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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-16 10:19:47 +02:00
vcmi/lib/networkPacks/PacksForClient.h
Ivan Savenko 1aa391fdf8 Split CGeneralTextHandler file into 1 file per class form
All text processing code is now located in lib/texts.
No changes other than code being moved around and adjustment of includes

Moved without changes:
Languages.h           -> texts/Languages.h
MetaString.*          -> texts/MetaString.*
TextOperations.*      -> texts/TextOperations.*

Split into parts:
CGeneralTextHandler.* -> texts/CGeneralTextHandler.*
                      -> texts/CLegacyConfigParser.*
                      -> texts/TextLocalizationContainer.*
                      -> texts/TextIdentifier.h
2024-07-20 12:55:17 +00:00

1519 lines
31 KiB
C++

/*
* PacksForClient.h, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#pragma once
#include "ArtifactLocation.h"
#include "Component.h"
#include "EInfoWindowMode.h"
#include "EOpenWindowMode.h"
#include "EntityChanges.h"
#include "NetPacksBase.h"
#include "ObjProperty.h"
#include "../CCreatureSet.h"
#include "../ResourceSet.h"
#include "../TurnTimerInfo.h"
#include "../gameState/EVictoryLossCheckResult.h"
#include "../gameState/RumorState.h"
#include "../gameState/QuestInfo.h"
#include "../gameState/TavernSlot.h"
#include "../int3.h"
#include "../mapping/CMapDefines.h"
#include "../spells/ViewSpellInt.h"
class CClient;
class CGameHandler;
VCMI_LIB_NAMESPACE_BEGIN
class CGameState;
class CArtifact;
class CGObjectInstance;
class CArtifactInstance;
struct StackLocation;
struct ArtSlotInfo;
struct QuestInfo;
class IBattleState;
class BattleInfo;
// This one teleport-specific, but has to be available everywhere in callbacks and netpacks
// For now it's will be there till teleports code refactored and moved into own file
using TTeleportExitsList = std::vector<std::pair<ObjectInstanceID, int3>>;
/***********************************************************************************************************/
struct DLL_LINKAGE PackageApplied : public CPackForClient
{
PackageApplied() = default;
explicit PackageApplied(ui8 Result)
: result(Result)
{
}
void visitTyped(ICPackVisitor & visitor) override;
ui8 result = 0; //0 - something went wrong, request hasn't been realized; 1 - OK
ui32 packType = 0; //type id of applied package
ui32 requestID = 0; //an ID given by client to the request that was applied
PlayerColor player;
template <typename Handler> void serialize(Handler & h)
{
h & result;
h & packType;
h & requestID;
h & player;
}
};
struct DLL_LINKAGE SystemMessage : public CPackForClient
{
explicit SystemMessage(MetaString Text)
: text(std::move(Text))
{
}
SystemMessage() = default;
void visitTyped(ICPackVisitor & visitor) override;
MetaString text;
template <typename Handler> void serialize(Handler & h)
{
h & text;
}
};
struct DLL_LINKAGE PlayerBlocked : public CPackForClient
{
enum EReason { UPCOMING_BATTLE, ONGOING_MOVEMENT };
enum EMode { BLOCKADE_STARTED, BLOCKADE_ENDED };
EReason reason = UPCOMING_BATTLE;
EMode startOrEnd = BLOCKADE_STARTED;
PlayerColor player;
void visitTyped(ICPackVisitor & visitor) override;
template <typename Handler> void serialize(Handler & h)
{
h & reason;
h & startOrEnd;
h & player;
}
};
struct DLL_LINKAGE PlayerCheated : public CPackForClient
{
void applyGs(CGameState * gs) const;
PlayerColor player;
bool losingCheatCode = false;
bool winningCheatCode = false;
void visitTyped(ICPackVisitor & visitor) override;
template <typename Handler> void serialize(Handler & h)
{
h & player;
h & losingCheatCode;
h & winningCheatCode;
}
};
struct DLL_LINKAGE TurnTimeUpdate : public CPackForClient
