#pragma once #include "NetPacksBase.h" #include "battle/BattleAction.h" #include "mapObjects/CGHeroInstance.h" #include "ConstTransitivePtr.h" #include "int3.h" #include "ResourceSet.h" #include "CGameStateFwd.h" #include "mapping/CMapDefines.h" #include "battle/CObstacleInstance.h" #include "spells/ViewSpellInt.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; struct StackLocation; struct ArtSlotInfo; struct QuestInfo; class CMapInfo; struct StartInfo; struct CPackForClient : public CPack { CPackForClient(){}; 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 { PlayerColor player; CConnection *c; CGameState* GS(CGameHandler *gh); CPackForServer(): player(PlayerColor::NEUTRAL), c(nullptr) { } bool applyGh(CGameHandler *gh) //called after applying to gs { logGlobal->errorStream() << "Should not happen... applying plain CPackForServer"; return false; } }; struct Query : public CPackForClient { QueryID queryID; // equals to -1 if it is not an actual query (and should not be answered) Query() { } }; struct StackLocation { ConstTransitivePtr army; SlotID slot; StackLocation() {} StackLocation(const CArmedInstance *Army, SlotID 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 { PackageApplied() : result(0), packType(0),requestID(0) {} PackageApplied(ui8 Result) : result(Result), packType(0), requestID(0) {} 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 PlayerColor player; template void serialize(Handler &h, const int version) { h & result & packType & requestID & player; } }; struct SystemMessage : public CPackForClient { SystemMessage(const std::string & Text) : text(Text){} SystemMessage(){} void applyCl(CClient *cl); std::string text; template void serialize(Handler &h, const int version) { h & text; } }; struct PlayerBlocked : public CPackForClient { PlayerBlocked() : reason(UPCOMING_BATTLE), startOrEnd(BLOCKADE_STARTED) {} void applyCl(CClient *cl); enum EReason { UPCOMING_BATTLE, ONGOING_MOVEMENT }; enum EMode { BLOCKADE_STARTED, BLOCKADE_ENDED }; EReason reason; EMode startOrEnd; PlayerColor player; template void serialize(Handler &h, const int version) { h & reason & startOrEnd & player; } }; struct PlayerCheated : public CPackForClient { PlayerCheated() : losingCheatCode(false), winningCheatCode(false) {} DLL_LINKAGE void applyGs(CGameState *gs); PlayerColor player; bool losingCheatCode; bool winningCheatCode; template void serialize(Handler &h, const int version) { h & player & losingCheatCode & winningCheatCode; } }; struct YourTurn : public CPackForClient { YourTurn(){} void applyCl(CClient *cl); DLL_LINKAGE void applyGs(CGameState *gs); PlayerColor player; boost::optional daysWithoutCastle; template void serialize(Handler &h, const int version) { h & player & daysWithoutCastle; } }; struct SetResources : public CPackForClient { SetResources():abs(true){}; void applyCl(CClient *cl); DLL_LINKAGE void applyGs(CGameState *gs); bool abs; //false - changes by value; 1 - sets to value PlayerColor player; TResources res; //res[resid] => res amount template void serialize(Handler &h, const int version) { h & abs & player & res; } }; struct SetPrimSkill : public CPackForClient { SetPrimSkill() : abs(0), which(PrimarySkill::ATTACK), val(0) {} void applyCl(CClient *cl); DLL_LINKAGE void applyGs(CGameState *gs); ui8 abs; //0 - changes by value; 1 - sets to value ObjectInstanceID id; PrimarySkill::PrimarySkill which; si64 val; template void serialize(Handler &h, const int version) { h & abs & id & which & val; } }; struct SetSecSkill : public CPackForClient { SetSecSkill() : abs(0), val(0) {} void applyCl(CClient *cl); DLL_LINKAGE void applyGs(CGameState *gs); ui8 abs; //0 - changes by value; 1 - sets to value ObjectInstanceID id; SecondarySkill which; ui16 val; template void serialize(Handler &h, const int version) { h & abs & id & which & val; } }; struct HeroVisitCastle : public CPackForClient { HeroVisitCastle(){flags=0;}; void applyCl(CClient *cl); DLL_LINKAGE void applyGs(CGameState *gs); ui8 flags; //1 - start ObjectInstanceID tid, hid; bool start() //if hero is entering castle (if false - leaving) { return flags & 1; } template void serialize(Handler &h, const int version) { h & flags & tid & hid; } }; struct ChangeSpells : public CPackForClient { ChangeSpells():learn(1){} void applyCl(CClient *cl); DLL_LINKAGE void applyGs(CGameState *gs); ui8 learn; //1 - gives spell, 0 - takes ObjectInstanceID hid; std::set spells; template void serialize(Handler &h, const int version) { h & learn & hid & spells; } }; struct SetMana : public CPackForClient { SetMana(){val = 0; absolute=true;} void applyCl(CClient *cl); DLL_LINKAGE void applyGs(CGameState *gs); ObjectInstanceID hid; si32 val; bool absolute; template void serialize(Handler &h, const int version) { h & val & hid & absolute; } }; struct SetMovePoints : public CPackForClient { SetMovePoints(){val = 0; absolute=true;} void applyCl(CClient *cl); DLL_LINKAGE void applyGs(CGameState *gs); ObjectInstanceID hid; si32 val; bool absolute; template void serialize(Handler &h, const int version) { h & val & hid & absolute; } }; struct FoWChange : public CPackForClient { FoWChange(){mode = 0; waitForDialogs = false;} void applyCl(CClient *cl); DLL_LINKAGE void applyGs(CGameState *gs); std::unordered_set tiles; PlayerColor player; ui8 mode; //mode==0 - hide, mode==1 - reveal bool waitForDialogs; template void serialize(Handler &h, const int version) { h & tiles & player & mode & waitForDialogs; } }; struct SetAvailableHeroes : public CPackForClient { SetAvailableHeroes() { for (int i = 0; i < GameConstants::AVAILABLE_HEROES_PER_PLAYER; i++) army[i].clear(); } void applyCl(CClient *cl); DLL_LINKAGE void applyGs(CGameState *gs); PlayerColor 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 { GiveBonus(ui8 Who = 0) { who = Who; id = 0; } void applyCl(CClient *cl); DLL_LINKAGE void applyGs(CGameState *gs); enum {HERO, PLAYER, TOWN}; ui8 who; //who receives bonus, uses enum above si32 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; assert( id != -1); } }; struct ChangeObjPos : public CPackForClient { ChangeObjPos() { flags = 0; } void applyFirstCl(CClient *cl); void applyCl(CClient *cl); DLL_LINKAGE void applyGs(CGameState *gs); ObjectInstanceID 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 { PlayerEndsGame() { } void applyCl(CClient *cl); DLL_LINKAGE void applyGs(CGameState *gs); PlayerColor player; EVictoryLossCheckResult victoryLossCheckResult; template void serialize(Handler &h, const int version) { h & player & victoryLossCheckResult; } }; struct RemoveBonus : public CPackForClient { RemoveBonus(ui8 Who = 0) { who = Who; whoID = 0; source = 0; id = 0; } 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 { UpdateCampaignState(){} std::shared_ptr camp; void applyCl(CClient *cl); template void serialize(Handler &h, const int version) { h & camp; } }; struct SetCommanderProperty : public CPackForClient { enum ECommanderProperty {ALIVE, BONUS, SECONDARY_SKILL, EXPERIENCE, SPECIAL_SKILL}; SetCommanderProperty() :which(ALIVE), amount(0), additionalInfo(0) {} void applyCl(CClient *cl){}; DLL_LINKAGE void applyGs(CGameState *gs); ObjectInstanceID heroid; //for commander attached to hero StackLocation sl; //for commander not on the hero? ECommanderProperty which; TExpType 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 { AddQuest(){}; void applyCl(CClient *cl){}; DLL_LINKAGE void applyGs(CGameState *gs); PlayerColor player; QuestInfo quest; template void serialize(Handler &h, const int version) { h & player & quest; } }; struct PrepareForAdvancingCampaign : public CPackForClient { PrepareForAdvancingCampaign(){} void applyCl(CClient *cl); template void serialize(Handler &h, const int version) { } }; struct UpdateArtHandlerLists : public CPackForClient { UpdateArtHandlerLists(){} std::vector treasures, minors, majors, relics; DLL_LINKAGE void applyGs(CGameState *gs); template void serialize(Handler &h, const int version) { h & treasures & minors & majors & relics; } }; struct UpdateMapEvents : public CPackForClient { UpdateMapEvents(){} std::list events; DLL_LINKAGE void applyGs(CGameState *gs); template void serialize(Handler &h, const int version) { h & events; } }; struct UpdateCastleEvents : public CPackForClient { UpdateCastleEvents(){} ObjectInstanceID town; std::list events; DLL_LINKAGE void applyGs(CGameState *gs); template void serialize(Handler &h, const int version) { h & town & events; } }; struct ChangeFormation : public CPackForClient { ChangeFormation():formation(0){} ObjectInstanceID hid; ui8 formation; DLL_LINKAGE void applyGs(CGameState *gs); template void serialize(Handler &h, const int version) { h & hid & formation; } }; struct RemoveObject : public CPackForClient { RemoveObject(){} RemoveObject(ObjectInstanceID ID){id = ID;}; void applyFirstCl(CClient *cl); void applyCl(CClient *cl); DLL_LINKAGE void applyGs(CGameState *gs); ObjectInstanceID id; template void serialize(Handler &h, const int version) { h & id; } }; struct TryMoveHero : public CPackForClient { TryMoveHero() : movePoints(0), result(FAILED), humanKnows(false) {} void applyFirstCl(CClient *cl); void applyCl(CClient *cl); void applyGs(CGameState *gs); enum EResult { FAILED, SUCCESS, TELEPORTATION, RESERVED___, BLOCKING_VISIT, EMBARK, DISEMBARK }; ObjectInstanceID id; ui32 movePoints; EResult result; //uses EResult int3 start, end; //h3m format std::unordered_set fowRevealed; //revealed tiles boost::optional 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 NewStructures : public CPackForClient { NewStructures():builded(0){} void applyCl(CClient *cl); DLL_LINKAGE void applyGs(CGameState *gs); ObjectInstanceID tid; std::set bid; si16 builded; template void serialize(Handler &h, const int version) { h & tid & bid & builded; } }; struct RazeStructures : public CPackForClient { RazeStructures():destroyed(0){} void applyCl (CClient *cl); DLL_LINKAGE void applyGs(CGameState *gs); ObjectInstanceID tid; std::set bid; si16 destroyed; template void serialize(Handler &h, const int version) { h & tid & bid & destroyed; } }; struct SetAvailableCreatures : public CPackForClient { SetAvailableCreatures(){} void applyCl(CClient *cl); DLL_LINKAGE void applyGs(CGameState *gs); ObjectInstanceID tid; std::vector > > creatures; template void serialize(Handler &h, const int version) { h & tid & creatures; } }; struct SetHeroesInTown : public CPackForClient { SetHeroesInTown(){} void applyCl(CClient *cl); DLL_LINKAGE void applyGs(CGameState *gs); ObjectInstanceID tid, visiting, garrison; //id of town, visiting hero, hero in garrison template void serialize(Handler &h, const int version) { h & tid & visiting & garrison; } }; struct HeroRecruited : public CPackForClient { HeroRecruited():hid(-1){} void applyCl(CClient *cl); DLL_LINKAGE void applyGs(CGameState *gs); si32 hid;//subID of hero ObjectInstanceID tid; int3 tile; PlayerColor player; template void serialize(Handler &h, const int version) { h & hid & tid & tile & player; } }; struct GiveHero : public CPackForClient { GiveHero(){} void applyFirstCl(CClient *cl); void applyCl(CClient *cl); DLL_LINKAGE void applyGs(CGameState *gs); ObjectInstanceID id; //object id PlayerColor player; template void serialize(Handler &h, const int version) { h & id & player; } }; struct OpenWindow : public CPackForClient { OpenWindow():id1(-1),id2(-1){} 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; si32 id1, id2; template void serialize(Handler &h, const int version) { h & window & id1 & id2; } }; struct NewObject : public CPackForClient { NewObject():subID(0){} void applyCl(CClient *cl); DLL_LINKAGE void applyGs(CGameState *gs); Obj ID; ui32 subID; int3 pos; ObjectInstanceID id; //used locally, filled during applyGs template void serialize(Handler &h, const int version) { h & ID & subID & pos; } }; struct SetAvailableArtifacts : public CPackForClient { SetAvailableArtifacts():id(0){} 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 { NewArtifact(){} //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 { 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 { StackLocation sl; const 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 { 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 { 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 { 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 { 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; } }; struct GetEngagedHeroIds : boost::static_visitor> { boost::optional operator()(const ConstTransitivePtr &h) const { return h->id; } boost::optional operator()(const ConstTransitivePtr &s) const { if(s->armyObj && s->armyObj->ID == Obj::HERO) return s->armyObj->id; return boost::optional(); } }; struct PutArtifact : CArtifactOperationPack { 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 { 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 { 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 { ArtifactLocation al; //where assembly will be put CArtifact *builtArt; 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 { 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 { const CGHeroInstance *hero; const CGObjectInstance *obj; PlayerColor player; //if hero was killed during the visit, its color is already reset 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 & player & starting; } }; struct NewTurn : public CPackForClient { enum weekType {NORMAL, DOUBLE_GROWTH, BONUS_GROWTH, DEITYOFFIRE, PLAGUE, NO_ACTION}; void applyCl(CClient *cl); DLL_LINKAGE void applyGs(CGameState *gs); struct Hero { ObjectInstanceID id; ui32 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::map