mirror of
https://github.com/vcmi/vcmi.git
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466 lines
12 KiB
C++
466 lines
12 KiB
C++
#include "../global.h"
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struct IPack
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{
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virtual ui16 getType()const = 0 ;
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//template<ui16 Type>
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//static bool isType(const IPack * ip)
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//{
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// return Type == ip->getType();
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//}
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template<ui16 Type>
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static bool isType(IPack * ip)
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{
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return Type == ip->getType();
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}
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//template<ui16 Type>
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//static bool isType(const IPack & ip)
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//{
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// return Type == ip.getType();
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//}
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};
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template <typename T> struct CPack
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:public IPack
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{
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ui16 type;
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ui16 getType() const{return type;}
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T* This(){return static_cast<T*>(this);};
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};
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template <typename T> struct Query
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:public CPack<T>
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{
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ui32 id;
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};
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struct SetResources : public CPack<SetResources> //104
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{
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SetResources(){res.resize(RESOURCE_QUANTITY);type = 104;};
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ui8 player;
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std::vector<si32> res; //res[resid] => res amount
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & player & res;
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}
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};
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struct SetResource : public CPack<SetResource> //102
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{
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SetResource(){type = 102;};
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ui8 player, resid;
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si32 val;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & player & resid & val;
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}
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};
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struct SetPrimSkill : public CPack<SetPrimSkill> //105
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{
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SetPrimSkill(){type = 105;};
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ui8 abs; //0 - changes by value; 1 - sets to value
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si32 id;
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ui16 which, val;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & abs & id & which & val;
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}
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};
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struct SetSecSkill : public CPack<SetSecSkill> //106
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{
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SetSecSkill(){type = 106;};
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ui8 abs; //0 - changes by value; 1 - sets to value
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si32 id;
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ui16 which, val;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & abs & id & which & val;
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}
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};
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struct HeroVisitCastle : public CPack<HeroVisitCastle> //108
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{
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HeroVisitCastle(){flags=0;type = 108;};
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ui8 flags; //1 - start, 2 - garrison
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ui32 tid, hid;
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bool start() //if hero is entering castle (if false - leaving)
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{
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return flags & 1;
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}
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bool garrison() //if hero is entering/leaving garrison (if false - it's only visiting hero)
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{
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return flags & 2;
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}
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & flags & tid & hid;
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}
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};
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struct RemoveObject : public CPack<RemoveObject> //500
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{
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RemoveObject(){type = 500;};
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RemoveObject(si32 ID){id = ID;type = 500;};
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si32 id;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & id;
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}
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};
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struct TryMoveHero : public CPack<TryMoveHero> //501
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{
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TryMoveHero(){type = 501;};
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ui32 id, movePoints;
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ui8 result;
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int3 start, end;
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std::set<int3> fowRevealed; //revealed tiles
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & id & result & start & end & movePoints & fowRevealed;
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}
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};
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struct SetGarrisons : public CPack<SetGarrisons> //502
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{
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SetGarrisons(){type = 502;};
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std::map<ui32,CCreatureSet> garrs;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & garrs;
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}
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};
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struct NewStructures : public CPack<NewStructures> //504
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{
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NewStructures(){type = 504;};
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si32 tid;
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std::set<si32> bid;
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si16 builded;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & tid & bid & builded;
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}
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};
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struct SetAvailableCreatures : public CPack<SetAvailableCreatures> //506
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{
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SetAvailableCreatures(){type = 506;};
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si32 tid;
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std::map<si32,ui32> creatures;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & tid & creatures;
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}
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};
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struct SetHeroesInTown : public CPack<SetHeroesInTown> //508
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{
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SetHeroesInTown(){type = 508;};
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si32 tid, visiting, garrison; //id of town, visiting hero, hero in garrison
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & tid & visiting & garrison;
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}
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};
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struct SetHeroArtifacts : public CPack<SetHeroArtifacts> //509
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{
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SetHeroArtifacts(){type = 509;};
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si32 hid;
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std::vector<ui32> artifacts; //hero's artifacts from bag
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std::map<ui16,ui32> artifWorn; //map<position,artifact_id>; 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
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & hid & artifacts & artifWorn;
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}
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};
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struct NewTurn : public CPack<NewTurn> //101
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{
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struct Hero
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{
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ui32 id, move, mana; //id is a general serial id
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & id & move & mana;
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}
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bool operator<(const Hero&h)const{return id < h.id;}
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};
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std::set<Hero> heroes; //updates movement and mana points
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std::vector<SetResources> res;//resource list
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std::vector<SetAvailableCreatures> cres;//resource list
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ui32 day;
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bool resetBuilded;
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NewTurn(){type = 101;};
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & heroes & cres & res & day & resetBuilded;
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}
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};
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//struct SetStrInfo : public CPack<SetStrInfo> //503
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//{
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// SetStrInfo(){type = 503;};
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// SetAvailableCreatures sac;
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//
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// template <typename Handler> void serialize(Handler &h, const int version)
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// {
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// h & sac;
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// }
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//};
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struct MetaString : public CPack<MetaString> //2001 helper for object scrips
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{
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std::vector<std::string> strings;
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std::vector<std::pair<ui8,ui32> > texts; //pairs<text handler type, text number>; 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
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std::vector<si32> message;
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std::vector<std::string> replacements;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & strings & texts & message & replacements;