{
void applyGs(CGameState * gs) const;
PlayerColor player;
TurnTimerInfo turnTimer;
template <typename Handler> void serialize(Handler & h)
{
h & player;
h & turnTimer;
}
};
struct DLL_LINKAGE PlayerStartsTurn : public Query
{
void applyGs(CGameState * gs) const;
PlayerColor player;
void visitTyped(ICPackVisitor & visitor) override;
template <typename Handler> void serialize(Handler & h)
{
h & queryID;
h & player;
}
};
struct DLL_LINKAGE DaysWithoutTown : public CPackForClient
{
void applyGs(CGameState * gs) const;
PlayerColor player;
std::optional<int32_t> daysWithoutCastle;
void visitTyped(ICPackVisitor & visitor) override;
template <typename Handler> void serialize(Handler & h)
{
h & player;
h & daysWithoutCastle;
}
};
struct DLL_LINKAGE EntitiesChanged : public CPackForClient
{
std::vector<EntityChanges> changes;
void applyGs(CGameState * gs);
void visitTyped(ICPackVisitor & visitor) override;
template <typename Handler> void serialize(Handler & h)
{
h & changes;
}
};
struct DLL_LINKAGE SetResources : public CPackForClient
{
void applyGs(CGameState * gs) const;
void visitTyped(ICPackVisitor & visitor) override;
bool abs = true; //false - changes by value; 1 - sets to value
PlayerColor player;
ResourceSet res; //res[resid] => res amount
template <typename Handler> void serialize(Handler & h)
{
h & abs;
h & player;
h & res;
}
};
struct DLL_LINKAGE SetPrimSkill : public CPackForClient
{
void applyGs(CGameState * gs) const;
void visitTyped(ICPackVisitor & visitor) override;
ui8 abs = 0; //0 - changes by value; 1 - sets to value
ObjectInstanceID id;
PrimarySkill which = PrimarySkill::ATTACK;
si64 val = 0;
template <typename Handler> void serialize(Handler & h)
{
h & abs;
h & id;
h & which;
h & val;
}
};
struct DLL_LINKAGE SetSecSkill : public CPackForClient
{
void applyGs(CGameState * gs) const;
void visitTyped(ICPackVisitor & visitor) override;
ui8 abs = 0; //0 - changes by value; 1 - sets to value
ObjectInstanceID id;
SecondarySkill which;
ui16 val = 0;
template <typename Handler> void serialize(Handler & h)
{
h & abs;
h & id;
h & which;
h & val;
}
};
struct DLL_LINKAGE HeroVisitCastle : public CPackForClient
{
void applyGs(CGameState * gs) const;
void visitTyped(ICPackVisitor & visitor) override;
ui8 flags = 0; //1 - start
ObjectInstanceID tid;
ObjectInstanceID hid;
bool start() const //if hero is entering castle (if false - leaving)
{
return flags & 1;
}
template <typename Handler> void serialize(Handler & h)
{
h & flags;
h & tid;
h & hid;
}
};
struct DLL_LINKAGE ChangeSpells : public CPackForClient
{
void applyGs(CGameState * gs);
void visitTyped(ICPackVisitor & visitor) override;
ui8 learn = 1; //1 - gives spell, 0 - takes
ObjectInstanceID hid;
std::set<SpellID> spells;
template <typename Handler> void serialize(Handler & h)
{
h & learn;
h & hid;
h & spells;
}
};
struct DLL_LINKAGE SetMana : public CPackForClient
{
void applyGs(CGameState * gs) const;
void visitTyped(ICPackVisitor & visitor) override;
ObjectInstanceID hid;
si32 val = 0;
bool absolute = true;
template <typename Handler> void serialize(Handler & h)
{
h & val;
h & hid;
h & absolute;
}
};
struct DLL_LINKAGE SetMovePoints : public CPackForClient
{
void applyGs(CGameState * gs) const;
ObjectInstanceID hid;
si32 val = 0;
bool absolute = true;
void visitTyped(ICPackVisitor & visitor) override;
template <typename Handler> void serialize(Handler & h)
{
h & val;
h & hid;
h & absolute;
}
};
struct DLL_LINKAGE FoWChange : public CPackForClient
{
void applyGs(CGameState * gs);
std::unordered_set<int3> tiles;
PlayerColor player;
ETileVisibility mode;
bool waitForDialogs = false;
void visitTyped(ICPackVisitor & visitor) override;
