handler & h) { h & abs; h & id; h & which; h & val; } }; struct DLL_LINKAGE SetSecSkill : public CPackForClient { void applyGs(CGameState * gs) const; void visitTyped(ICPackVisitor & visitor) override; ui8 abs = 0; //0 - changes by value; 1 - sets to value ObjectInstanceID id; SecondarySkill which; ui16 val = 0; template void serialize(Handler & h) { h & abs; h & id; h & which; h & val; } }; struct DLL_LINKAGE HeroVisitCastle : public CPackForClient { void applyGs(CGameState * gs) const; void visitTyped(ICPackVisitor & visitor) override; ui8 flags = 0; //1 - start ObjectInstanceID tid; ObjectInstanceID hid; bool start() const //if hero is entering castle (if false - leaving) { return flags & 1; } template void serialize(Handler & h) { h & flags; h & tid; h & hid; } }; struct DLL_LINKAGE ChangeSpells : public CPackForClient { void applyGs(CGameState * gs); void visitTyped(ICPackVisitor & visitor) override; ui8 learn = 1; //1 - gives spell, 0 - takes ObjectInstanceID hid; std::set spells; template void serialize(Handler & h) { h & learn; h & hid; h & spells; } }; struct DLL_LINKAGE SetMana : public CPackForClient { void applyGs(CGameState * gs) const; void visitTyped(ICPackVisitor & visitor) override; ObjectInstanceID hid; si32 val = 0; bool absolute = true; template void serialize(Handler & h) { 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; void visitTyped(ICPackVisitor & visitor) override; template void serialize(Handler & h) { h & val; h & hid; h & absolute; } }; struct DLL_LINKAGE FoWChange : public CPackForClient { void applyGs(CGameState * gs); std::unordered_set tiles; PlayerColor player; ETileVisibility mode; bool waitForDialogs = false; void visitTyped(ICPackVisitor & visitor) override; template void serialize(Handler & h) { 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; bool replenishPoints; void visitTyped(ICPackVisitor & visitor) override; template void serialize(Handler & h) { h & slotID; h & roleID; h & player; h & hid; h & army; h & replenishPoints; } }; struct DLL_LINKAGE GiveBonus : public CPackForClient { enum class ETarget : int8_t { OBJECT, PLAYER, BATTLE }; explicit GiveBonus(ETarget Who = ETarget::OBJECT) :who(Who) { } void applyGs(CGameState * gs); ETarget who = ETarget::OBJECT; VariantIdentifier id; Bonus bonus; void visitTyped(ICPackVisitor & visitor) override; template void serialize(Handler & h) { h & bonus; h & id; h & who; assert(id.getNum() != -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; void visitTyped(ICPackVisitor & visitor) override; template void serialize(Handler & h) { h & objid; h & nPos; h & initiator; } }; struct DLL_LINKAGE PlayerEndsTurn : public CPackForClient { void applyGs(CGameState * gs) const; PlayerColor player; void visitTyped(ICPackVisitor & visitor) override; template void serialize(Handler & h) { h & player; } }; struct DLL_LINKAGE PlayerEndsGame : public CPackForClient { void applyGs(CGameState * gs) const; PlayerColor player; EVictoryLossCheckResult victoryLossCheckResult; void visitTyped(ICPackVisitor & visitor) override; template void serialize(Handler & h) { h & player; h & victoryLossCheckResult; } }; struct DLL_LINKAGE PlayerReinitInterface : public CPackForClient { void applyGs(CGameState * gs); std::vector players; ui8 playerConnectionId; //PLAYER_AI for AI player void visitTyped(ICPackVisitor & visitor) override; template void serialize(Handler & h) { h & players; h & playerConnectionId; } }; struct DLL_LINKAGE RemoveBonus : public CPackForClient { explicit RemoveBonus(GiveBonus::ETarget Who = GiveBonus::ETarget::OBJECT) :who(Who) { } void applyGs(CGameState * gs); GiveBonus::ETarget who; //who receives bonus VariantIdentifier whoID; //vars to identify bonus: its source BonusSource source; BonusSourceID id; //source id //used locally: copy of removed bonus Bonus