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			2355 lines
		
	
	
		
			59 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			2355 lines
		
	
	
		
			59 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| #pragma once
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| 
 | |
| #include <boost/variant.hpp>
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| 
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| #include "BattleAction.h"
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| #include "HeroBonus.h"
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| #include "CCreatureSet.h"
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| #include "Mapping/CMapInfo.h"
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| #include "StartInfo.h"
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| #include "ConstTransitivePtr.h"
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| #include "int3.h"
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| #include "ResourceSet.h"
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| #include "CObstacleInstance.h"
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| #include "CGameState.h"
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| 
 | |
| /*
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|  * NetPacks.h, part of VCMI engine
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|  *
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|  * Authors: listed in file AUTHORS in main folder
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|  *
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|  * License: GNU General Public License v2.0 or later
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|  * Full text of license available in license.txt file, in main folder
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|  *
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|  */
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| 
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| class CClient;
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| class CGameState;
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| class CGameHandler;
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| class CConnection;
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| class CCampaignState;
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| class CArtifact;
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| class CSelectionScreen;
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| class CGObjectInstance;
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| class CArtifactInstance;
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| //class CMapInfo;
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| struct StackLocation;
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| struct ArtSlotInfo;
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| struct QuestInfo;
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| 
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| struct CPack
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| {
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| 	ui16 type;
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| 
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| 	CPack(){};
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| 	virtual ~CPack(){};
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| 	ui16 getType() const{return type;}
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| 	template <typename Handler> void serialize(Handler &h, const int version)
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| 	{
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| 		tlog1 << "CPack serialized... this should not happen!\n";
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| 	}
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| 	void applyGs(CGameState *gs)
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| 	{};
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| };
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| 
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| struct CPackForClient : public CPack
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| {
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| 	CPackForClient(){type = 1;};
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| 
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| 	CGameState* GS(CClient *cl);
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| 	void applyFirstCl(CClient *cl)//called before applying to gs
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| 	{};
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| 	void applyCl(CClient *cl)//called after applying to gs
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| 	{};
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| };
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| 
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| struct CPackForServer : public CPack
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| {
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| 	PlayerColor player;
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| 	CConnection *c;
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| 	CGameState* GS(CGameHandler *gh);
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| 	CPackForServer()
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| 	{
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| 		type = 2;
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| 		c = NULL;
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| 		player = PlayerColor::NEUTRAL;
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| 	};
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| 
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| 	bool applyGh(CGameHandler *gh);//called after applying to gs
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| };
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| 
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| 
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| struct Query : public CPackForClient
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| {
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| 	ui32 queryID; // equals to -1 if it is not an actual query (and should not be answered)
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| 
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| 	Query()
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| 	{
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| 		queryID = -1;
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| 	}
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| };
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| 
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| 
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| struct MetaString : public CPack //2001 helper for object scrips
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| {
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| private:
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| 	enum EMessage {TEXACT_STRING, TLOCAL_STRING, TNUMBER, TREPLACE_ESTRING, TREPLACE_LSTRING, TREPLACE_NUMBER, TREPLACE_PLUSNUMBER};
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| public:
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| 	enum {GENERAL_TXT=1, XTRAINFO_TXT, OBJ_NAMES, RES_NAMES, ART_NAMES, ARRAY_TXT, CRE_PL_NAMES, CREGENS, MINE_NAMES,
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| 		MINE_EVNTS, ADVOB_TXT, ART_EVNTS, SPELL_NAME, SEC_SKILL_NAME, CRE_SING_NAMES, CREGENS4, COLOR, ART_DESCR};
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| 
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| 	std::vector<ui8> message; //vector of EMessage
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| 
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| 	std::vector<std::pair<ui8,ui32> > localStrings; //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<std::string> exactStrings;
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| 	std::vector<si32> numbers;
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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 & exactStrings & localStrings & message & numbers;
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| 	}
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| 	void addTxt(ui8 type, ui32 serial)
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| 	{
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| 		message.push_back(TLOCAL_STRING);
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| 		localStrings.push_back(std::pair<ui8,ui32>(type, serial));
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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(TLOCAL_STRING);
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| 		localStrings.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(TEXACT_STRING);
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| 		exactStrings.push_back(txt);
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| 		return *this;
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| 	}
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| 	MetaString& operator<<(int txt)
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| 	{
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| 		message.push_back(TNUMBER);
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| 		numbers.push_back(txt);
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| 		return *this;
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| 	}
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| 	void addReplacement(ui8 type, ui32 serial)
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| 	{
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| 		message.push_back(TREPLACE_LSTRING);
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| 		localStrings.push_back(std::pair<ui8,ui32>(type, serial));
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| 	}
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| 	void addReplacement(const std::string &txt)
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| 	{
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| 		message.push_back(TREPLACE_ESTRING);
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| 		exactStrings.push_back(txt);
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| 	}
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| 	void addReplacement(int txt)
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| 	{
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| 		message.push_back(TREPLACE_NUMBER);
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| 		numbers.push_back(txt);
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| 	}
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| 	void addReplacement2(int txt)
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| 	{
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| 		message.push_back(TREPLACE_PLUSNUMBER);
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| 		numbers.push_back(txt);
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| 	}
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| 	DLL_LINKAGE void addCreReplacement(CreatureID id, TQuantity count); //adds sing or plural name;
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| 	DLL_LINKAGE void addReplacement(const CStackBasicDescriptor &stack); //adds sing or plural name;
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| 	DLL_LINKAGE std::string buildList () const;
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| 	void clear()
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| 	{
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| 		exactStrings.clear();
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| 		localStrings.clear();
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| 		message.clear();
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| 		numbers.clear();
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| 	}
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| 	DLL_LINKAGE void toString(std::string &dst) const;
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| 	DLL_LINKAGE std::string toString() const;
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| 	void getLocalString(const std::pair<ui8,ui32> &txt, std::string &dst) const;
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| 
 | |
| 	MetaString()
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| 	{
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| 		type = 2001;
 | |
| 	}
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| };
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| 
 | |
| struct StackLocation
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| {
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| 	ConstTransitivePtr<CArmedInstance> army;
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| 	SlotID slot;
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| 
 | |
| 	StackLocation()
 | |
| 	{}
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| 	StackLocation(const CArmedInstance *Army, SlotID Slot)
 | |
| 	{
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| 		army = const_cast<CArmedInstance*>(Army); //we are allowed here to const cast -> change will go through one of our packages... do not abuse!
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| 		slot = Slot;
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| 	}
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| 
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| 	DLL_LINKAGE const CStackInstance *getStack();
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| 	template <typename Handler> void serialize(Handler &h, const int version)
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| 	{
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| 		h & army & slot;
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| 	}
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| };
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| 
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| /***********************************************************************************************************/
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| 
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| 
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| struct PackageApplied : public CPackForClient //94
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| {
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| 	PackageApplied() {type = 94;}
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| 	PackageApplied(ui8 Result) : result(Result) {type = 94;}
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| 	void applyCl(CClient *cl);
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| 
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| 	ui8 result; //0 - something went wrong, request hasn't been realized; 1 - OK
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| 	ui32 packType; //type id of applied package
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| 	ui32 requestID; //an ID given by client to the request that was applied
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| 	PlayerColor player;
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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 & result & packType & requestID & player;
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| 	}
 | |
| };
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| 
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| struct SystemMessage : public CPackForClient //95
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| {
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| 	SystemMessage(const std::string & Text) : text(Text){type = 95;};
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| 	SystemMessage(){type = 95;};
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| 	void applyCl(CClient *cl);
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| 
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| 	std::string text;