template <typename Handler> void serialize(Handler & h)
{
h & tiles;
h & player;
h & mode;
h & waitForDialogs;
}
};
struct DLL_LINKAGE SetAvailableHero : public CPackForClient
{
SetAvailableHero()
{
army.clearSlots();
}
void applyGs(CGameState * gs);
TavernHeroSlot slotID;
TavernSlotRole roleID;
PlayerColor player;
HeroTypeID hid; //HeroTypeID::NONE if no hero
CSimpleArmy army;
bool replenishPoints;
void visitTyped(ICPackVisitor & visitor) override;
template <typename Handler> void serialize(Handler & h)
{
h & slotID;
h & roleID;
h & player;
h & hid;
h & army;
h & replenishPoints;
}
};
struct DLL_LINKAGE GiveBonus : public CPackForClient
{
enum class ETarget : int8_t { OBJECT, PLAYER, BATTLE };
explicit GiveBonus(ETarget Who = ETarget::OBJECT)
:who(Who)
{
}
void applyGs(CGameState * gs);
ETarget who = ETarget::OBJECT;
VariantIdentifier<ObjectInstanceID, PlayerColor, BattleID> id;
Bonus bonus;
void visitTyped(ICPackVisitor & visitor) override;
template <typename Handler> void serialize(Handler & h)
{
h & bonus;
h & id;
h & who;
assert(id.getNum() != -1);
}
};
struct DLL_LINKAGE ChangeObjPos : public CPackForClient
{
void applyGs(CGameState * gs);
/// Object to move
ObjectInstanceID objid;
/// New position of visitable tile of an object
int3 nPos;
/// Player that initiated this action, if any
PlayerColor initiator;
void visitTyped(ICPackVisitor & visitor) override;
template <typename Handler> void serialize(Handler & h)
{
h & objid;
h & nPos;
h & initiator;
}
};
struct DLL_LINKAGE PlayerEndsTurn : public CPackForClient
{
void applyGs(CGameState * gs) const;
PlayerColor player;
void visitTyped(ICPackVisitor & visitor) override;
template <typename Handler> void serialize(Handler & h)
{
h & player;
}
};
struct DLL_LINKAGE PlayerEndsGame : public CPackForClient
{
void applyGs(CGameState * gs) const;
PlayerColor player;
EVictoryLossCheckResult victoryLossCheckResult;
void visitTyped(ICPackVisitor & visitor) override;
template <typename Handler> void serialize(Handler & h)
{
h & player;
h & victoryLossCheckResult;
}
};
struct DLL_LINKAGE PlayerReinitInterface : public CPackForClient
{
void applyGs(CGameState * gs);
std::vector<PlayerColor> players;
ui8 playerConnectionId; //PLAYER_AI for AI player
void visitTyped(ICPackVisitor & visitor) override;
template <typename Handler> void serialize(Handler & h)
{
h & players;
h & playerConnectionId;
}
};
struct DLL_LINKAGE RemoveBonus : public CPackForClient
{
explicit RemoveBonus(GiveBonus::ETarget Who = GiveBonus::ETarget::OBJECT)
:who(Who)
{
}
void applyGs(CGameState * gs);
GiveBonus::ETarget who; //who receives bonus
VariantIdentifier<HeroTypeID, PlayerColor, BattleID, ObjectInstanceID> whoID;
//vars to identify bonus: its source
BonusSource source;
BonusSourceID id; //source id
//used locally: copy of removed bonus
Bonus bonus;
void visitTyped(ICPackVisitor & visitor) override;
template <typename Handler> void serialize(Handler & h)
{
h & source;
h & id;
h & who;
h & whoID;
}
};
struct DLL_LINKAGE SetCommanderProperty : public CPackForClient
{
enum ECommanderProperty { ALIVE, BONUS, SECONDARY_SKILL, EXPERIENCE, SPECIAL_SKILL };
void applyGs(CGameState * gs);
ObjectInstanceID heroid;
ECommanderProperty which = ALIVE;
TExpType amount = 0; //0 for dead, >0 for alive
si32 additionalInfo = 0; //for secondary skills choice
Bonus accumulatedBonus;
void visitTyped(ICPackVisitor & visitor) override;
template <typename Handler> void serialize(Handler & h)
{
h & heroid;
h & which;
h & amount;
h & additionalInfo;
h & accumulatedBonus;
}
};
struct DLL_LINKAGE AddQuest : public CPackForClient
{
void applyGs(CGameState * gs) const;
PlayerColor player;
QuestInfo quest;
void visitTyped(ICPackVisitor & visitor) override;