bonus; void visitTyped(ICPackVisitor & visitor) override; template void serialize(Handler & h) { 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; void visitTyped(ICPackVisitor & visitor) override; template void serialize(Handler & h) { 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; void visitTyped(ICPackVisitor & visitor) override; template void serialize(Handler & h) { h & player; h & quest; } }; struct DLL_LINKAGE UpdateArtHandlerLists : public CPackForClient { std::map allocatedArtifacts; void applyGs(CGameState * gs) const; void visitTyped(ICPackVisitor & visitor) override; template void serialize(Handler & h) { h & allocatedArtifacts; } }; struct DLL_LINKAGE UpdateMapEvents : public CPackForClient { std::list events; void applyGs(CGameState * gs) const; void visitTyped(ICPackVisitor & visitor) override; template void serialize(Handler & h) { h & events; } }; struct DLL_LINKAGE UpdateCastleEvents : public CPackForClient { ObjectInstanceID town; std::list events; void applyGs(CGameState * gs) const; void visitTyped(ICPackVisitor & visitor) override; template void serialize(Handler & h) { h & town; h & events; } }; struct DLL_LINKAGE ChangeFormation : public CPackForClient { ObjectInstanceID hid; EArmyFormation formation{}; void applyGs(CGameState * gs) const; void visitTyped(ICPackVisitor & visitor) override; template void serialize(Handler & h) { 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); void visitTyped(ICPackVisitor & visitor) override; /// ID of removed object ObjectInstanceID objectID; /// Player that initiated this action, if any PlayerColor initiator; template void serialize(Handler & h) { 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; //h3m format int3 end; std::unordered_set fowRevealed; //revealed tiles std::optional attackedFrom; // Set when stepping into endangered tile. void visitTyped(ICPackVisitor & visitor) override; bool stopMovement() const { return result != SUCCESS && result != EMBARK && result != DISEMBARK && result != TELEPORTATION; } template void serialize(Handler & h) { 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 bid; si16 built = 0; void visitTyped(ICPackVisitor & visitor) override; template void serialize(Handler & h) { h & tid; h & bid; h & built; } }; struct DLL_LINKAGE RazeStructures : public CPackForClient { void applyGs(CGameState * gs); ObjectInstanceID tid; std::set bid; si16 destroyed = 0; void visitTyped(ICPackVisitor & visitor) override; template void serialize(Handler & h) { h & tid; h & bid; h & destroyed; } }; struct DLL_LINKAGE SetAvailableCreatures : public CPackForClient { void applyGs(CGameState * gs) const; ObjectInstanceID tid; std::vector > > creatures; void visitTyped(ICPackVisitor & visitor) override; template void serialize(Handler & h) { h & tid; h & creatures; } }; struct DLL_LINKAGE SetHeroesInTown : public CPackForClient { void applyGs(CGameState * gs) const; ObjectInstanceID tid; //id of town ObjectInstanceID visiting; //id of visiting hero ObjectInstanceID garrison; //id of hero in garrison void visitTyped(ICPackVisitor & visitor) override; template void serialize(Handler & h) { 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; void visitTyped(ICPackVisitor & visitor) override; template void serialize(Handler & h) { 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; void visitTyped(ICPackVisitor & visitor) override; template void serialize(Handler & h) { h & id; h & boatId; h & player; } }; struct DLL_LINKAGE OpenWindow : public Query { EOpenWindowMode window; ObjectInstanceID object; ObjectInstanceID visitor; void visitTyped(ICPackVisitor & visitor) override; template void serialize(Handler & h) { h & queryID; h & window; h & object; h & visitor; } }; struct DLL_LINKAGE NewObject : public CPackForClient { void applyGs(CGameState * gs); /// Object