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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 & text;
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| 	}
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| };
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| 
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| struct PlayerBlocked : public CPackForClient //96
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| {
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| 	PlayerBlocked(){type = 96;};
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| 	void applyCl(CClient *cl);
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| 
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| 	enum EReason { UPCOMING_BATTLE };
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| 
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| 	EReason reason;
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| 	PlayerColor player;
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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 & reason & player;
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| 	}
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| };
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| 
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| struct YourTurn : public CPackForClient //100
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| {
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| 	YourTurn(){type = 100;};
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| 	void applyCl(CClient *cl);
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| 	DLL_LINKAGE void applyGs(CGameState *gs);
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| 
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| 	PlayerColor player;
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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 & player;
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| 	}
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| };
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| 
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| struct SetResource : public CPackForClient //102
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| {
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| 	SetResource(){type = 102;};
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| 	void applyCl(CClient *cl);
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| 	DLL_LINKAGE void applyGs(CGameState *gs);
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| 
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| 	PlayerColor player;
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| 	Res::ERes resid;
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| 	TResourceCap val;
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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 & player & resid & val;
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| 	}
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| };
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|  struct SetResources : public CPackForClient //104
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|  {
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|  	SetResources(){type = 104;};
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|  	void applyCl(CClient *cl);
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|  	DLL_LINKAGE void applyGs(CGameState *gs);
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| 
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|  	PlayerColor player;
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|  	TResources res; //res[resid] => res amount
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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 & player & res;
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|  	}
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|  };
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| 
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| struct SetPrimSkill : public CPackForClient //105
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| {
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| 	SetPrimSkill(){type = 105;};
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| 	void applyCl(CClient *cl);
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| 	DLL_LINKAGE void applyGs(CGameState *gs);
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| 
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| 	ui8 abs; //0 - changes by value; 1 - sets to value
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| 	ObjectInstanceID id;
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| 	PrimarySkill::PrimarySkill which;
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| 	si64 val;
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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 & abs & id & which & val;
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| 	}
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| };
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| struct SetSecSkill : public CPackForClient //106
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| {
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| 	SetSecSkill(){type = 106;};
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| 	void applyCl(CClient *cl);
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| 	DLL_LINKAGE void applyGs(CGameState *gs);
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| 
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| 	ui8 abs; //0 - changes by value; 1 - sets to value
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| 	ObjectInstanceID id;
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| 	SecondarySkill which;
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| 	ui16 val;
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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 & abs & id & which & val;
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| 	}
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| };
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| struct HeroVisitCastle : public CPackForClient //108
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| {
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| 	HeroVisitCastle(){flags=0;type = 108;};
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| 	void applyCl(CClient *cl);
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| 	DLL_LINKAGE void applyGs(CGameState *gs);
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| 
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| 	ui8 flags; //1 - start
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| 	ObjectInstanceID tid, hid;
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| 
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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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| struct ChangeSpells : public CPackForClient //109
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| {
 | |
| 	ChangeSpells(){type = 109;};
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| 	void applyCl(CClient *cl);
 | |
| 	DLL_LINKAGE void applyGs(CGameState *gs);
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| 
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| 	ui8 learn; //1 - gives spell, 0 - takes
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| 	ObjectInstanceID hid;
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| 	std::set<SpellID> spells;
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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 & learn & hid & spells;
 | |
| 	}
 | |
| };
 | |
| 
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| struct SetMana : public CPackForClient //110
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| {
 | |
| 	SetMana(){type = 110;};
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| 	void applyCl(CClient *cl);
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| 	DLL_LINKAGE void applyGs(CGameState *gs);
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| 
 | |
| 
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| 	ObjectInstanceID hid;
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| 	si32 val;
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| 
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
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| 	{
 | |
| 		h & val & hid;
 | |
| 	}
 | |
| };
 | |
| 
 | |
| struct SetMovePoints : public CPackForClient //111
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| {
 | |
| 	SetMovePoints(){type = 111;};
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| 	void applyCl(CClient *cl);
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| 	DLL_LINKAGE void applyGs(CGameState *gs);
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| 
 | |
| 	ObjectInstanceID hid;
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| 	si32 val;
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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 & val & hid;
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| 	}
 | |
| };
 | |
| 
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| struct FoWChange : public CPackForClient //112
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| {
 | |
| 	FoWChange(){type = 112;};
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| 	void applyCl(CClient *cl);
 | |
| 	DLL_LINKAGE void applyGs(CGameState *gs);
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| 
 | |
| 	boost::unordered_set<int3, struct ShashInt3 > tiles;
 | |
| 	PlayerColor player;
 | |
| 	ui8 mode; //mode==0 - hide, mode==1 - reveal
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & tiles & player & mode;
 | |
| 	}
 | |
| };
 | |
| 
 | |
| struct SetAvailableHeroes : public CPackForClient //113
 | |
| {
 | |
| 	SetAvailableHeroes()
 | |
| 	{
 | |
| 		type = 113;
 | |
| 		for (int i = 0; i < GameConstants::AVAILABLE_HEROES_PER_PLAYER; i++)
 | |
| 			army[i].clear();
 | |
| 	}
 | |
| 	~SetAvailableHeroes()
 | |
| 	{
 | |
| 	}
 | |
| 	void applyCl(CClient *cl);
 | |
| 	DLL_LINKAGE void applyGs(CGameState *gs);
 | |
| 
 | |
| 	PlayerColor player;
 | |
| 	si32 hid[GameConstants::AVAILABLE_HEROES_PER_PLAYER]; //-1 if no hero
 | |
| 	CSimpleArmy army[GameConstants::AVAILABLE_HEROES_PER_PLAYER];
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & player & hid & army;
 | |
| 	}
 | |
| };
 | |
| 
 | |
| struct GiveBonus :  public CPackForClient //115
 | |
| {
 | |
| 	GiveBonus(ui8 Who = 0)
 | |
| 	{
 | |
| 		who = Who;
 | |
| 		type = 115;
 | |
| 	}
 | |
| 
 | |
| 	void applyCl(CClient *cl);
 | |
| 	DLL_LINKAGE void applyGs(CGameState *gs);
 | |
| 
 | |
| 	enum {HERO, PLAYER, TOWN};
 | |
| 	ui8 who; //who receives bonus, uses enum above
 | |
| 	si32 id; //hero. town or player id - whoever receives it
 | |
| 	Bonus bonus;
 | |
| 	MetaString bdescr;
 | |
| 
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & bonus & id & bdescr & who;
 | |
| 	}
 | |
| };
 | |
| 
 | |
| struct ChangeObjPos : public CPackForClient //116
 | |
| {
 | |
| 	ChangeObjPos()
 | |
| 	{
 | |
| 		type = 116;
 | |
| 		flags = 0;
 | |
| 	}
 | |
| 	void applyFirstCl(CClient *cl);
 | |
| 	void applyCl(CClient *cl);
 | |
| 	DLL_LINKAGE void applyGs(CGameState *gs);
 | |
| 
 | |
| 	ObjectInstanceID objid;
 | |
| 	int3 nPos;
 | |
| 	ui8 flags; //bit flags: 1 - redraw
 | |
| 
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & objid & nPos & flags;
 | |
| 	}
 | |
| };
 | |
| 
 | |
| struct PlayerEndsGame : public CPackForClient //117
 | |
| {
 | |
| 	PlayerEndsGame()
 | |
| 	{
 | |
| 		type = 117;
 | |
| 	}
 | |
| 
 | |
| 	void applyCl(CClient *cl);
 | |
| 	DLL_LINKAGE void applyGs(CGameState *gs);
 | |
| 
 | |
| 	PlayerColor player;
 | |
| 	ui8 victory;
 | |
| 
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & player & victory;
 | |
| 	}
 | |
| };
 | |
| 
 | |
| 
 | |
| struct RemoveBonus :  public CPackForClient //118
 | |
| {
 | |
| 	RemoveBonus(ui8 Who = 0)
 | |
| 	{
 | |
| 		who = Who;
 | |
| 		type = 118;
 | |
| 	}
 | |
| 
 | |
| 	void applyCl(CClient *cl);
 | |
| 	DLL_LINKAGE void applyGs(CGameState *gs);
 | |
| 
 | |
| 	enum {HERO, PLAYER, TOWN};
 | |
| 	ui8 who; //who receives bonus, uses enum above
 | |
| 	ui32 whoID; //hero, town or player id - whoever loses bonus
 | |
| 
 | |
| 	//vars to identify bonus: its source
 | |
| 	ui8 source;
 | |
| 	ui32 id; //source id
 | |
| 
 | |
| 	//used locally: copy of removed bonus
 | |
| 	Bonus bonus;
 | |
| 
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & source & id & who & whoID;
 | |
| 	}
 | |
| };
 | |
| 
 | |
| struct UpdateCampaignState : public CPackForClient //119
 | |
| {
 | |
| 	UpdateCampaignState()
 | |
| 	{
 | |
| 		type = 119;
 | |
| 	}
 | |
| 
 | |
| 	shared_ptr<CCampaignState> camp;
 | |
| 	void applyCl(CClient *cl);
 | |
| 
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & camp;
 | |
| 	}
 | |
| };
 | |
| struct SetCommanderProperty : public CPackForClient //120
 | |
| {
 | |
| 	enum ECommanderProperty {ALIVE, BONUS, SECONDARY_SKILL, EXPERIENCE, SPECIAL_SKILL};
 | |
| 
 | |
| 	SetCommanderProperty(){type = 120;};
 | |
| 	void applyCl(CClient *cl){};
 | |
| 	DLL_LINKAGE void applyGs(CGameState *gs);
 | |
| 
 | |
| 	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 <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & heroid & sl & which & amount & additionalInfo & accumulatedBonus;
 | |
| 	}
 | |
| };
 | |
| struct AddQuest : public CPackForClient //121
 | |
| {
 | |
| 	AddQuest(){type = 121;};
 | |
| 	void applyCl(CClient *cl){};
 | |
| 	DLL_LINKAGE void applyGs(CGameState *gs);
 | |
| 
 | |
| 	PlayerColor player;
 | |
| 	QuestInfo quest;
 | |
| 
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & player & quest;
 | |
| 	}
 | |
| };
 | |
| 
 | |
| struct PrepareForAdvancingCampaign : public CPackForClient //122
 | |
| {
 | |
| 	PrepareForAdvancingCampaign() {type = 122;}
 | |
| 
 | |
| 	void applyCl(CClient *cl);
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 	}
 | |
| };
 | |
| 
 | |
| struct UpdateArtHandlerLists : public CPackForClient //123
 | |
| {
 | |
| 	UpdateArtHandlerLists(){type = 123;};
 | |
| 	std::vector<CArtifact*> treasures, minors, majors, relics;
 | |
| 
 | |
| 	DLL_LINKAGE void applyGs(CGameState *gs);
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & treasures & minors & majors & relics;
 | |
| 	}
 | |
| };
 | |
| 
 | |
| struct UpdateMapEvents : public CPackForClient //124
 | |
| {
 | |
| 	UpdateMapEvents(){type = 124;}
 | |
| 
 | |
| 	std::list<CMapEvent> events;
 | |
| 	DLL_LINKAGE void applyGs(CGameState *gs);
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & events;
 | |
| 	}
 | |
| };
 | |
| 
 | |
| struct UpdateCastleEvents : public CPackForClient //125
 | |
| {
 | |
| 	UpdateCastleEvents(){type = 125;}
 | |
| 
 | |
| 	ObjectInstanceID town;
 | |
| 	std::list<CCastleEvent> events;
 | |
| 
 | |
| 	DLL_LINKAGE void applyGs(CGameState *gs);
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & town & events;
 | |
| 	}
 | |
| };
 | |
| 
 | |
| struct RemoveObject : public CPackForClient //500
 | |
| {
 | |
| 	RemoveObject(){type = 500;};
 | |
| 	RemoveObject(ObjectInstanceID ID){id = ID;type = 500;};
 | |
| 	void applyFirstCl(CClient *cl);
 | |
| 	void applyCl(CClient *cl);
 | |
| 	DLL_LINKAGE void applyGs(CGameState *gs);
 | |
| 
 | |
| 	ObjectInstanceID id;
 | |
| 
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & id;
 | |
| 	}
 | |
| };
 | |
| struct TryMoveHero : public CPackForClient //501
 | |
| {
 | |
| 	TryMoveHero(){type = 501;humanKnows=false; attackedFrom = int3(-1, -1, -1);};
 | |
| 	void applyFirstCl(CClient *cl);
 | |
| 	void applyCl(CClient *cl);
 | |
| 	void applyGs(CGameState *gs);
 | |
| 
 | |
| 	enum EResult
 | |
| 	{
 | |
| 		FAILED, SUCCESS, TELEPORTATION, RESERVED___, BLOCKING_VISIT, EMBARK, DISEMBARK
 | |
| 	};
 | |
| 
 | |
| 	ObjectInstanceID id;
 | |
| 	ui32 movePoints;
 | |
| 	EResult result; //uses EResult
 | |
| 	int3 start, end; //h3m format
 | |
| 	boost::unordered_set<int3, ShashInt3> fowRevealed; //revealed tiles
 | |
| 	int3 attackedFrom; // Set when stepping into endangered tile.