template <typename Handler> void serialize(Handler & h)
{
h & player;
h & quest;
}
};
struct DLL_LINKAGE UpdateArtHandlerLists : public CPackForClient
{
std::map<ArtifactID, int> allocatedArtifacts;
void applyGs(CGameState * gs) const;
void visitTyped(ICPackVisitor & visitor) override;
template <typename Handler> void serialize(Handler & h)
{
h & allocatedArtifacts;
}
};
struct DLL_LINKAGE UpdateMapEvents : public CPackForClient
{
std::list<CMapEvent> events;
void applyGs(CGameState * gs) const;
void visitTyped(ICPackVisitor & visitor) override;
template <typename Handler> void serialize(Handler & h)
{
h & events;
}
};
struct DLL_LINKAGE UpdateCastleEvents : public CPackForClient
{
ObjectInstanceID town;
std::list<CCastleEvent> events;
void applyGs(CGameState * gs) const;
void visitTyped(ICPackVisitor & visitor) override;
template <typename Handler> void serialize(Handler & h)
{
h & town;
h & events;
}
};
struct DLL_LINKAGE ChangeFormation : public CPackForClient
{
ObjectInstanceID hid;
EArmyFormation formation{};
void applyGs(CGameState * gs) const;
void visitTyped(ICPackVisitor & visitor) override;
template <typename Handler> void serialize(Handler & h)
{
h & hid;
h & formation;
}
};
struct DLL_LINKAGE RemoveObject : public CPackForClient
{
RemoveObject() = default;
RemoveObject(const ObjectInstanceID & objectID, const PlayerColor & initiator)
: objectID(objectID)
, initiator(initiator)
{
}
void applyGs(CGameState * gs);
void visitTyped(ICPackVisitor & visitor) override;
/// ID of removed object
ObjectInstanceID objectID;
/// Player that initiated this action, if any
PlayerColor initiator;
template <typename Handler> void serialize(Handler & h)
{
h & objectID;
h & initiator;
}
};
struct DLL_LINKAGE TryMoveHero : public CPackForClient
{
void applyGs(CGameState * gs);
enum EResult
{
FAILED,
SUCCESS,
TELEPORTATION,
BLOCKING_VISIT,
EMBARK,
DISEMBARK
};
ObjectInstanceID id;
ui32 movePoints = 0;
EResult result = FAILED; //uses EResult
int3 start; //h3m format
int3 end;
std::unordered_set<int3> fowRevealed; //revealed tiles
std::optional<int3> attackedFrom; // Set when stepping into endangered tile.
void visitTyped(ICPackVisitor & visitor) override;
bool stopMovement() const
{
return result != SUCCESS && result != EMBARK && result != DISEMBARK && result != TELEPORTATION;
}
template <typename Handler> void serialize(Handler & h)
{
h & id;
h & result;
h & start;
h & end;
h & movePoints;
h & fowRevealed;
h & attackedFrom;
}
};
struct DLL_LINKAGE NewStructures : public CPackForClient
{
void applyGs(CGameState * gs);
ObjectInstanceID tid;
std::set<BuildingID> bid;
si16 built = 0;
void visitTyped(ICPackVisitor & visitor) override;
template <typename Handler> void serialize(Handler & h)
{
h & tid;
h & bid;
h & built;
}
};
struct DLL_LINKAGE RazeStructures : public CPackForClient
{
void applyGs(CGameState * gs);
ObjectInstanceID tid;
std::set<BuildingID> bid;
si16 destroyed = 0;
void visitTyped(ICPackVisitor & visitor) override;
template <typename Handler> void serialize(Handler & h)
{
h & tid;
h & bid;
h & destroyed;
}
};
struct DLL_LINKAGE SetAvailableCreatures : public CPackForClient
{
void applyGs(CGameState * gs) const;
ObjectInstanceID tid;
std::vector<std::pair<ui32, std::vector<CreatureID> > > creatures;
void visitTyped(ICPackVisitor & visitor) override;
template <typename Handler> void serialize(Handler & h)
{
h & tid;
h & creatures;
}
};
struct DLL_LINKAGE SetHeroesInTown : public CPackForClient
{
void applyGs(CGameState * gs) const;
ObjectInstanceID tid; //id of town
ObjectInstanceID visiting; //id of visiting hero
ObjectInstanceID garrison; //id of hero in garrison