res; //player ID => resource value[res_id] std::map cres;//creatures to be placed in towns ui32 day; ui8 specialWeek; //weekType CreatureID creatureid; //for creature weeks NewTurn():day(0),specialWeek(0){}; template void serialize(Handler &h, const int version) { h & heroes & cres & res & day & specialWeek & creatureid; } }; struct InfoWindow : public CPackForClient //103 - displays simple info window { void applyCl(CClient *cl); MetaString text; std::vector components; PlayerColor player; ui16 soundID; template void serialize(Handler &h, const int version) { h & text & components & player & soundID; } InfoWindow() { soundID = 0; } }; namespace ObjProperty { enum {OWNER = 1, BLOCKVIS = 2, PRIMARY_STACK_COUNT = 3, VISITORS = 4, VISITED = 5, ID = 6, AVAILABLE_CREATURE = 7, SUBID = 8, MONSTER_COUNT = 10, MONSTER_POWER = 11, MONSTER_EXP = 12, MONSTER_RESTORE_TYPE = 13, MONSTER_REFUSED_JOIN, //town-specific STRUCTURE_ADD_VISITING_HERO, STRUCTURE_CLEAR_VISITORS, STRUCTURE_ADD_GARRISONED_HERO, //changing buildings state BONUS_VALUE_FIRST, BONUS_VALUE_SECOND, //used in Rampart for special building that generates resources (storing resource type and quantity) //creature-bank specific BANK_DAYCOUNTER, BANK_RESET, BANK_CLEAR, //object with reward REWARD_RESET, REWARD_SELECT }; } struct SetObjectProperty : public CPackForClient { DLL_LINKAGE void applyGs(CGameState *gs); void applyCl(CClient *cl); ObjectInstanceID id; ui8 what; // see ObjProperty enum ui32 val; SetObjectProperty():what(0),val(0){} SetObjectProperty(ObjectInstanceID ID, ui8 What, ui32 Val):id(ID),what(What),val(Val){}; template void serialize(Handler &h, const int version) { h & id & what & val; } }; struct ChangeObjectVisitors : public CPackForClient { enum VisitMode { VISITOR_ADD, // mark hero as one that have visited this object VISITOR_ADD_TEAM, // mark team as one that have visited this object VISITOR_REMOVE, // unmark visitor, reversed to ADD VISITOR_CLEAR // clear all visitors from this object (object reset) }; ui32 mode; // uses VisitMode enum ObjectInstanceID object; ObjectInstanceID hero; // note: hero owner will be also marked as "visited" this object DLL_LINKAGE void applyGs(CGameState *gs); ChangeObjectVisitors() : mode(VISITOR_CLEAR) {} ChangeObjectVisitors(ui32 mode, ObjectInstanceID object, ObjectInstanceID heroID = ObjectInstanceID(-1)): mode(mode), object(object), hero(heroID) {} template void serialize(Handler &h, const int version) { h & object & hero & mode; } }; struct PrepareHeroLevelUp : public CPackForClient { DLL_LINKAGE void applyGs(CGameState *gs); const CGHeroInstance *hero; /// Do not serialize, used by server only std::vector skills; PrepareHeroLevelUp():hero(nullptr){} template void serialize(Handler &h, const int version) { h & hero; } }; struct HeroLevelUp : public Query { void applyCl(CClient *cl); DLL_LINKAGE void applyGs(CGameState *gs); const CGHeroInstance *hero; PrimarySkill::PrimarySkill primskill; std::vector skills; HeroLevelUp():hero(nullptr),primskill(PrimarySkill::ATTACK){} template void serialize(Handler &h, const int version) { h & queryID & hero & primskill & skills; } }; struct CommanderLevelUp : public Query { void applyCl(CClient *cl); DLL_LINKAGE void applyGs(CGameState *gs); const CGHeroInstance *hero; std::vector skills; //0-5 - secondary skills, val-100 - special skill CommanderLevelUp():hero(nullptr){} template void serialize(Handler &h, const int version) { h & queryID & hero & 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 { enum {ALLOW_CANCEL = 1, SELECTION = 2}; void applyCl(CClient *cl); MetaString text; std::vector components; PlayerColor player; ui8 flags; ui16 soundID; bool cancel() const { return flags & ALLOW_CANCEL; } bool selection() const { return flags & SELECTION; } BlockingDialog(bool yesno, bool Selection) { flags = 0; soundID = 0; if(yesno) flags |= ALLOW_CANCEL; if(Selection) flags |= SELECTION; } BlockingDialog() { flags = 0; soundID = 0; }; void addResourceComponents(TResources resources) { for(TResources::nziterator i(resources); i.valid(); i++) components.push_back(Component(Component::RESOURCE, i->resType, i->resVal, 0)); } template void serialize(Handler &h, const int version) { h & queryID & text & components & player & flags & soundID; } }; struct GarrisonDialog : public Query { GarrisonDialog():removableUnits(false){} void applyCl(CClient *cl); ObjectInstanceID objid, hid; bool removableUnits; template void serialize(Handler &h, const int version) { h & queryID & objid & hid & removableUnits; } }; struct ExchangeDialog : public Query { ExchangeDialog() { heroes = {nullptr,nullptr}; } void applyCl(CClient *cl); std::array heroes; template void serialize(Handler &h, const int version) { h & queryID & heroes; } }; struct TeleportDialog : public Query { TeleportDialog() : hero(nullptr), impassable(false) {} TeleportDialog(const CGHeroInstance *Hero, TeleportChannelID Channel) : hero(Hero), channel(Channel), impassable(false) {} void applyCl(CClient *cl); const CGHeroInstance *hero; TeleportChannelID channel; TTeleportExitsList exits; bool impassable; template void serialize(Handler &h, const int version) { h & queryID & hero & channel & exits & impassable; } }; struct BattleInfo; struct BattleStart : public CPackForClient { BattleStart() :info(nullptr) {} void applyFirstCl(CClient *cl); 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 { BattleNextRound():round(0){}; 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 { BattleSetActiveStack() { stack = 0; askPlayerInterface = true; } void applyCl(CClient *cl); DLL_LINKAGE void applyGs(CGameState *gs); ui32 stack; ui8 askPlayerInterface; template void serialize(Handler &h, const int version) { h & stack & askPlayerInterface; } }; struct BattleResult : public CPackForClient { enum EResult {NORMAL = 0, ESCAPE = 1, SURRENDER = 2}; BattleResult() : result(NORMAL), winner(2) { exp[0] = 0; exp[1] = 0; }; void applyFirstCl(CClient *cl); void applyGs(CGameState *gs); EResult result; ui8 winner; //0 - attacker, 1 - defender, [2 - draw (should be possible?)] std::map casualties[2]; //first => casualties of attackers - map crid => number TExpType 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 { ui32 stack; std::vector tilesToMove; ui8 distance, teleporting; BattleStackMoved() :stack(0), distance(0), teleporting(0) {}; void applyFirstCl(CClient *cl); void applyGs(CGameState *gs); template void serialize(Handler &h, const int version) { h & stack & tilesToMove & distance; } }; struct StacksHealedOrResurrected : public CPackForClient { StacksHealedOrResurrected() :lifeDrain(false), tentHealing(false), drainedFrom(0), cure(false), canOverheal(false) {} DLL_LINKAGE void applyGs(CGameState *gs); void applyCl(CClient *cl); struct HealInfo { ui32 stackID; ui32 healedHP; bool 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; bool lifeDrain; //if true, this heal is an effect of life drain or soul steal bool tentHealing; //if true, than it's healing via First Aid Tent si32 drainedFrom; //if life drain or soul steal - then stack life was drain from, if tentHealing - stack that is a healer bool cure; //archangel cast also remove negative effects bool canOverheal; //to allow healing over initial stack amount template void serialize(Handler &h, const int version) { h & healedStacks & lifeDrain & tentHealing & drainedFrom; h & cure & canOverheal; } }; struct BattleStackAttacked : public CPackForClient { BattleStackAttacked(): stackAttacked(0), attackerID(0), newAmount(0), newHP(0), killedAmount(0), damageAmount(0), flags(0), effect(0), spellID(SpellID::NONE) {}; 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/*deprecated */, SECONDARY = 4, REBIRTH = 8, CLONE_KILLED = 16, SPELL_EFFECT = 32 /*, BONUS_EFFECT = 64 */}; ui32 flags; //uses EFlags (above) ui32 effect; //set only if flag EFFECT is set SpellID spellID; //only if flag SPELL_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; } ///Attacked with spell (SPELL_LIKE_ATTACK) bool isSpell() const { return flags & SPELL_EFFECT; } bool willRebirth() const//resurrection, e.g. Phoenix { 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; h & spellID; } bool operator<(const BattleStackAttacked &b) const { return stackAttacked < b.stackAttacked; } }; struct BattleAttack : public CPackForClient { BattleAttack() : stackAttacking(0), flags(0), spellID(SpellID::NONE) {}; void applyFirstCl(CClient *cl); DLL_LINKAGE void applyGs(CGameState *gs); void applyCl(CClient *cl); std::vector bsa; ui32 stackAttacking; ui32 flags; //uses Eflags (below) enum EFlags{SHOT = 1, COUNTER = 2, LUCKY = 4, UNLUCKY = 8, BALLISTA_DOUBLE_DMG = 16, DEATH_BLOW = 32, SPELL_LIKE = 64}; SpellID spellID; //for SPELL_LIKE bool shot() const//distance attack - decrease number of shots { return flags & SHOT; } bool counter() const//is it counterattack? { return flags & COUNTER; } bool lucky() const { return flags & LUCKY; } bool unlucky() const { return flags & UNLUCKY; } bool ballistaDoubleDmg() const //if it's ballista attack and does double dmg { return flags & BALLISTA_DOUBLE_DMG; } bool deathBlow() const { return flags & DEATH_BLOW; } bool spellLike() const { return flags & SPELL_LIKE; } template void serialize(Handler &h, const int version) { h & bsa & stackAttacking & flags & spellID; } }; struct StartAction : public CPackForClient { StartAction(){}; StartAction(const BattleAction &act){ba = act; }; 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 { EndAction(){}; void applyCl(CClient *cl); template void serialize(Handler &h, const int version) { } }; struct BattleSpellCast : public CPackForClient { ///custom effect (resistance, reflection, etc) struct CustomEffect { /// WoG AC format ui32 effect; ui32 stack; template void serialize(Handler &h, const int version) { h & effect & stack; } }; BattleSpellCast() { side = 0; id = 0; skill = 0; manaGained = 0; casterStack = -1; castByHero = true; }; DLL_LINKAGE 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 ui8 manaGained; //mana channeling ability BattleHex tile; //destination tile (may not be set in some global/mass spells std::vector customEffects; std::set affectedCres; //ids of creatures affected by this spell, generally used if spell does not set any effect (like dispel or cure) si32 casterStack;// -1 if not cated by creature, >=0 caster stack ID bool castByHero; //if true - spell has been cast by hero, otherwise by a creature std::vector battleLog; template void serialize(Handler &h, const int version) { h & side & id & skill & manaGained & tile & customEffects & affectedCres & casterStack & castByHero; h & battleLog; } }; struct SetStackEffect : public CPackForClient { SetStackEffect(){}; DLL_LINKAGE void applyGs(CGameState *gs); void applyCl(CClient *cl); std::vector stacks; //affected stacks (IDs) //regular effects std::vector effect; //bonuses to apply std::vector > uniqueBonuses; //bonuses per single stack //cumulative effects std::vector cumulativeEffects; //bonuses to apply std::vector > cumulativeUniqueBonuses; //bonuses per single stack template void serialize(Handler &h, const int version) { h & stacks & effect & uniqueBonuses; h & cumulativeEffects & cumulativeUniqueBonuses; } }; struct StacksInjured : public CPackForClient { StacksInjured(){} 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 { BattleResultsApplied(){} PlayerColor player1, player2; void applyCl(CClient *cl); template void serialize(Handler &h, const int version) { h & player1 & player2; } }; struct ObstaclesRemoved : public CPackForClient { ObstaclesRemoved(){} 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 ELF_VISIBILITY CatapultAttack : public CPackForClient { struct AttackInfo { si16 destinationTile; ui8 attackedPart; ui8 damageDealt; DLL_LINKAGE std::string toString() const; template void serialize(Handler &h, const int version) { h & destinationTile & attackedPart & damageDealt; } }; DLL_LINKAGE CatapultAttack(); DLL_LINKAGE ~CatapultAttack(); DLL_LINKAGE void applyGs(CGameState *gs); void applyCl(CClient *cl); DLL_LINKAGE std::string toString() const override; std::vector< AttackInfo > attackedParts; int attacker; //if -1, then a spell caused this template void serialize(Handler &h, const int version) { h & attackedParts & attacker; } }; DLL_LINKAGE std::ostream & operator<<(std::ostream & out, const CatapultAttack::AttackInfo & attackInfo); struct BattleStacksRemoved : public CPackForClient { BattleStacksRemoved(){} DLL_LINKAGE void applyGs(CGameState *gs); void applyFirstCl(CClient *cl);//inform client before stack objects are destroyed std::set stackIDs; //IDs of removed stacks template void serialize(Handler &h, const int version) { h & stackIDs; } }; struct BattleStackAdded : public CPackForClient { BattleStackAdded() : side(0), amount(0), pos(0), summoned(0), newStackID(0) {}; DLL_LINKAGE void applyGs(CGameState *gs); void applyCl(CClient *cl); ui8 side; CreatureID creID; int amount; int pos; int summoned; //if true, remove it afterwards ///Actual stack ID, set on apply, do not serialize int newStackID; template void serialize(Handler &h, const int version) { h & side & creID & amount & pos & summoned; } }; struct BattleSetStackProperty : public CPackForClient { BattleSetStackProperty() : stackID(0), which(CASTS), val(0), absolute(0) {}; enum BattleStackProperty {CASTS, ENCHANTER_COUNTER, UNBIND, CLONED, HAS_CLONE}; DLL_LINKAGE void applyGs(CGameState *gs); int stackID; BattleStackProperty which; int val; int absolute; template void serialize(Handler &h, const int version) { h & stackID & which & val & absolute; } }; ///activated