 | |
| 
 | |
| 	bool humanKnows; //used locally during applying to client
 | |
| 
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & id & result & start & end & movePoints & fowRevealed & attackedFrom;
 | |
| 	}
 | |
| };
 | |
| 
 | |
| // struct SetGarrisons : public CPackForClient //502
 | |
| // {
 | |
| // 	SetGarrisons(){type = 502;};
 | |
| // 	void applyCl(CClient *cl);
 | |
| // 	DLL_LINKAGE void applyGs(CGameState *gs);
 | |
| //
 | |
| // 	std::map<ui32,CCreatureSet> garrs;
 | |
| //
 | |
| // 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| // 	{
 | |
| // 		h & garrs;
 | |
| // 	}
 | |
| // };
 | |
| 
 | |
| struct NewStructures : public CPackForClient //504
 | |
| {
 | |
| 	NewStructures(){type = 504;};
 | |
| 	void applyCl(CClient *cl);
 | |
| 	DLL_LINKAGE void applyGs(CGameState *gs);
 | |
| 
 | |
| 	ObjectInstanceID tid;
 | |
| 	std::set<BuildingID> bid;
 | |
| 	si16 builded;
 | |
| 
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & tid & bid & builded;
 | |
| 	}
 | |
| };
 | |
| struct RazeStructures : public CPackForClient //505
 | |
| {
 | |
| 	RazeStructures() {type = 505;};
 | |
| 	void applyCl (CClient *cl);
 | |
| 	DLL_LINKAGE void applyGs(CGameState *gs);
 | |
| 
 | |
| 	ObjectInstanceID tid;
 | |
| 	std::set<BuildingID> bid;
 | |
| 	si16 destroyed;
 | |
| 
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & tid & bid & destroyed;
 | |
| 	}
 | |
| };
 | |
| struct SetAvailableCreatures : public CPackForClient //506
 | |
| {
 | |
| 	SetAvailableCreatures(){type = 506;};
 | |
| 	void applyCl(CClient *cl);
 | |
| 	DLL_LINKAGE void applyGs(CGameState *gs);
 | |
| 
 | |
| 	ObjectInstanceID tid;
 | |
| 	std::vector<std::pair<ui32, std::vector<CreatureID> > > creatures;
 | |
| 
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & tid & creatures;
 | |
| 	}
 | |
| };
 | |
| struct SetHeroesInTown : public CPackForClient //508
 | |
| {
 | |
| 	SetHeroesInTown(){type = 508;};
 | |
| 	void applyCl(CClient *cl);
 | |
| 	DLL_LINKAGE void applyGs(CGameState *gs);
 | |
| 
 | |
| 	ObjectInstanceID tid, visiting, garrison; //id of town, visiting hero, hero in garrison
 | |
| 
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & tid & visiting & garrison;
 | |
| 	}
 | |
| };
 | |
| 
 | |
| // struct SetHeroArtifacts : public CPackForClient //509
 | |
| // {
 | |
| // 	SetHeroArtifacts(){type = 509;};
 | |
| // 	void applyCl(CClient *cl);
 | |
| // 	DLL_LINKAGE void applyGs(CGameState *gs);
 | |
| // 	DLL_LINKAGE void setArtAtPos(ui16 pos, const CArtifact* art);
 | |
| //
 | |
| // 	si32 hid;
 | |
| // 	std::vector<const CArtifact*> artifacts; //hero's artifacts from bag
 | |
| // 	std::map<ui16, const CArtifact*> 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
 | |
| //
 | |
| // 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| // 	{
 | |
| // 		h & hid & artifacts & artifWorn;
 | |
| // 	}
 | |
| //
 | |
| // 	std::vector<const CArtifact*> equipped, unequipped; //used locally
 | |
| // 	BonusList gained, lost; //used locally as hlp when applying
 | |
| // };
 | |
| 
 | |
| struct HeroRecruited : public CPackForClient //515
 | |
| {
 | |
| 	HeroRecruited(){type = 515;};
 | |
| 	void applyCl(CClient *cl);
 | |
| 	DLL_LINKAGE void applyGs(CGameState *gs);
 | |
| 
 | |
| 	si32 hid;//subID of hero
 | |
| 	ObjectInstanceID tid;
 | |
| 	int3 tile;
 | |
| 	PlayerColor player;
 | |
| 
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & hid & tid & tile & player;
 | |
| 	}
 | |
| };
 | |
| 
 | |
| struct GiveHero : public CPackForClient //516
 | |
| {
 | |
| 	GiveHero(){type = 516;};
 | |
| 	void applyFirstCl(CClient *cl);
 | |
| 	void applyCl(CClient *cl);
 | |
| 	DLL_LINKAGE void applyGs(CGameState *gs);
 | |
| 
 | |
| 	ObjectInstanceID id; //object id
 | |
| 	PlayerColor player;
 | |
| 
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & id & player;
 | |
| 	}
 | |
| };
 | |
| 
 | |
| struct OpenWindow : public CPackForClient //517
 | |
| {
 | |
| 	OpenWindow(){type = 517;};
 | |
| 	void applyCl(CClient *cl);
 | |
| 
 | |
| 	enum EWindow {EXCHANGE_WINDOW, RECRUITMENT_FIRST, RECRUITMENT_ALL, SHIPYARD_WINDOW, THIEVES_GUILD,
 | |
| 	              UNIVERSITY_WINDOW, HILL_FORT_WINDOW, MARKET_WINDOW, PUZZLE_MAP, TAVERN_WINDOW};
 | |
| 	ui8 window;
 | |
| 	si32 id1, id2;
 | |
| 
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & window & id1 & id2;
 | |
| 	}
 | |
| };
 | |
| 
 | |
| struct NewObject  : public CPackForClient //518
 | |
| {
 | |
| 	NewObject()
 | |
| 	{
 | |
| 		type = 518;
 | |
| 	}
 | |
| 	void applyCl(CClient *cl);
 | |
| 	DLL_LINKAGE void applyGs(CGameState *gs);
 | |
| 
 | |
| 	Obj ID;
 | |
| 	ui32 subID;
 | |
| 	int3 pos;
 | |
| 
 | |
| 	ObjectInstanceID id; //used locally, filled during applyGs
 | |
| 
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & ID & subID & pos;
 | |
| 	}
 | |
| };
 | |
| 
 | |
| struct SetAvailableArtifacts  : public CPackForClient //519
 | |
| {
 | |
| 	SetAvailableArtifacts(){type = 519;};
 | |
| 	void applyCl(CClient *cl);
 | |
| 	DLL_LINKAGE void applyGs(CGameState *gs);
 | |
| 
 | |
| 	si32 id; //two variants: id < 0: set artifact pool for Artifact Merchants in towns; id >= 0: set pool for adv. map Black Market (id is the id of Black Market instance then)
 | |
| 	std::vector<const CArtifact *> arts;
 | |
| 
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & id & arts;
 | |
| 	}
 | |
| };
 | |
| 
 | |
| struct NewArtifact : public CPackForClient //520
 | |
| {
 | |
| 	NewArtifact(){type = 520;};
 | |
| 	//void applyCl(CClient *cl);
 | |
| 	DLL_LINKAGE void applyGs(CGameState *gs);
 | |
| 
 | |
| 	ConstTransitivePtr<CArtifactInstance> art;
 | |
| 
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & art;
 | |
| 	}
 | |
| };
 | |
| 
 | |
| struct CGarrisonOperationPack : CPackForClient
 | |
| {
 | |
| };
 | |
| struct CArtifactOperationPack : CPackForClient
 | |
| {
 | |
| };
 | |
| 
 | |
| 
 | |
| struct ChangeStackCount : CGarrisonOperationPack  //521
 | |
| {
 | |
| 	StackLocation sl;
 | |
| 	TQuantity count;
 | |
| 	ui8 absoluteValue; //if not -> count will be added (or subtracted if negative)
 | |
| 
 | |
| 	void applyCl(CClient *cl);
 | |
| 	DLL_LINKAGE void applyGs(CGameState *gs);
 | |
| 
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & sl & count & absoluteValue;
 | |
| 	}
 | |
| };
 | |
| 
 | |
| struct SetStackType : CGarrisonOperationPack  //522
 | |
| {
 | |
| 	StackLocation sl;
 | |
| 	CCreature *type;
 | |
| 
 | |
| 	void applyCl(CClient *cl);
 | |
| 	DLL_LINKAGE void applyGs(CGameState *gs);
 | |
| 
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & sl & type;
 | |
| 	}
 | |
| };
 | |
| 
 | |
| struct EraseStack : CGarrisonOperationPack  //523
 | |
| {
 | |
| 	StackLocation sl;
 | |
| 
 | |
| 	void applyCl(CClient *cl);
 | |