void visitTyped(ICPackVisitor & visitor) override;
template <typename Handler> void serialize(Handler & h)
{
h & tid;
h & visiting;
h & garrison;
}
};
struct DLL_LINKAGE HeroRecruited : public CPackForClient
{
void applyGs(CGameState * gs) const;
HeroTypeID hid; //subID of hero
ObjectInstanceID tid;
ObjectInstanceID boatId;
int3 tile;
PlayerColor player;
void visitTyped(ICPackVisitor & visitor) override;
template <typename Handler> void serialize(Handler & h)
{
h & hid;
h & tid;
h & boatId;
h & tile;
h & player;
}
};
struct DLL_LINKAGE GiveHero : public CPackForClient
{
void applyGs(CGameState * gs) const;
ObjectInstanceID id; //object id
ObjectInstanceID boatId;
PlayerColor player;
void visitTyped(ICPackVisitor & visitor) override;
template <typename Handler> void serialize(Handler & h)
{
h & id;
h & boatId;
h & player;
}
};
struct DLL_LINKAGE OpenWindow : public Query
{
EOpenWindowMode window;
ObjectInstanceID object;
ObjectInstanceID visitor;
void visitTyped(ICPackVisitor & visitor) override;
template <typename Handler> void serialize(Handler & h)
{
h & queryID;
h & window;
h & object;
h & visitor;
}
};
struct DLL_LINKAGE NewObject : public CPackForClient
{
void applyGs(CGameState * gs);
/// Object ID to create
CGObjectInstance * newObject;
/// Which player initiated creation of this object
PlayerColor initiator;
void visitTyped(ICPackVisitor & visitor) override;
template <typename Handler> void serialize(Handler & h)
{
h & newObject;
h & initiator;
}
};
struct DLL_LINKAGE SetAvailableArtifacts : public CPackForClient
{
void applyGs(CGameState * gs) const;
//two variants: id < 0: set artifact pool for Artifact Merchants in towns; id >= 0: set pool for adv. map Black Market (id is the id of Black Market instance then)
ObjectInstanceID id;
std::vector<const CArtifact *> arts;
void visitTyped(ICPackVisitor & visitor) override;
template <typename Handler> void serialize(Handler & h)
{
h & id;
h & arts;
}
};
struct DLL_LINKAGE CGarrisonOperationPack : CPackForClient
{
};
struct DLL_LINKAGE ChangeStackCount : CGarrisonOperationPack
{
ObjectInstanceID army;
SlotID slot;
TQuantity count;
bool absoluteValue; //if not -> count will be added (or subtracted if negative)
void applyGs(CGameState * gs);
void visitTyped(ICPackVisitor & visitor) override;
template <typename Handler> void serialize(Handler & h)
{
h & army;
h & slot;
h & count;
h & absoluteValue;
}
};
struct DLL_LINKAGE SetStackType : CGarrisonOperationPack
{
ObjectInstanceID army;
SlotID slot;
CreatureID type;
void applyGs(CGameState * gs);
void visitTyped(ICPackVisitor & visitor) override;
template <typename Handler> void serialize(Handler & h)
{
h & army;
h & slot;
h & type;
}
};
struct DLL_LINKAGE EraseStack : CGarrisonOperationPack
{
ObjectInstanceID army;
SlotID slot;
void applyGs(CGameState * gs);
void visitTyped(ICPackVisitor & visitor) override;
template <typename Handler> void serialize(Handler & h)
{
h & army;
h & slot;
}
};
struct DLL_LINKAGE SwapStacks : CGarrisonOperationPack
{
ObjectInstanceID srcArmy;
ObjectInstanceID dstArmy;
SlotID srcSlot;
SlotID dstSlot;
void applyGs(CGameState * gs);
void visitTyped(ICPackVisitor & visitor) override;
template <typename Handler> void serialize(Handler & h)
{
h & srcArmy;
h & dstArmy;
h & srcSlot;
h & dstSlot;
}
};
struct DLL_LINKAGE InsertNewStack : CGarrisonOperationPack
{
ObjectInstanceID army;
SlotID slot;
CreatureID type;
TQuantity count = 0;
void applyGs(CGameState * gs);
void visitTyped(ICPackVisitor & visitor) override;
template <typename Handler> void serialize(Handler & h)
{
h & army;
h & slot;
h & type;
h & count;
}
};
///moves creatures from src stack to dst slot, may be used for merging/splittint/moving stacks