at the beginning of turn struct BattleTriggerEffect : public CPackForClient { BattleTriggerEffect() : stackID(0), effect(0), val(0), additionalInfo(0) {}; DLL_LINKAGE void applyGs(CGameState *gs); //effect void applyCl(CClient *cl); //play animations & stuff int stackID; int effect; //use corresponding Bonus type int val; int additionalInfo; template void serialize(Handler &h, const int version) { h & stackID & effect & val & additionalInfo; } }; struct BattleObstaclePlaced : public CPackForClient { BattleObstaclePlaced(){}; DLL_LINKAGE void applyGs(CGameState *gs); //effect void applyCl(CClient *cl); //play animations & stuff std::shared_ptr obstacle; template void serialize(Handler &h, const int version) { h & obstacle; } }; struct BattleUpdateGateState : public CPackForClient { BattleUpdateGateState():state(EGateState::NONE){}; void applyFirstCl(CClient *cl); DLL_LINKAGE void applyGs(CGameState *gs); EGateState state; template void serialize(Handler &h, const int version) { h & state; } }; struct ShowInInfobox : public CPackForClient { ShowInInfobox(){}; PlayerColor 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 { AdvmapSpellCast():caster(nullptr){} const CGHeroInstance * caster;//todo: replace with ObjectInstanceID SpellID spellID; void applyCl(CClient *cl); template void serialize(Handler &h, const int version) { h & caster & spellID; } }; struct ShowWorldViewEx : public CPackForClient { PlayerColor player; std::vector objectPositions; ShowWorldViewEx(){} void applyCl(CClient *cl); template void serialize(Handler &h, const int version) { h & player & objectPositions; } }; /***********************************************************************************************************/ struct CommitPackage : public CPackForServer { bool freePack; //for local usage, DO NOT serialize bool applyGh(CGameHandler *gh); CPackForClient *packToCommit; CommitPackage() { freePack = true; packToCommit = nullptr; } ~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 LeaveGame : 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(ObjectInstanceID HID) : hid(HID) {}; ObjectInstanceID hid; bool applyGh(CGameHandler *gh); template void serialize(Handler &h, const int version) { h & hid; } }; struct MoveHero : public CPackForServer { MoveHero():transit(false){}; MoveHero(const int3 &Dest, ObjectInstanceID HID, bool Transit) : dest(Dest), hid(HID), transit(Transit) {}; int3 dest; ObjectInstanceID hid; bool transit; bool applyGh(CGameHandler *gh); template void serialize(Handler &h, const int version) { h & dest & hid & transit; } }; struct CastleTeleportHero : public CPackForServer { CastleTeleportHero():source(0){}; CastleTeleportHero(const ObjectInstanceID HID, ObjectInstanceID Dest, ui8 Source ) : dest(Dest), hid(HID), source(Source){}; ObjectInstanceID dest; ObjectInstanceID 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():what(0), val(0){}; ArrangeStacks(ui8 W, SlotID P1, SlotID P2, ObjectInstanceID ID1, ObjectInstanceID ID2, si32 VAL) :what(W),p1(P1),p2(P2),id1(ID1),id2(ID2),val(VAL) {}; ui8 what; //1 - swap; 2 - merge; 3 - split SlotID p1, p2; //positions of first and second stack ObjectInstanceID id1, id2; //ids of objects with garrison si32 val; 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(SlotID Pos, ObjectInstanceID ID):pos(Pos),id(ID){}; SlotID pos; //stack pos ObjectInstanceID id; //object id bool applyGh(CGameHandler *gh); template void serialize(Handler &h, const int version) { h & pos & id; } }; struct BuildStructure : public CPackForServer { BuildStructure(){}; BuildStructure(ObjectInstanceID TID, BuildingID BID):tid(TID), bid(BID){}; ObjectInstanceID tid; //town id BuildingID bid; //structure id bool applyGh(CGameHandler *gh); template void serialize(Handler &h, const int version) { h & tid & bid; } }; struct RazeStructure : public BuildStructure { RazeStructure(){}; bool applyGh(CGameHandler *gh); }; struct RecruitCreatures : public CPackForServer { RecruitCreatures():amount(0), level(0){}; RecruitCreatures(ObjectInstanceID TID, ObjectInstanceID DST, CreatureID CRID, si32 Amount, si32 Level): tid(TID), dst(DST), crid(CRID), amount(Amount), level(Level){}; ObjectInstanceID tid; //dwelling id, or town ObjectInstanceID dst; //destination ID, e.g. hero CreatureID crid; ui32 amount;//creature 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 & dst & crid & amount & level; } }; struct UpgradeCreature : public CPackForServer { UpgradeCreature(){}; UpgradeCreature(SlotID Pos, ObjectInstanceID ID, CreatureID