| 	DLL_LINKAGE void applyGs(CGameState *gs);
 | |
| 
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & sl;
 | |
| 	}
 | |
| };
 | |
| 
 | |
| struct SwapStacks : CGarrisonOperationPack  //524
 | |
| {
 | |
| 	StackLocation sl1, sl2;
 | |
| 
 | |
| 	void applyCl(CClient *cl);
 | |
| 	DLL_LINKAGE void applyGs(CGameState *gs);
 | |
| 
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & sl1 & sl2;
 | |
| 	}
 | |
| };
 | |
| 
 | |
| struct InsertNewStack : CGarrisonOperationPack //525
 | |
| {
 | |
| 	StackLocation sl;
 | |
| 	CStackBasicDescriptor stack;
 | |
| 
 | |
| 	void applyCl(CClient *cl);
 | |
| 	DLL_LINKAGE void applyGs(CGameState *gs);
 | |
| 
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & sl & stack;
 | |
| 	}
 | |
| };
 | |
| 
 | |
| //moves creatures from src stack to dst slot, may be used for merging/splittint/moving stacks
 | |
| struct RebalanceStacks : CGarrisonOperationPack  //526
 | |
| {
 | |
| 	StackLocation src, dst;
 | |
| 	TQuantity count;
 | |
| 
 | |
| 	void applyCl(CClient *cl);
 | |
| 	DLL_LINKAGE void applyGs(CGameState *gs);
 | |
| 
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & src & dst & count;
 | |
| 	}
 | |
| };
 | |
| 
 | |
| typedef boost::variant<ConstTransitivePtr<CGHeroInstance>, ConstTransitivePtr<CStackInstance> > TArtHolder;
 | |
| 
 | |
| //struct GetArtifactSet : boost::static_visitor<>
 | |
| //{
 | |
| //  void operator()(const ConstTransitivePtr<CGHeroInstance> &h) const {}
 | |
| //  void operator()(const ConstTransitivePtr<CStackInstance> &s) const {}
 | |
| //};
 | |
| //struct GetArtifactSetPtr : boost::static_visitor<>
 | |
| //{
 | |
| //  ConstTransitivePtr<CGHeroInstance> operator()(const ConstTransitivePtr<CGHeroInstance> &h) const { return h;}
 | |
| //  ConstTransitivePtr<CStackInstance> operator()(const ConstTransitivePtr<CStackInstance> &s) const { return s;}
 | |
| //};
 | |
| struct ArtifactLocation
 | |
| {
 | |
| 
 | |
| 
 | |
| 	TArtHolder artHolder;
 | |
| 	ArtifactPosition slot;
 | |
| 
 | |
| 	ArtifactLocation()
 | |
| 	{
 | |
| 		artHolder = ConstTransitivePtr<CGHeroInstance>();
 | |
| 		slot = ArtifactPosition::PRE_FIRST;
 | |
| 	}
 | |
| 	template <typename T>
 | |
| 	ArtifactLocation(const T *ArtHolder, ArtifactPosition Slot)
 | |
| 	{
 | |
| 		artHolder = const_cast<T*>(ArtHolder); //we are allowed here to const cast -> change will go through one of our packages... do not abuse!
 | |
| 		slot = Slot;
 | |
| 	}
 | |
| 	ArtifactLocation(TArtHolder ArtHolder, ArtifactPosition Slot)
 | |
| 	{
 | |
| 		artHolder = ArtHolder;
 | |
| 		slot = Slot;
 | |
| 	}
 | |
| 
 | |
| 	template <typename T>
 | |
| 	bool isHolder(const T *t) const
 | |
| 	{
 | |
| 		if(auto ptrToT = boost::get<ConstTransitivePtr<T> >(&artHolder))
 | |
| 		{
 | |
| 			return ptrToT->get() == t;
 | |
| 		}
 | |
| 		return false;
 | |
| 	}
 | |
| 
 | |
| 	DLL_LINKAGE const CArmedInstance *relatedObj() const; //hero or the stack owner
 | |
| 	DLL_LINKAGE PlayerColor owningPlayer() const;
 | |
| 	DLL_LINKAGE CArtifactSet *getHolderArtSet();
 | |
| 	DLL_LINKAGE CBonusSystemNode *getHolderNode();
 | |
| 	DLL_LINKAGE const CArtifactSet *getHolderArtSet() const;
 | |
| 	DLL_LINKAGE const CBonusSystemNode *getHolderNode() const;
 | |
| 
 | |
| 	DLL_LINKAGE const CArtifactInstance *getArt() const;
 | |
| 	DLL_LINKAGE CArtifactInstance *getArt();
 | |
| 	DLL_LINKAGE const ArtSlotInfo *getSlot() const;
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & artHolder & slot;
 | |
| 	}
 | |
| };
 | |
| 
 | |
| struct PutArtifact : CArtifactOperationPack  //526
 | |
| {
 | |
| 	ArtifactLocation al;
 | |
| 	ConstTransitivePtr<CArtifactInstance> art;
 | |
| 
 | |
| 	void applyCl(CClient *cl);
 | |
| 	DLL_LINKAGE void applyGs(CGameState *gs);
 | |
| 
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & al & art;
 | |
| 	}
 | |
| };
 | |
| 
 | |
| struct EraseArtifact : CArtifactOperationPack  //527
 | |
| {
 | |
| 	ArtifactLocation al;
 | |
| 
 | |
| 	void applyCl(CClient *cl);
 | |
| 	DLL_LINKAGE void applyGs(CGameState *gs);
 | |
| 
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & al;
 | |
| 	}
 | |
| };
 | |
| 
 | |
| struct MoveArtifact : CArtifactOperationPack  //528
 | |
| {
 | |
| 	ArtifactLocation src, dst;
 | |
| 
 | |
| 	void applyCl(CClient *cl);
 | |
| 	DLL_LINKAGE void applyGs(CGameState *gs);
 | |
| 
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & src & dst;
 | |
| 	}
 | |
| };
 | |
| 
 | |
| struct AssembledArtifact : CArtifactOperationPack  //529
 | |
| {
 | |
| 	ArtifactLocation al; //where assembly will be put
 | |
| 	CArtifact *builtArt;
 | |
| 	//std::vector<CArtifactInstance *> constituents;
 | |
| 
 | |
| 
 | |
| 	void applyCl(CClient *cl);
 | |
| 	DLL_LINKAGE void applyGs(CGameState *gs);
 | |
| 
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & al & builtArt/* & constituents*/;
 | |
| 	}
 | |
| };
 | |
| 
 | |
| struct DisassembledArtifact : CArtifactOperationPack  //530
 | |
| {
 | |
| 	ArtifactLocation al;
 | |
| 
 | |
| 	void applyCl(CClient *cl);
 | |
| 	DLL_LINKAGE void applyGs(CGameState *gs);
 | |
| 
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & al;
 | |
| 	}
 | |
| };
 | |
| 
 | |
| struct HeroVisit : CPackForClient //531
 | |
| {
 | |
| 	const CGHeroInstance *hero;
 | |
| 	const CGObjectInstance *obj;
 | |
| 	bool starting; //false -> ending
 | |
| 
 | |
| 	void applyCl(CClient *cl);
 | |
| 	DLL_LINKAGE void applyGs(CGameState *gs);
 | |
| 
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & hero & obj & starting;
 | |
| 	}
 | |
| };
 | |
| 
 | |
| struct NewTurn : public CPackForClient //101
 | |
| {
 | |
| 	enum weekType {NORMAL, DOUBLE_GROWTH, BONUS_GROWTH, DEITYOFFIRE, PLAGUE, NO_ACTION};
 | |
| 
 | |
| 	void applyCl(CClient *cl);
 | |
| 	DLL_LINKAGE void applyGs(CGameState *gs);
 | |
| 
 | |
| 	struct Hero
 | |
| 	{
 | |
| 		ObjectInstanceID id;
 | |
| 		ui32 move, mana; //id is a general serial id
 | |
| 		template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 		{
 | |
| 			h & id & move & mana;
 | |
| 		}
 | |
| 		bool operator<(const Hero&h)const{return id < h.id;}
 | |
| 	};
 | |
| 
 | |
| 	std::set<Hero> heroes; //updates movement and mana points
 | |
| 	//std::vector<SetResources> res;//resource list
 | |
| 	std::map<PlayerColor, TResources> res; //player ID => resource value[res_id]
 | |
| 	std::map<ObjectInstanceID, SetAvailableCreatures> cres;//creatures to be placed in towns
 | |
| 	ui32 day;
 | |
| 	bool resetBuilded;
 | |
| 	ui8 specialWeek; //weekType
 | |
| 	CreatureID creatureid; //for creature weeks
 | |
| 
 | |
| 	NewTurn(){type = 101;};
 | |
| 
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & heroes & cres & res & day & resetBuilded & specialWeek & creatureid;
 | |
| 	}
 | |
| };
 | |
| 
 | |
| struct Component : public CPack //2002 helper for object scrips informations