struct DLL_LINKAGE RebalanceStacks : CGarrisonOperationPack
{
ObjectInstanceID srcArmy;
ObjectInstanceID dstArmy;
SlotID srcSlot;
SlotID dstSlot;
TQuantity count;
void applyGs(CGameState * gs);
void visitTyped(ICPackVisitor & visitor) override;
template <typename Handler> void serialize(Handler & h)
{
h & srcArmy;
h & dstArmy;
h & srcSlot;
h & dstSlot;
h & count;
}
};
struct DLL_LINKAGE BulkRebalanceStacks : CGarrisonOperationPack
{
std::vector<RebalanceStacks> moves;
void applyGs(CGameState * gs);
void visitTyped(ICPackVisitor & visitor) override;
template <typename Handler>
void serialize(Handler & h)
{
h & moves;
}
};
struct DLL_LINKAGE BulkSmartRebalanceStacks : CGarrisonOperationPack
{
std::vector<RebalanceStacks> moves;
std::vector<ChangeStackCount> changes;
void applyGs(CGameState * gs);
void visitTyped(ICPackVisitor & visitor) override;
template <typename Handler>
void serialize(Handler & h)
{
h & moves;
h & changes;
}
};
struct DLL_LINKAGE CArtifactOperationPack : CPackForClient
{
};
struct DLL_LINKAGE PutArtifact : CArtifactOperationPack
{
PutArtifact() = default;
explicit PutArtifact(ArtifactLocation & dst, bool askAssemble = true)
: al(dst), askAssemble(askAssemble)
{
}
ArtifactLocation al;
bool askAssemble;
ConstTransitivePtr<CArtifactInstance> art;
void applyGs(CGameState * gs);
void visitTyped(ICPackVisitor & visitor) override;
template <typename Handler> void serialize(Handler & h)
{
h & al;
h & askAssemble;
h & art;
}
};
struct DLL_LINKAGE NewArtifact : public CArtifactOperationPack
{
ConstTransitivePtr<CArtifactInstance> art;
void applyGs(CGameState * gs);
void visitTyped(ICPackVisitor & visitor) override;
template <typename Handler> void serialize(Handler & h)
{
h & art;
}
};
struct DLL_LINKAGE EraseArtifact : CArtifactOperationPack
{
ArtifactLocation al;
void applyGs(CGameState * gs);
void visitTyped(ICPackVisitor & visitor) override;
template <typename Handler> void serialize(Handler & h)
{
h & al;
}
};
struct DLL_LINKAGE BulkMoveArtifacts : CArtifactOperationPack
{
struct LinkedSlots
{
ArtifactPosition srcPos;
ArtifactPosition dstPos;
bool askAssemble;
LinkedSlots() = default;
LinkedSlots(const ArtifactPosition & srcPos, const ArtifactPosition & dstPos, bool askAssemble = false)
: srcPos(srcPos)
, dstPos(dstPos)
, askAssemble(askAssemble)
{
}
template <typename Handler> void serialize(Handler & h)
{
h & srcPos;
h & dstPos;
h & askAssemble;
}
};
PlayerColor interfaceOwner;
ObjectInstanceID srcArtHolder;
ObjectInstanceID dstArtHolder;
std::optional<SlotID> srcCreature;
std::optional<SlotID> dstCreature;
BulkMoveArtifacts()
: interfaceOwner(PlayerColor::NEUTRAL)
, srcArtHolder(ObjectInstanceID::NONE)
, dstArtHolder(ObjectInstanceID::NONE)
, srcCreature(std::nullopt)
, dstCreature(std::nullopt)
{
}
BulkMoveArtifacts(const PlayerColor & interfaceOwner, const ObjectInstanceID srcArtHolder, const ObjectInstanceID dstArtHolder, bool swap)
: interfaceOwner(interfaceOwner)
, srcArtHolder(srcArtHolder)
, dstArtHolder(dstArtHolder)
, srcCreature(std::nullopt)
, dstCreature(std::nullopt)
{
}
void applyGs(CGameState * gs);
std::vector<LinkedSlots> artsPack0;
std::vector<LinkedSlots> artsPack1;
void visitTyped(ICPackVisitor & visitor) override;
template <typename Handler> void serialize(Handler & h)
{
h & interfaceOwner;
h & artsPack0;
h & artsPack1;
h & srcArtHolder;
h & dstArtHolder;
h & srcCreature;
h & dstCreature;
}
};
struct DLL_LINKAGE AssembledArtifact : CArtifactOperationPack
{
ArtifactLocation al; //where assembly will be put
const CArtifact * builtArt;
void applyGs(CGameState * gs);
void visitTyped(ICPackVisitor & visitor) override;
template <typename Handler> void serialize(Handler & h)