CRID):pos(Pos),id(ID), cid(CRID){}; SlotID pos; //stack pos ObjectInstanceID id; //object id CreatureID cid; //id of type to which we want make upgrade bool applyGh(CGameHandler *gh); template void serialize(Handler &h, const int version) { h & pos & id & cid; } }; struct GarrisonHeroSwap : public CPackForServer { GarrisonHeroSwap(){}; GarrisonHeroSwap(ObjectInstanceID TID):tid(TID){}; ObjectInstanceID 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():assemble(false){}; AssembleArtifacts(ObjectInstanceID _heroID, ArtifactPosition _artifactSlot, bool _assemble, ArtifactID _assembleTo) : heroID(_heroID), artifactSlot(_artifactSlot), assemble(_assemble), assembleTo(_assembleTo){}; ObjectInstanceID heroID; ArtifactPosition artifactSlot; bool assemble; // True to assemble artifact, false to disassemble. ArtifactID 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(ObjectInstanceID HID, ArtifactID AID):hid(HID),aid(AID){}; ObjectInstanceID hid; ArtifactID aid; bool applyGh(CGameHandler *gh); template void serialize(Handler &h, const int version) { h & hid & aid; } }; struct TradeOnMarketplace : public CPackForServer { TradeOnMarketplace() :market(nullptr), hero(nullptr), mode(EMarketMode::RESOURCE_RESOURCE), r1(0), r2(0), val(0) {}; const CGObjectInstance *market; //todo: replace with ObjectInstanceID const CGHeroInstance *hero; //needed when trading artifacts / creatures EMarketMode::EMarketMode mode; 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():formation(0){}; SetFormation(ObjectInstanceID HID, ui8 Formation):hid(HID),formation(Formation){}; ObjectInstanceID hid; ui8 formation; bool applyGh(CGameHandler *gh); template void serialize(Handler &h, const int version) { h & hid & formation; } }; struct HireHero : public CPackForServer { HireHero():hid(0){}; HireHero(si32 HID, ObjectInstanceID TID):hid(HID),tid(TID){}; si32 hid; //available hero serial ObjectInstanceID tid; //town (tavern) id PlayerColor player; bool applyGh(CGameHandler *gh); template void serialize(Handler &h, const int version) { h & hid & tid & player; } }; struct BuildBoat : public CPackForServer { BuildBoat(){}; ObjectInstanceID 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():answer(0){}; QueryReply(QueryID QID, ui32 Answer):qid(QID),answer(Answer){}; QueryID qid; ui32 answer; //hero and artifact id PlayerColor 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(){} ObjectInstanceID id; //digging hero id bool applyGh(CGameHandler *gh); template void serialize(Handler &h, const int version) { h & id; } }; struct CastAdvSpell : public CPackForServer { CastAdvSpell(){} ObjectInstanceID hid; //hero id SpellID 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 { PlayerMessage(){}; PlayerMessage(PlayerColor Player, const std::string &Text, ObjectInstanceID obj) :player(Player),text(Text), currObj(obj) {}; void applyCl(CClient *cl); void applyGs(CGameState *gs){}; bool applyGh(CGameHandler *gh); PlayerColor player; std::string text; ObjectInstanceID currObj; // optional parameter that specifies current object. For cheats :) template void serialize(Handler &h, const int version) { h & text & player & currObj; } }; struct CenterView : public CPackForClient { CenterView():focusTime(0){}; void applyCl(CClient *cl); PlayerColor 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) {} // 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 ELF_VISIBILITY SelectMap : public CPregamePackToPropagate { const CMapInfo *mapInfo; bool free;//local flag, do not serialize DLL_LINKAGE SelectMap(const CMapInfo &src); DLL_LINKAGE SelectMap(); DLL_LINKAGE ~SelectMap(); void apply(CSelectionScreen *selScreen); //that functions are implemented in CPreGame.cpp template void serialize(Handler &h, const int version) { h & mapInfo; } }; struct ELF_VISIBILITY UpdateStartOptions : public CPregamePackToPropagate { StartInfo *options; bool free;//local flag, do not serialize void apply(CSelectionScreen *selScreen); //that functions are implemented in CPreGame.cpp DLL_LINKAGE UpdateStartOptions(StartInfo &src); DLL_LINKAGE UpdateStartOptions(); DLL_LINKAGE ~UpdateStartOptions(); template void serialize(Handler &h, const int version) { h & options; } }; struct PregameGuiAction : public CPregamePackToPropagate { enum {NO_TAB, OPEN_OPTIONS, OPEN_SCENARIO_LIST, OPEN_RANDOM_MAP_OPTIONS} 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 EWhat {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() :what(0), direction(0), playerID(0) {} 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; } };