 | |
| {
 | |
| 	enum EComponentType {PRIM_SKILL, SEC_SKILL, RESOURCE, CREATURE, ARTIFACT, EXPERIENCE, SPELL, MORALE, LUCK, BUILDING, HERO, FLAG};
 | |
| 	ui16 id, subtype; //id uses ^^^ enums, when id==EXPPERIENCE subtype==0 means exp points and subtype==1 levels)
 | |
| 	si32 val; // + give; - take
 | |
| 	si16 when; // 0 - now; +x - within x days; -x - per x days
 | |
| 
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & id & subtype & val & when;
 | |
| 	}
 | |
| 	Component()
 | |
| 	{
 | |
| 		type = 2002;
 | |
| 	}
 | |
| 	DLL_LINKAGE explicit Component(const CStackBasicDescriptor &stack);
 | |
| 	Component(Component::EComponentType Type, ui16 Subtype, si32 Val, si16 When)
 | |
| 		:id(Type),subtype(Subtype),val(Val),when(When)
 | |
| 	{
 | |
| 		type = 2002;
 | |
| 	}
 | |
| };
 | |
| 
 | |
| struct InfoWindow : public CPackForClient //103  - displays simple info window
 | |
| {
 | |
| 	void applyCl(CClient *cl);
 | |
| 
 | |
| 	MetaString text;
 | |
| 	std::vector<Component> components;
 | |
| 	PlayerColor player;
 | |
| 	ui16 soundID;
 | |
| 
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & text & components & player & soundID;
 | |
| 	}
 | |
| 	InfoWindow()
 | |
| 	{
 | |
| 		type = 103;
 | |
| 		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,
 | |
| 	
 | |
| 		//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_CLEAR_ARTIFACTS, BANK_ADD_ARTIFACT, BANK_MULTIPLIER, BANK_CONFIG_PRESET, 
 | |
| 		BANK_CLEAR_CONFIG, BANK_INIT_ARMY, BANK_RESET
 | |
| 	};
 | |
| }
 | |
| 
 | |
| struct SetObjectProperty : public CPackForClient//1001
 | |
| {
 | |
| 	DLL_LINKAGE void applyGs(CGameState *gs);
 | |
| 	void applyCl(CClient *cl);
 | |
| 
 | |
| 	ObjectInstanceID id;
 | |
| 	ui8 what; //1 - owner; 2 - blockvis; 3 - first stack count; 4 - visitors; 5 - visited; 6 - ID (if 34 then also def is replaced)
 | |
| 	ui32 val;
 | |
| 	SetObjectProperty(){type = 1001;};
 | |
| 	SetObjectProperty(ObjectInstanceID ID, ui8 What, ui32 Val):id(ID),what(What),val(Val){type = 1001;};
 | |
| 
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & id & what & val;
 | |
| 	}
 | |
| };
 | |
| 
 | |
| struct SetHoverName : public CPackForClient//1002
 | |
| {
 | |
| 	DLL_LINKAGE void applyGs(CGameState *gs);
 | |
| 
 | |
| 	ObjectInstanceID id;
 | |
| 	MetaString name;
 | |
| 	SetHoverName(){type = 1002;};
 | |
| 	SetHoverName(ObjectInstanceID ID, MetaString& Name):id(ID),name(Name){type = 1002;};
 | |
| 
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & id & name;
 | |
| 	}
 | |
| };
 | |
| struct HeroLevelUp : public Query//2000
 | |
| {
 | |
| 	void applyCl(CClient *cl);
 | |
| 	DLL_LINKAGE void applyGs(CGameState *gs);
 | |
| 
 | |
| 	ObjectInstanceID heroid;
 | |
| 	PrimarySkill::PrimarySkill primskill;
 | |
| 	ui8 level;
 | |
| 	std::vector<SecondarySkill> skills;
 | |
| 
 | |
| 	HeroLevelUp(){type = 2000;};
 | |
| 
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & queryID & heroid & primskill & level & skills;
 | |
| 	}
 | |
| };
 | |
| 
 | |
| struct CommanderLevelUp : public Query
 | |
| {
 | |
| 	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?
 | |
| 
 | |
| 	std::vector<ui32> skills; //0-5 - secondary skills, val-100 - special skill
 | |
| 
 | |
| 	CommanderLevelUp(){type = 2005;};
 | |
| 
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & queryID & heroid & sl & skills;
 | |
| 	}
 | |
| };
 | |
| 
 | |
| struct TradeComponents : public CPackForClient, public CPackForServer
 | |
| {
 | |
| ///used to handle info about components available in shops
 | |
| 	void applyCl(CClient *cl);
 | |
| 	DLL_LINKAGE void applyGs(CGameState *gs);
 | |
| 
 | |
| 	si32 heroid;
 | |
| 	ui32 objectid;
 | |
| 	std::map<ui16, Component> available, chosen, bought;
 | |
| 
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & heroid & objectid & available & chosen & bought;
 | |
| 	}
 | |
| 
 | |
| };
 | |
| //A dialog that requires making decision by player - it may contain components to choose between or has yes/no options
 | |
| //Client responds with QueryReply, where answer: 0 - cancel pressed, choice doesn't matter; 1/2/...  - first/second/... component selected and OK pressed
 | |
| //Until sending reply player won't be allowed to take any actions
 | |
| struct BlockingDialog : public Query//2003
 | |
| {
 | |
| 	enum {ALLOW_CANCEL = 1, SELECTION = 2};
 | |
| 
 | |
| 	void applyCl(CClient *cl);
 | |
| 
 | |
| 	MetaString text;
 | |
| 	std::vector<Component> 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)
 | |
| 	{
 | |
| 		type = 2003;
 | |
| 		flags = 0;
 | |
| 		soundID = 0;
 | |
| 		if(yesno) flags |= ALLOW_CANCEL;
 | |
| 		if(Selection) flags |= SELECTION;
 | |
| 	}
 | |
| 	BlockingDialog()
 | |
| 	{
 | |
| 		type = 2003;
 | |
| 		flags = 0;
 | |
| 		soundID = 0;
 | |
| 	};
 | |
| 
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & queryID & text & components & player & flags & soundID;
 | |
| 	}
 | |
| };
 | |
| 
 | |
| struct GarrisonDialog : public Query//2004
 | |
| {
 | |
| 	GarrisonDialog(){type = 2004;}
 | |
| 	void applyCl(CClient *cl);
 | |
| 	ObjectInstanceID objid, hid;
 | |
| 	bool removableUnits;
 | |
| 
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & queryID & objid & hid & removableUnits;
 | |
| 	}
 | |
| };
 | |
| 
 | |
| struct BattleInfo;
 | |
| struct BattleStart : public CPackForClient//3000
 | |
| {
 | |
| 	BattleStart(){type = 3000;};
 | |
| 	void applyCl(CClient *cl);
 | |
| 	DLL_LINKAGE void applyGs(CGameState *gs);
 | |
| 
 | |
| 	BattleInfo * info;
 | |
| 
 | |
| 
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & info;
 | |
| 	}
 | |
| };
 | |
| struct BattleNextRound : public CPackForClient//3001
 | |
| {
 | |
| 	BattleNextRound(){type = 3001;};
 | |
| 	void applyFirstCl(CClient *cl);
 | |
| 	void applyCl(CClient *cl);
 | |
| 	DLL_LINKAGE void applyGs( CGameState *gs );
 | |
| 	si32 round;
 | |
| 
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & round;
 | |
| 	}
 | |
| };
 | |
| struct BattleSetActiveStack : public CPackForClient//3002
 | |
| {
 | |
| 	BattleSetActiveStack()
 | |
| 	{
 | |
| 		type = 3002;
 | |
| 		askPlayerInterface = true;
 | |
| 	}
 | |
| 
 | |
| 	void applyCl(CClient *cl);
 | |
| 	DLL_LINKAGE void applyGs(CGameState *gs);
 | |
| 
 | |
| 	ui32 stack;
 | |
| 	ui8 askPlayerInterface;
 | |
| 
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & stack & askPlayerInterface;
 | |
| 	}
 | |
| };
 | |
| struct BattleResult : public CPackForClient//3003
 | |
| {
 | |
| 	enum EResult {NORMAL = 0, ESCAPE = 1, SURRENDER = 2};
 | |
| 
 | |
| 	BattleResult(){type = 3003;};
 | |
| 	void applyFirstCl(CClient *cl);
 | |
| 	void applyGs(CGameState *gs);
 | |
| 
 | |
| 	EResult result;
 | |
| 	ui8 winner; //0 - attacker, 1 - defender, [2 - draw (should be possible?)]