{
h & al;
h & builtArt;
}
};
struct DLL_LINKAGE DisassembledArtifact : CArtifactOperationPack
{
ArtifactLocation al;
void applyGs(CGameState * gs);
void visitTyped(ICPackVisitor & visitor) override;
template <typename Handler> void serialize(Handler & h)
{
h & al;
}
};
struct DLL_LINKAGE HeroVisit : public CPackForClient
{
PlayerColor player;
ObjectInstanceID heroId;
ObjectInstanceID objId;
bool starting; //false -> ending
void applyGs(CGameState * gs);
void visitTyped(ICPackVisitor & visitor) override;
template <typename Handler> void serialize(Handler & h)
{
h & player;
h & heroId;
h & objId;
h & starting;
}
};
struct DLL_LINKAGE NewTurn : public CPackForClient
{
enum weekType { NORMAL, DOUBLE_GROWTH, BONUS_GROWTH, DEITYOFFIRE, PLAGUE, NO_ACTION };
void applyGs(CGameState * gs);
void visitTyped(ICPackVisitor & visitor) override;
struct Hero
{
ObjectInstanceID id; //id is a general serial id
ui32 move;
ui32 mana;
template <typename Handler> void serialize(Handler & h)
{
h & id;
h & move;
h & mana;
}
bool operator<(const Hero & h)const { return id < h.id; }
};
std::set<Hero> heroes; //updates movement and mana points
std::map<PlayerColor, ResourceSet> res; //player ID => resource value[res_id]
std::map<ObjectInstanceID, SetAvailableCreatures> cres;//creatures to be placed in towns
ui32 day = 0;
ui8 specialWeek = 0; //weekType
CreatureID creatureid; //for creature weeks
std::optional<RumorState> newRumor; // only on new weeks
NewTurn() = default;
template <typename Handler> void serialize(Handler & h)
{
h & heroes;
h & cres;
h & res;
h & day;
h & specialWeek;
h & creatureid;
h & newRumor;
}
};
struct DLL_LINKAGE InfoWindow : public CPackForClient //103 - displays simple info window
{
EInfoWindowMode type = EInfoWindowMode::MODAL;
MetaString text;
std::vector<Component> components;
PlayerColor player;
ui16 soundID = 0;
void visitTyped(ICPackVisitor & visitor) override;
template <typename Handler> void serialize(Handler & h)
{
h & type;
h & text;
h & components;
h & player;
h & soundID;
}
InfoWindow() = default;
};
struct DLL_LINKAGE SetObjectProperty : public CPackForClient
{
void applyGs(CGameState * gs) const;
ObjectInstanceID id;
ObjProperty what{};
ObjPropertyID identifier;
SetObjectProperty() = default;
void visitTyped(ICPackVisitor & visitor) override;
template <typename Handler> void serialize(Handler & h)
{
h & id;
h & what;
h & identifier;
}
};
struct DLL_LINKAGE ChangeObjectVisitors : public CPackForClient
{
enum VisitMode
{
VISITOR_ADD, // mark hero as one that have visited this object
VISITOR_ADD_TEAM, // mark team as one that have visited this object
VISITOR_GLOBAL, // mark player as one that have visited object of this type
VISITOR_REMOVE, // unmark visitor, reversed to ADD
VISITOR_CLEAR // clear all visitors from this object (object reset)
};
VisitMode mode = VISITOR_CLEAR; // uses VisitMode enum
ObjectInstanceID object;
ObjectInstanceID hero; // note: hero owner will be also marked as "visited" this object
void applyGs(CGameState * gs) const;
void visitTyped(ICPackVisitor & visitor) override;
ChangeObjectVisitors() = default;
ChangeObjectVisitors(VisitMode mode, const ObjectInstanceID & object, const ObjectInstanceID & heroID = ObjectInstanceID(-1))
: mode(mode)
, object(object)
, hero(heroID)
{
}
template <typename Handler> void serialize(Handler & h)
{
h & object;
h & hero;
h & mode;
}
};
struct DLL_LINKAGE ChangeArtifactsCostume : public CPackForClient
{
std::map<ArtifactPosition, ArtifactID> costumeSet;
uint32_t costumeIdx = 0;
const PlayerColor player = PlayerColor::NEUTRAL;
void applyGs(CGameState * gs) const;
void visitTyped(ICPackVisitor & visitor) override;
ChangeArtifactsCostume() = default;