ID to create MapObjectID ID; /// Object secondary ID to create MapObjectSubID subID; /// 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 void visitTyped(ICPackVisitor & visitor) override; template void serialize(Handler & h) { h & ID; subID.serializeIdentifier(h, ID); h & targetPos; h & initiator; } }; struct DLL_LINKAGE SetAvailableArtifacts : public CPackForClient { void applyGs(CGameState * gs) const; //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) ObjectInstanceID id; std::vector arts; void visitTyped(ICPackVisitor & visitor) override; template void serialize(Handler & h) { 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); void visitTyped(ICPackVisitor & visitor) override; template void serialize(Handler & h) { h & army; h & slot; h & count; h & absoluteValue; } }; struct DLL_LINKAGE SetStackType : CGarrisonOperationPack { ObjectInstanceID army; SlotID slot; CreatureID type; void applyGs(CGameState * gs); void visitTyped(ICPackVisitor & visitor) override; template void serialize(Handler & h) { h & army; h & slot; h & type; } }; struct DLL_LINKAGE EraseStack : CGarrisonOperationPack { ObjectInstanceID army; SlotID slot; void applyGs(CGameState * gs); void visitTyped(ICPackVisitor & visitor) override; template void serialize(Handler & h) { h & army; h & slot; } }; struct DLL_LINKAGE SwapStacks : CGarrisonOperationPack { ObjectInstanceID srcArmy; ObjectInstanceID dstArmy; SlotID srcSlot; SlotID dstSlot; void applyGs(CGameState * gs); void visitTyped(ICPackVisitor & visitor) override; template void serialize(Handler & h) { 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); void visitTyped(ICPackVisitor & visitor) override; template void serialize(Handler & h) { 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); void visitTyped(ICPackVisitor & visitor) override; template void serialize(Handler & h) { h & srcArmy; h & dstArmy; h & srcSlot; h & dstSlot; h & count; } }; struct DLL_LINKAGE BulkRebalanceStacks : CGarrisonOperationPack { std::vector moves; void applyGs(CGameState * gs); void visitTyped(ICPackVisitor & visitor) override; template void serialize(Handler & h) { h & moves; } }; struct DLL_LINKAGE BulkSmartRebalanceStacks : CGarrisonOperationPack { std::vector moves; std::vector changes; void applyGs(CGameState * gs); void visitTyped(ICPackVisitor & visitor) override; template void serialize(Handler & h) { h & moves; h & changes; } }; struct DLL_LINKAGE CArtifactOperationPack : CPackForClient { }; struct DLL_LINKAGE PutArtifact : CArtifactOperationPack { PutArtifact() = default; explicit PutArtifact(ArtifactLocation & dst, bool askAssemble = true) : al(dst), askAssemble(askAssemble) { } ArtifactLocation al; bool askAssemble; ConstTransitivePtr art; void applyGs(CGameState * gs); void visitTyped(ICPackVisitor & visitor) override; template void serialize(Handler & h) { h & al; h & askAssemble; h & art; } }; struct DLL_LINKAGE NewArtifact : public CArtifactOperationPack { ConstTransitivePtr art; void applyGs(CGameState * gs); void visitTyped(ICPackVisitor & visitor) override; template void serialize(Handler & h) { h & art; } }; struct DLL_LINKAGE EraseArtifact : CArtifactOperationPack { ArtifactLocation al; void applyGs(CGameState * gs); void visitTyped(ICPackVisitor & visitor) override; template void serialize(Handler & h) { h & al; } }; struct DLL_LINKAGE BulkMoveArtifacts : CArtifactOperationPack { struct LinkedSlots { ArtifactPosition srcPos; ArtifactPosition dstPos; bool askAssemble; LinkedSlots() = default; LinkedSlots(const ArtifactPosition & srcPos, const ArtifactPosition & dstPos, bool askAssemble = false) : srcPos(srcPos) , dstPos(dstPos) , askAssemble(askAssemble) { } template void serialize(Handler & h) { h & srcPos; h & dstPos; h & askAssemble; } }; PlayerColor interfaceOwner; ObjectInstanceID