 | |
| 	std::map<ui32,si32> casualties[2]; //first => casualties of attackers - map crid => number
 | |
| 	TExpType exp[2]; //exp for attacker and defender
 | |
| 	std::set<ArtifactInstanceID> artifacts; //artifacts taken from loser to winner - currently unused
 | |
| 
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & result & winner & casualties[0] & casualties[1] & exp & artifacts;
 | |
| 	}
 | |
| };
 | |
| 
 | |
| struct BattleStackMoved : public CPackForClient//3004
 | |
| {
 | |
| 	ui32 stack;
 | |
| 	std::vector<BattleHex> tilesToMove;
 | |
| 	ui8 distance, teleporting;
 | |
| 	BattleStackMoved(){type = 3004;};
 | |
| 	void applyFirstCl(CClient *cl);
 | |
| 	void applyGs(CGameState *gs);
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & stack & tilesToMove & distance;
 | |
| 	}
 | |
| };
 | |
| 
 | |
| struct StacksHealedOrResurrected : public CPackForClient //3013
 | |
| {
 | |
| 	StacksHealedOrResurrected(){type = 3013;}
 | |
| 
 | |
| 	DLL_LINKAGE void applyGs(CGameState *gs);
 | |
| 	void applyCl(CClient *cl);
 | |
| 
 | |
| 	struct HealInfo
 | |
| 	{
 | |
| 		ui32 stackID;
 | |
| 		ui32 healedHP;
 | |
| 		ui8 lowLevelResurrection; //in case this stack is resurrected by this heal, it will be marked as SUMMONED //TODO: replace with separate counter
 | |
| 		template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 		{
 | |
| 			h & stackID & healedHP & lowLevelResurrection;
 | |
| 		}
 | |
| 	};
 | |
| 
 | |
| 	std::vector<HealInfo> healedStacks;
 | |
| 	bool lifeDrain; //if true, this heal is an effect of life drain
 | |
| 	bool tentHealing; //if true, than it's healing via First Aid Tent
 | |
| 	si32 drainedFrom; //if life drain - then stack life was drain from, if tentHealing - stack that is a healer
 | |
| 
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & healedStacks & lifeDrain & tentHealing & drainedFrom;
 | |
| 	}
 | |
| };
 | |
| 
 | |
| struct BattleStackAttacked : public CPackForClient//3005
 | |
| {
 | |
| 	BattleStackAttacked(){flags = 0; type = 3005;};
 | |
| 	void applyFirstCl(CClient * cl);
 | |
| 	//void applyCl(CClient *cl);
 | |
| 	DLL_LINKAGE void applyGs(CGameState *gs);
 | |
| 
 | |
| 	ui32 stackAttacked, attackerID;
 | |
| 	ui32 newAmount, newHP, killedAmount, damageAmount;
 | |
| 	enum EFlags {KILLED = 1, EFFECT = 2, SECONDARY = 4, REBIRTH = 8, CLONE_KILLED = 16};
 | |
| 	ui8 flags; //uses EFlags (above)
 | |
| 	ui32 effect; //set only if flag EFFECT is set
 | |
| 	std::vector<StacksHealedOrResurrected> healedStacks; //used when life drain
 | |
| 
 | |
| 
 | |
| 	bool killed() const//if target stack was killed
 | |
| 	{
 | |
| 		return flags & KILLED || flags & CLONE_KILLED;
 | |
| 	}
 | |
| 	bool cloneKilled() const
 | |
| 	{
 | |
| 		return flags & CLONE_KILLED;
 | |
| 	}
 | |
| 	bool isEffect() const//if stack has been attacked by a spell
 | |
| 	{
 | |
| 		return flags & EFFECT;
 | |
| 	}
 | |
| 	bool isSecondary() const//if stack was not a primary target (receives no spell effects)
 | |
| 	{
 | |
| 		return flags & SECONDARY;
 | |
| 	}
 | |
| 	bool willRebirth() const//if stack was not a primary target (receives no spell effects)
 | |
| 	{
 | |
| 		return flags & REBIRTH;
 | |
| 	}
 | |
| 	bool lifeDrain() const //if this attack involves life drain effect
 | |
| 	{
 | |
| 		return healedStacks.size() > 0;
 | |
| 	}
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & stackAttacked & attackerID & newAmount & newHP & flags & killedAmount & damageAmount & effect
 | |
| 			& healedStacks;
 | |
| 	}
 | |
| 	bool operator<(const BattleStackAttacked &b) const
 | |
| 	{
 | |
| 		return stackAttacked < b.stackAttacked;
 | |
| 	}
 | |
| };
 | |
| 
 | |
| struct BattleAttack : public CPackForClient//3006
 | |
| {
 | |
| 	BattleAttack(){flags = 0; type = 3006;};
 | |
| 	void applyFirstCl(CClient *cl);
 | |
| 	DLL_LINKAGE void applyGs(CGameState *gs);
 | |
| 	void applyCl(CClient *cl);
 | |
| 
 | |
| 	std::vector<BattleStackAttacked> bsa;
 | |
| 	ui32 stackAttacking;
 | |
| 	ui8 flags; //uses Eflags (below)
 | |
| 	enum EFlags{SHOT = 1, COUNTER = 2, LUCKY = 4, UNLUCKY = 8, BALLISTA_DOUBLE_DMG = 16, DEATH_BLOW = 32};
 | |
| 
 | |
| 	bool shot() const//distance attack - decrease number of shots
 | |
| 	{
 | |
| 		return flags & SHOT;
 | |
| 	}
 | |
| 	bool counter() const//is it counterattack?
 | |
| 	{
 | |
| 		return flags & COUNTER;
 | |
| 	}
 | |
| 	bool lucky() const
 | |
| 	{
 | |
| 		return flags & LUCKY;
 | |
| 	}
 | |
| 	bool unlucky() const
 | |
| 	{
 | |
| 		//TODO: support?