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}
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MetaString& operator<<(const std::pair<ui8,ui32> &txt)
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{
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message.push_back(-((si32)texts.size())-1);
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texts.push_back(txt);
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return *this;
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}
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MetaString& operator<<(const std::string &txt)
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{
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message.push_back(strings.size()+1);
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strings.push_back(txt);
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return *this;
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}
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void clear()
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{
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strings.clear();
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texts.clear();
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message.clear();
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}
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MetaString(){type = 2001;};
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};
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struct Component : public CPack<Component> //2002 helper for object scrips informations
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{
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ui16 id, subtype; //ids: 0 - primskill; 1 - secskill; 2 - resource; 3 - creature; 4 - artifact; 5 - experience (sub==0 exp points; sub==1 levels)
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si32 val; // + give; - take
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si16 when; // 0 - now; +x - within x days; -x - per x days
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & id & subtype & val & when;
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}
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Component(){type = 2002;};
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Component(ui16 Type, ui16 Subtype, si32 Val, si16 When):id(Type),subtype(Subtype),val(Val),when(When){type = 2002;};
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};
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struct InfoWindow : public CPack<InfoWindow> //103 - displays simple info window
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{
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MetaString text;
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std::vector<Component> components;
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ui8 player;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & text & components & player;
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}
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InfoWindow(){type = 103;};
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};
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struct SetObjectProperty : public CPack<SetObjectProperty>//1001
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{
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ui32 id;
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ui8 what; //1 - owner; 2 - blockvis
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ui32 val;
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SetObjectProperty(){type = 1001;};
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SetObjectProperty(ui32 ID, ui8 What, ui32 Val):id(ID),what(What),val(Val){type = 1001;};
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & id & what & val;
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}
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};
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struct SetHoverName : public CPack<SetHoverName>//1002
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{
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ui32 id;
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MetaString name;
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SetHoverName(){type = 1002;};
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SetHoverName(ui32 ID, MetaString& Name):id(ID),name(Name){type = 1002;};
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & id & name;
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}
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};
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struct HeroLevelUp : public Query<HeroLevelUp>//2000
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{
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si32 heroid;
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ui8 primskill, level;
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std::vector<ui16> skills;
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HeroLevelUp(){type = 2000;};
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & id & heroid & primskill & level & skills;
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}
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};
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struct SelectionDialog : public Query<SelectionDialog>//2001
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{
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MetaString text;
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std::vector<Component> components;
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ui8 player;
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SelectionDialog(){type = 2001;};
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & id & text & components & player;
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}
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};
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struct YesNoDialog : public Query<YesNoDialog>//2002
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{
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MetaString text;
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std::vector<Component> components;
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ui8 player;
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YesNoDialog(){type = 2002;};
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & id & text & components & player;
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}
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};
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struct BattleInfo;
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struct BattleStart : public CPack<BattleStart>//3000
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{
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BattleInfo * info;
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BattleStart(){type = 3000;};
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & info;
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}
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};
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struct BattleNextRound : public CPack<BattleNextRound>//3001
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{
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si32 round;
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BattleNextRound(){type = 3001;};
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & round;
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}
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};
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struct BattleSetActiveStack : public CPack<BattleSetActiveStack>//3002
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{
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ui32 stack;
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BattleSetActiveStack(){type = 3002;};
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & stack;
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}
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};
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struct BattleResult : public CPack<BattleResult>//3003
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{
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ui8 result; //0 - normal victory; 1 - escape; 2 - surrender
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ui8 winner; //0 - attacker, 1 - defender, [2 - draw (should be possible?)]
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std::set<std::pair<ui32,si32> > s1, s2; //first => casualties of attackers - set of pairs crid<>number
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ui32 exp[2]; //exp for attacker and defender
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std::set<ui32> artifacts; //artifacts taken from loser to winner
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BattleResult(){type = 3003;};
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & result & winner & s1 & s2 & exp & artifacts;
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}
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};
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struct BattleStackMoved : public CPack<BattleStackMoved>//3004
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{
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ui32 stack, tile;
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ui8 flags; // 1 - start moving, 2 - end moving
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BattleStackMoved(){flags = 0; type = 3004;};
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bool startMoving()
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{
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return flags & 1;
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}
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bool endMoving()
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{
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return flags & 2;
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}
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & stack & tile & flags;
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}
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};
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struct BattleStackAttacked : public CPack<BattleStackAttacked>//3005
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{
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ui32 stackAttacked;
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ui32 newAmount, newHP, killedAmount, damageAmount;
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ui8 flags; //1 - is stack killed
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BattleStackAttacked(){flags = 0; type = 3005;};
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bool killed() //if target stack was killed
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{
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return flags & 1;
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}
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & stackAttacked & newAmount & newHP & flags & killedAmount & damageAmount;
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}
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};
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struct BattleAttack : public CPack<BattleAttack>//3006
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{
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BattleStackAttacked bsa;
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ui32 stackAttacking;
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ui8 flags;
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BattleAttack(){flags = 0; type = 3006;};
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bool shot()//distance attack - decrease number of shots
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{
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return flags & 1;
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}
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bool killed() //if target stack was killed
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{
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return bsa.killed();
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}
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & bsa & stackAttacking & flags;
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}
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};
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struct ShowInInfobox : public CPack<ShowInInfobox> //107
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{
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ShowInInfobox(){type = 107;};
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ui8 player;
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Component c;
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MetaString text;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & player & c & text;
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}
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};
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