srcArtHolder; ObjectInstanceID dstArtHolder; std::optional srcCreature; std::optional dstCreature; BulkMoveArtifacts() : interfaceOwner(PlayerColor::NEUTRAL) , srcArtHolder(ObjectInstanceID::NONE) , dstArtHolder(ObjectInstanceID::NONE) , srcCreature(std::nullopt) , dstCreature(std::nullopt) { } BulkMoveArtifacts(const PlayerColor & interfaceOwner, const ObjectInstanceID srcArtHolder, const ObjectInstanceID dstArtHolder, bool swap) : interfaceOwner(interfaceOwner) , srcArtHolder(srcArtHolder) , dstArtHolder(dstArtHolder) , srcCreature(std::nullopt) , dstCreature(std::nullopt) { } void applyGs(CGameState * gs); std::vector artsPack0; std::vector artsPack1; void visitTyped(ICPackVisitor & visitor) override; template void serialize(Handler & h) { h & interfaceOwner; h & artsPack0; h & artsPack1; h & srcArtHolder; h & dstArtHolder; h & srcCreature; h & dstCreature; } }; struct DLL_LINKAGE AssembledArtifact : CArtifactOperationPack { ArtifactLocation al; //where assembly will be put const CArtifact * builtArt; void applyGs(CGameState * gs); void visitTyped(ICPackVisitor & visitor) override; template void serialize(Handler & h) { h & al; h & builtArt; } }; struct DLL_LINKAGE DisassembledArtifact : CArtifactOperationPack { ArtifactLocation al; void applyGs(CGameState * gs); void visitTyped(ICPackVisitor & visitor) override; template void serialize(Handler & h) { h & al; } }; struct DLL_LINKAGE HeroVisit : public CPackForClient { PlayerColor player; ObjectInstanceID heroId; ObjectInstanceID objId; bool starting; //false -> ending void applyGs(CGameState * gs); void visitTyped(ICPackVisitor & visitor) override; template void serialize(Handler & h) { 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); void visitTyped(ICPackVisitor & visitor) override; struct Hero { ObjectInstanceID id; //id is a general serial id ui32 move; ui32 mana; template void serialize(Handler & h) { h & id; h & move; h & mana; } bool operator<(const Hero & h)const { return id < h.id; } }; std::set heroes; //updates movement and mana points std::map res; //player ID => resource value[res_id] std::map cres;//creatures to be placed in towns ui32 day = 0; ui8 specialWeek = 0; //weekType CreatureID creatureid; //for creature weeks std::optional newRumor; // only on new weeks NewTurn() = default; template void serialize(Handler & h) { h & heroes; h & cres; h & res; h & day; h & specialWeek; h & creatureid; h & newRumor; } }; struct DLL_LINKAGE InfoWindow : public CPackForClient //103 - displays simple info window { EInfoWindowMode type = EInfoWindowMode::MODAL; MetaString text; std::vector components; PlayerColor player; ui16 soundID = 0; void visitTyped(ICPackVisitor & visitor) override; template void serialize(Handler & h) { h & type; h & text; h & components; h & player; h & soundID; } InfoWindow() = default; }; struct DLL_LINKAGE SetObjectProperty : public CPackForClient { void applyGs(CGameState * gs) const; ObjectInstanceID id; ObjProperty what{}; ObjPropertyID identifier; SetObjectProperty() = default; void visitTyped(ICPackVisitor & visitor) override; template void serialize(Handler & h) { h & id; h & what; h & identifier; } }; 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_GLOBAL, // mark player as one that have visited object of this type VISITOR_REMOVE, // unmark visitor, reversed to ADD VISITOR_CLEAR // clear all visitors from this object (object reset) }; VisitMode 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; void visitTyped(ICPackVisitor & visitor) override; ChangeObjectVisitors() = default; ChangeObjectVisitors(VisitMode mode, const ObjectInstanceID & object, const ObjectInstanceID & heroID = ObjectInstanceID(-1)) : mode(mode) , object(object) , hero(heroID) { } template void serialize(Handler & h) { h & object; h & hero; h & mode; } }; struct DLL_LINKAGE