 | |
| 		return flags & UNLUCKY;
 | |
| 	}
 | |
| 	bool ballistaDoubleDmg() const //if it's ballista attack and does double dmg
 | |
| 	{
 | |
| 		return flags & BALLISTA_DOUBLE_DMG;
 | |
| 	}
 | |
| 	bool deathBlow() const
 | |
| 	{
 | |
| 		return flags & DEATH_BLOW;
 | |
| 	}
 | |
| 	//bool killed() //if target stack was killed
 | |
| 	//{
 | |
| 	//	return bsa.killed();
 | |
| 	//}
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & bsa & stackAttacking & flags;
 | |
| 	}
 | |
| };
 | |
| 
 | |
| struct StartAction : public CPackForClient//3007
 | |
| {
 | |
| 	StartAction(){type = 3007;};
 | |
| 	StartAction(const BattleAction &act){ba = act; type = 3007;};
 | |
| 	void applyFirstCl(CClient *cl);
 | |
| 	DLL_LINKAGE void applyGs(CGameState *gs);
 | |
| 
 | |
| 	BattleAction ba;
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & ba;
 | |
| 	}
 | |
| };
 | |
| 
 | |
| struct EndAction : public CPackForClient//3008
 | |
| {
 | |
| 	EndAction(){type = 3008;};
 | |
| 	void applyCl(CClient *cl);
 | |
| 
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 	}
 | |
| };
 | |
| 
 | |
| struct BattleSpellCast : public CPackForClient//3009
 | |
| {
 | |
| 	BattleSpellCast(){type = 3009;};
 | |
| 	DLL_LINKAGE void applyGs(CGameState *gs);
 | |
| 	void applyCl(CClient *cl);
 | |
| 
 | |
| 	si32 dmgToDisplay; //this amount will be displayed as amount of damage dealt by spell
 | |
| 	ui8 side; //which hero did cast spell: 0 - attacker, 1 - defender
 | |
| 	ui32 id; //id of spell
 | |
| 	ui8 skill; //caster's skill level
 | |
| 	ui8 spellCost;
 | |
| 	ui8 manaGained; //mana channeling ability
 | |
| 	BattleHex tile; //destination tile (may not be set in some global/mass spells
 | |
| 	std::vector<ui32> resisted; //ids of creatures that resisted this spell
 | |
| 	std::set<ui32> affectedCres; //ids of creatures affected by this spell, generally used if spell does not set any effect (like dispel or cure)
 | |
| 	CreatureID attackerType;//id of caster to generate console message; -1 if not set (eg. spell casted by artifact)
 | |
| 	bool castedByHero; //if true - spell has been casted by hero, otherwise by a creature
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & dmgToDisplay & side & id & skill & spellCost & manaGained & tile & resisted & affectedCres & attackerType & castedByHero;
 | |
| 	}
 | |
| };
 | |
| 
 | |
| struct SetStackEffect : public CPackForClient //3010
 | |
| {
 | |
| 	SetStackEffect(){type = 3010;};
 | |
| 	DLL_LINKAGE void applyGs(CGameState *gs);
 | |
| 	void applyCl(CClient *cl);
 | |
| 
 | |
| 	std::vector<ui32> stacks; //affected stacks (IDs)
 | |
| 	std::vector<Bonus> effect; //bonuses to apply
 | |
| 	std::vector<std::pair<ui32, Bonus> > uniqueBonuses; //bonuses per single stack
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & stacks & effect & uniqueBonuses;
 | |
| 	}
 | |
| };
 | |
| 
 | |
| struct StacksInjured : public CPackForClient //3011
 | |
| {
 | |
| 	StacksInjured(){type = 3011;}
 | |
| 	DLL_LINKAGE void applyGs(CGameState *gs);
 | |
| 	void applyCl(CClient *cl);
 | |
| 
 | |
| 	std::vector<BattleStackAttacked> stacks;
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & stacks;
 | |
| 	}
 | |
| };
 | |
| 
 | |
| struct BattleResultsApplied : public CPackForClient //3012
 | |
| {
 | |
| 	BattleResultsApplied(){type = 3012;}
 | |
| 
 | |
| 	PlayerColor player1, player2;
 | |
| 
 | |
| 	void applyCl(CClient *cl);
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & player1 & player2;
 | |
| 	}
 | |
| };
 | |
| 
 | |
| struct ObstaclesRemoved : public CPackForClient //3014
 | |
| {
 | |
| 	ObstaclesRemoved(){type = 3014;}
 | |
| 
 | |
| 	DLL_LINKAGE void applyGs(CGameState *gs);
 | |
| 	void applyCl(CClient *cl);
 | |
| 
 | |
| 	std::set<si32> obstacles; //uniqueIDs of removed obstacles
 | |
| 
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & obstacles;
 | |
| 	}
 | |
| };
 | |
| 
 | |
| struct CatapultAttack : public CPackForClient //3015
 | |
| {
 | |
| 	CatapultAttack(){type = 3015;}
 | |
| 
 | |
| 	DLL_LINKAGE void applyGs(CGameState *gs);
 | |
| 	void applyCl(CClient *cl);
 | |
| 
 | |
| 	std::set< std::pair< std::pair< ui8, si16 >, ui8> > attackedParts; // < <attackedPartOfWall, attacked hex >, damageDealt>
 | |
| 	//attackedPartOfWall; //[0] - keep, [1] - bottom tower, [2] - bottom wall, [3] - below gate, [4] - over gate, [5] - upper wall, [6] - uppert tower, [7] - gate;
 | |
| 	//damageDealt;
 | |
| 
 | |
| 	int attacker; //if -1, then a spell caused this
 | |
| 
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & attackedParts & attacker;
 | |
| 	}
 | |
| };
 | |
| 
 | |
| struct BattleStacksRemoved : public CPackForClient //3016
 | |
| {
 | |
| 	BattleStacksRemoved(){type = 3016;}
 | |
| 
 | |
| 	DLL_LINKAGE void applyGs(CGameState *gs);
 | |
| 	void applyCl(CClient *cl);
 | |
| 
 | |
| 	std::set<ui32> stackIDs; //IDs of removed stacks
 | |
| 
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & stackIDs;
 | |
| 	}
 | |
| };
 | |
| 
 | |
| struct BattleStackAdded : public CPackForClient //3017
 | |
| {
 | |
| 	BattleStackAdded(){type = 3017;};
 | |
| 
 | |
| 	DLL_LINKAGE void applyGs(CGameState *gs);
 | |
| 	void applyCl(CClient *cl);
 | |
| 
 | |
| 	int attacker; // if true, stack belongs to attacker
 | |
| 	CreatureID creID;
 | |
| 	int amount;
 | |
| 	int pos;
 | |
| 	int summoned; //if true, remove it afterwards
 | |
| 
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & attacker & creID & amount & pos & summoned;
 | |
| 	}
 | |
| };
 | |
| 
 | |
| struct BattleSetStackProperty : public CPackForClient //3018
 | |
| {
 | |
| 	BattleSetStackProperty(){type = 3018;};
 | |
| 
 | |
| 	enum BattleStackProperty {CASTS, ENCHANTER_COUNTER, UNBIND, CLONED};
 | |
| 
 | |
| 	DLL_LINKAGE void applyGs(CGameState *gs);
 | |
| 	//void applyCl(CClient *cl){};
 | |
| 
 | |
| 	int stackID;
 | |
| 	BattleStackProperty which;
 | |
| 	int val;
 | |
| 	int absolute;
 | |
| 
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & stackID & which & val & absolute;
 | |
| 	}
 | |
| };
 | |
| 
 | |
| struct BattleTriggerEffect : public CPackForClient //3019
 | |
| { //activated at the beginning of turn
 | |
| 	BattleTriggerEffect(){type = 3019;};
 | |
| 
 | |
| 	DLL_LINKAGE void applyGs(CGameState *gs); //effect
 | |
| 	void applyCl(CClient *cl); //play animations & stuff
 | |
| 
 | |
| 	//enum BattleEffect {REGENERATION, MANA_DRAIN, FEAR, MANA_CHANNELING, ENCHANTER, UNBIND, POISON, ENCHANTED, SUMMONER};
 | |
| 
 | |
| 	int stackID;
 | |
| 	int effect; //use enumBattleEffect or corresponding Bonus type for sanity?
 | |
| 	int val;
 | |
| 	int additionalInfo;
 | |
| 
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & stackID & effect & val & additionalInfo;
 | |
| 	}
 | |
| };
 | |
| 
 | |
| struct BattleObstaclePlaced : public CPackForClient //3020
 | |
| { //activated at the beginning of turn
 | |
| 	BattleObstaclePlaced(){type = 3020;};
 | |
| 
 | |
| 	DLL_LINKAGE void applyGs(CGameState *gs); //effect
 | |
| 	void applyCl(CClient *cl); //play animations & stuff
 | |
| 
 | |
| 	shared_ptr<CObstacleInstance> obstacle;
 | |
| 
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & obstacle;
 | |
| 	}
 | |
| };
 | |
| 
 | |
| 
 | |
| struct ShowInInfobox : public CPackForClient //107
 | |
| {
 | |
| 	ShowInInfobox(){type = 107;};
 | |
| 	PlayerColor player;
 | |
| 	Component c;
 | |
| 	MetaString text;
 | |
| 
 | |
| 	void applyCl(CClient *cl);
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & player & c & text;
 | |
| 	}
 | |
| };
 | |
| 
 | |
| struct AdvmapSpellCast : public CPackForClient //108
 | |
| {
 | |
| 	AdvmapSpellCast(){type = 108;}
 | |
| 	const CGHeroInstance * caster;
 | |
| 	SpellID spellID;
 | |
| 
 | |
| 	void applyCl(CClient *cl);
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & caster & spellID;
 | |
| 	}
 | |
| };
 | |
| 
 | |
| /***********************************************************************************************************/
 | |
| 
 | |
| struct CommitPackage : public CPackForServer
 | |
| {
 | |
| 	bool freePack; //for local usage, DO NOT serialize
 | |
| 	bool applyGh(CGameHandler *gh);
 | |
| 	CPackForClient *packToCommit;
 | |
| 
 | |
| 	CommitPackage()
 | |
| 	{
 | |
| 		freePack = true;
 | |
| 	}
 | |
| 	~CommitPackage()
 | |
| 	{
 | |
| 		if(freePack)
 | |
| 			delete packToCommit;
 | |
| 	}
 | |
| 
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & packToCommit;
 | |
| 	}
 | |
| };
 | |
| 
 | |
| 
 | |
| struct CloseServer : public CPackForServer
 | |
| {
 | |
| 	bool applyGh(CGameHandler *gh);
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{}
 | |
| };
 | |
| 
 | |
| struct EndTurn : public CPackForServer
 | |
| {
 | |
| 	bool applyGh(CGameHandler *gh);
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{}
 | |
| };
 | |
| 
 | |
| struct DismissHero : public CPackForServer
 | |
| {
 | |
| 	DismissHero(){};
 | |
| 	DismissHero(ObjectInstanceID HID) : hid(HID) {};