ChangeArtifactsCostume : public CPackForClient { std::map costumeSet; uint32_t costumeIdx = 0; const PlayerColor player = PlayerColor::NEUTRAL; void applyGs(CGameState * gs) const; void visitTyped(ICPackVisitor & visitor) override; ChangeArtifactsCostume() = default; ChangeArtifactsCostume(const PlayerColor & player, const uint32_t costumeIdx) : costumeIdx(costumeIdx) , player(player) { } template void serialize(Handler & h) { h & costumeSet; h & costumeIdx; h & player; } }; struct DLL_LINKAGE HeroLevelUp : public Query { PlayerColor player; ObjectInstanceID heroId; PrimarySkill primskill = PrimarySkill::ATTACK; std::vector skills; void applyGs(CGameState * gs) const; void visitTyped(ICPackVisitor & visitor) override; template void serialize(Handler & h) { h & queryID; h & player; h & heroId; h & primskill; h & skills; } }; struct DLL_LINKAGE CommanderLevelUp : public Query { PlayerColor player; ObjectInstanceID heroId; std::vector skills; //0-5 - secondary skills, val-100 - special skill void applyGs(CGameState * gs) const; void visitTyped(ICPackVisitor & visitor) override; template void serialize(Handler & h) { 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, SAFE_TO_AUTOACCEPT = 4 }; MetaString text; std::vector components; PlayerColor player; ui8 flags = 0; ui16 soundID = 0; bool cancel() const { return flags & ALLOW_CANCEL; } bool selection() const { return flags & SELECTION; } bool safeToAutoaccept() const { return flags & SAFE_TO_AUTOACCEPT; } BlockingDialog(bool yesno, bool Selection) { if(yesno) flags |= ALLOW_CANCEL; if(Selection) flags |= SELECTION; } BlockingDialog() = default; void visitTyped(ICPackVisitor & visitor) override; template void serialize(Handler & h) { h & queryID; h & text; h & components; h & player; h & flags; h & soundID; } }; struct DLL_LINKAGE GarrisonDialog : public Query { ObjectInstanceID objid; ObjectInstanceID hid; bool removableUnits = false; void visitTyped(ICPackVisitor & visitor) override; template void serialize(Handler & h) { h & queryID; h & objid; h & hid; h & removableUnits; } }; struct DLL_LINKAGE ExchangeDialog : public Query { PlayerColor player; ObjectInstanceID hero1; ObjectInstanceID hero2; void visitTyped(ICPackVisitor & visitor) override; template void serialize(Handler & h) { 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; void visitTyped(ICPackVisitor & visitor) override; template void serialize(Handler & h) { 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 objects; void visitTyped(ICPackVisitor & visitor) override; template void serialize(Handler & h) { h & queryID; h & player; h & icon; h & title; h & description; h & objects; } }; struct DLL_LINKAGE AdvmapSpellCast : public CPackForClient { ObjectInstanceID casterID; SpellID spellID; template void serialize(Handler & h) { h & casterID; h & spellID; } protected: void visitTyped(ICPackVisitor & visitor) override; }; struct DLL_LINKAGE ShowWorldViewEx : public CPackForClient { PlayerColor player; bool showTerrain; // TODO: send terrain state std::vector objectPositions; template void serialize(Handler & h) { h & player; h & showTerrain; h & objectPositions; } protected: void visitTyped(ICPackVisitor & visitor) override; }; struct DLL_LINKAGE PlayerMessageClient : public CPackForClient { PlayerMessageClient() = default; PlayerMessageClient(const PlayerColor & Player, std::string Text) : player(Player) , text(std::move(Text)) { } void visitTyped(ICPackVisitor & visitor) override; PlayerColor player; std::string text; template void serialize(Handler & h) { h & player; h & text; } }; struct DLL_LINKAGE CenterView : public CPackForClient { PlayerColor player; int3 pos; ui32 focusTime = 0; //ms void visitTyped(ICPackVisitor & visitor) override; template void serialize(Handler & h) { h & pos; h & player; h & focusTime; } }; VCMI_LIB_NAMESPACE_END