 | |
| 	ObjectInstanceID hid;
 | |
| 
 | |
| 	bool applyGh(CGameHandler *gh);
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & hid;
 | |
| 	}
 | |
| };
 | |
| 
 | |
| struct MoveHero : public CPackForServer
 | |
| {
 | |
| 	MoveHero(){};
 | |
| 	MoveHero(const int3 &Dest, ObjectInstanceID HID) : dest(Dest), hid(HID){};
 | |
| 	int3 dest;
 | |
| 	ObjectInstanceID hid;
 | |
| 
 | |
| 	bool applyGh(CGameHandler *gh);
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & dest & hid;
 | |
| 	}
 | |
| };
 | |
| 
 | |
| struct CastleTeleportHero : public CPackForServer
 | |
| {
 | |
| 	CastleTeleportHero(){};
 | |
| 	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 <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & dest & hid;
 | |
| 	}
 | |
| };
 | |
| 
 | |
| struct ArrangeStacks : public CPackForServer
 | |
| {
 | |
| 	ArrangeStacks(){};
 | |
| 	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 <typename Handler> 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 <typename Handler> 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 <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & tid & bid;
 | |
| 	}
 | |
| };
 | |
| struct RazeStructure : public BuildStructure
 | |
| {
 | |
| 	RazeStructure(){};
 | |
| 	//RazeStructure(si32 TID, si32 BID):bid(BID),tid(TID){};
 | |
| 
 | |
| 	bool applyGh(CGameHandler *gh);
 | |
| };
 | |
| struct RecruitCreatures : public CPackForServer
 | |
| {
 | |
| 	RecruitCreatures(){};
 | |
| 	RecruitCreatures(ObjectInstanceID TID, CreatureID CRID, si32 Amount, si32 Level):tid(TID),crid(CRID),amount(Amount),level(Level){};
 | |
| 	ObjectInstanceID tid; //town id
 | |
| 	CreatureID crid;
 | |
| 	ui32 amount;//creature amount
 | |
| 	si32 level;//dwelling level to buy from, -1 if any
 | |
| 	bool applyGh(CGameHandler *gh);
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & tid & 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 <typename Handler> 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 <typename Handler> 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 <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & src & dst;
 | |
| 	}
 | |
| };
 | |
| 
 | |
| struct AssembleArtifacts : public CPackForServer
 | |
| {
 | |
| 	AssembleArtifacts(){};
 | |
| 	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 <typename Handler> 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 <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & hid & aid;
 | |
| 	}
 | |
| };
 | |
| 
 | |
| struct TradeOnMarketplace : public CPackForServer
 | |
| {
 | |
| 	TradeOnMarketplace(){};
 | |
| 
 | |
| 	const CGObjectInstance *market;
 | |
| 	const CGHeroInstance *hero; //needed when trading artifacts / creatures
 | |
| 	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 <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & market & hero & mode & r1 & r2 & val;
 | |
| 	}
 | |
| };
 | |
| 
 | |
| struct SetFormation : public CPackForServer
 | |
| {
 | |
| 	SetFormation(){};
 | |
| 	SetFormation(ObjectInstanceID HID, ui8 Formation):hid(HID),formation(Formation){};
 | |
| 	ObjectInstanceID hid;
 | |
| 	ui8 formation;
 | |
| 
 | |
| 	bool applyGh(CGameHandler *gh);
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & hid & formation;
 | |
| 	}
 | |
| };
 | |
| 
 | |
| struct HireHero : public CPackForServer
 | |
| {
 | |
| 	HireHero(){};
 | |
| 	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 <typename Handler> 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 <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & objid;
 | |
| 	}
 | |
| 
 | |
| };
 | |
| 
 | |
| struct QueryReply : public CPackForServer
 | |
| {
 | |
| 	QueryReply(){type = 6000;};
 | |
| 	QueryReply(ui32 QID, ui32 Answer):qid(QID),answer(Answer){type = 6000;};
 | |
| 	ui32 qid, answer; //hero and artifact id
 | |
| 	PlayerColor player;
 | |
| 
 | |
| 	bool applyGh(CGameHandler *gh);
 | |
| 	template <typename Handler> 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 <typename Handler> 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 <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & ba;
 | |
| 	}
 | |
| };
 | |
| 
 | |
| struct DigWithHero : public CPackForServer
 | |
| {
 | |
| 	DigWithHero(){}
 | |
| 	ObjectInstanceID id; //digging hero id
 | |
| 
 | |
| 	bool applyGh(CGameHandler *gh);
 | |
| 	template <typename Handler> 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 <typename Handler> 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 <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & fname;
 | |
| 	}
 | |
| };
 | |
| 
 | |
| struct PlayerMessage : public CPackForClient, public CPackForServer //513
 | |
| {
 | |
| 	PlayerMessage(){CPackForClient::type = 513;};
 | |
| 	PlayerMessage(PlayerColor Player, const std::string &Text)
 | |
| 		:player(Player),text(Text)
 | |
| 	{CPackForClient::type = 513;};
 | |
| 	void applyCl(CClient *cl);
 | |
| 	void applyGs(CGameState *gs){};
 | |
| 	bool applyGh(CGameHandler *gh);
 | |
| 
 | |
| 	PlayerColor player;
 | |
| 	std::string text;
 | |
| 
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & text & player;
 | |
| 	}
 | |
| };
 | |
| 
 | |
| 
 | |
| struct SetSelection : public CPackForClient, public CPackForServer //514
 | |
| {
 | |
| 	SetSelection(){CPackForClient::type = 514;};
 | |
| 	DLL_LINKAGE void applyGs(CGameState *gs);
 | |
| 	bool applyGh(CGameHandler *gh);
 | |
| 	void applyCl(CClient *cl);
 | |
| 
 | |
| 	PlayerColor player;
 | |
| 	ObjectInstanceID id;
 | |
| 
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & id & player;
 | |
| 	}
 | |
| };
 | |
| 
 | |
| struct CenterView : public CPackForClient//515
 | |
| {
 | |
| 	CenterView(){CPackForClient::type = 515;};
 | |
| 	void applyCl(CClient *cl);
 | |
| 
 | |
| 	PlayerColor player;
 | |
| 	int3 pos;
 | |
| 	ui32 focusTime; //ms
 | |
| 
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & pos & player & focusTime;
 | |
| 	}
 | |
| };
 | |
| 
 | |
| /***********************************************************************************************************/
 | |
| 
 | |
| struct CPackForSelectionScreen : public CPack
 | |
| {
 | |
| 	void apply(CSelectionScreen *selScreen){}; //that functions are implemented in CPreGame.cpp
 | |
| };
 | |
| 
 | |
| class CPregamePackToPropagate  : public CPackForSelectionScreen
 | |
| {};
 | |
| 
 | |
| class CPregamePackToHost  : public CPackForSelectionScreen
 | |
| {};
 | |
| 
 | |
| struct ChatMessage : public CPregamePackToPropagate
 | |
| {
 | |
| 	std::string playerName, message;
 | |
| 
 | |
| 	void apply(CSelectionScreen *selScreen);
 | |
| 	template <typename Handler> 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 <typename Handler> 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 <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & playerName & connectionID;
 | |
| 	}
 | |
| };
 | |
| 
 | |
| struct SelectMap : public CPregamePackToPropagate
 | |
| {
 | |
| 	const CMapInfo *mapInfo;
 | |
| 	bool free;
 | |
| 
 | |
| 	SelectMap(const CMapInfo &src)
 | |
| 	{
 | |
| 		mapInfo = &src;
 | |
| 		free = false;
 | |
| 	}
 | |
| 	SelectMap()
 | |
| 	{
 | |
| 		mapInfo = NULL;
 | |
| 		free = true;
 | |
| 	}
 | |
| 	~SelectMap()
 | |
| 	{
 | |
| 		if(free)
 | |
| 			delete mapInfo;
 | |
| 	}
 | |
| 
 | |
| 	void apply(CSelectionScreen *selScreen); //that functions are implemented in CPreGame.cpp
 | |
| 
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & mapInfo;
 | |
| 	}
 | |
| 
 | |
| };
 | |
| 
 | |
| struct UpdateStartOptions : public CPregamePackToPropagate
 | |
| {
 | |
| 	StartInfo *options;
 | |
| 	bool free;
 | |
| 
 | |
| 	void apply(CSelectionScreen *selScreen); //that functions are implemented in CPreGame.cpp
 | |
| 
 | |
| 	UpdateStartOptions(StartInfo &src)
 | |
| 	{
 | |
| 		options = &src;
 | |
| 		free = false;
 | |
| 	}
 | |
| 	UpdateStartOptions()
 | |
| 	{
 | |
| 		options = NULL;
 | |
| 		free = true;
 | |
| 	}
 | |
| 	~UpdateStartOptions()
 | |
| 	{
 | |
| 		if(free)
 | |
| 			delete options;
 | |
| 	}
 | |
| 
 | |
| 	template <typename Handler> 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 <typename Handler> 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(){}
 | |
| 
 | |
| 	void apply(CSelectionScreen *selScreen); //that functions are implemented in CPreGame.cpp
 | |
| 
 | |
| 	template <typename Handler> 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 <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & playerID;
 | |
| 	}
 | |
| };
 | |
| 
 | |
| struct PlayersNames : public CPregamePackToPropagate
 | |
| {
 | |
| public:
 | |
| 	std::map<ui8, std::string> playerNames;
 | |
| 
 | |
| 	void apply(CSelectionScreen *selScreen); //that functions are implemented in CPreGame.cpp
 | |
| 
 | |
| 	template <typename Handler> 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 <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		//h & playerNames;
 | |
| 	}
 | |
| };
 |