ChangeArtifactsCostume(const PlayerColor & player, const uint32_t costumeIdx)
: costumeIdx(costumeIdx)
, player(player)
{
}
template <typename Handler> void serialize(Handler & h)
{
h & costumeSet;
h & costumeIdx;
h & player;
}
};
struct DLL_LINKAGE HeroLevelUp : public Query
{
PlayerColor player;
ObjectInstanceID heroId;
PrimarySkill primskill = PrimarySkill::ATTACK;
std::vector<SecondarySkill> skills;
void applyGs(CGameState * gs) const;
void visitTyped(ICPackVisitor & visitor) override;
template <typename Handler> void serialize(Handler & h)
{
h & queryID;
h & player;
h & heroId;
h & primskill;
h & skills;
}
};
struct DLL_LINKAGE CommanderLevelUp : public Query
{
PlayerColor player;
ObjectInstanceID heroId;
std::vector<ui32> skills; //0-5 - secondary skills, val-100 - special skill
void applyGs(CGameState * gs) const;
void visitTyped(ICPackVisitor & visitor) override;
template <typename Handler> void serialize(Handler & h)
{
h & queryID;
h & player;
h & heroId;
h & skills;
}
};
//A dialog that requires making decision by player - it may contain components to choose between or has yes/no options
//Client responds with QueryReply, where answer: 0 - cancel pressed, choice doesn't matter; 1/2/... - first/second/... component selected and OK pressed
//Until sending reply player won't be allowed to take any actions
struct DLL_LINKAGE BlockingDialog : public Query
{
enum { ALLOW_CANCEL = 1, SELECTION = 2, SAFE_TO_AUTOACCEPT = 4 };
MetaString text;
std::vector<Component> components;
PlayerColor player;
ui8 flags = 0;
ui16 soundID = 0;
bool cancel() const
{
return flags & ALLOW_CANCEL;
}
bool selection() const
{
return flags & SELECTION;
}
bool safeToAutoaccept() const
{
return flags & SAFE_TO_AUTOACCEPT;
}
BlockingDialog(bool yesno, bool Selection)
{
if(yesno) flags |= ALLOW_CANCEL;
if(Selection) flags |= SELECTION;
}
BlockingDialog() = default;
void visitTyped(ICPackVisitor & visitor) override;
template <typename Handler> void serialize(Handler & h)
{
h & queryID;
h & text;
h & components;
h & player;
h & flags;
h & soundID;
}
};
struct DLL_LINKAGE GarrisonDialog : public Query
{
ObjectInstanceID objid;
ObjectInstanceID hid;
bool removableUnits = false;
void visitTyped(ICPackVisitor & visitor) override;
template <typename Handler> void serialize(Handler & h)
{
h & queryID;
h & objid;
h & hid;
h & removableUnits;
}
};
struct DLL_LINKAGE ExchangeDialog : public Query
{
PlayerColor player;
ObjectInstanceID hero1;
ObjectInstanceID hero2;
void visitTyped(ICPackVisitor & visitor) override;
template <typename Handler> void serialize(Handler & h)
{
h & queryID;
h & player;
h & hero1;
h & hero2;
}
};
struct DLL_LINKAGE TeleportDialog : public Query
{
TeleportDialog() = default;
TeleportDialog(const ObjectInstanceID & hero, const TeleportChannelID & Channel)
: hero(hero)
, channel(Channel)
{
}
ObjectInstanceID hero;
TeleportChannelID channel;
TTeleportExitsList exits;
bool impassable = false;
void visitTyped(ICPackVisitor & visitor) override;
template <typename Handler> void serialize(Handler & h)
{
h & queryID;
h & hero;
h & channel;
h & exits;
h & impassable;
}
};
struct DLL_LINKAGE MapObjectSelectDialog : public Query
{
PlayerColor player;
Component icon;
MetaString title;
MetaString description;
std::vector<ObjectInstanceID> objects;
void visitTyped(ICPackVisitor & visitor) override;
template <typename Handler> void serialize(Handler & h)
{
h & queryID;
h & player;
h & icon;
h & title;
h & description;
h & objects;
}
};
struct DLL_LINKAGE AdvmapSpellCast : public CPackForClient
{
ObjectInstanceID casterID;
SpellID spellID;
template <typename Handler> void serialize(Handler & h)
{
h & casterID;
h & spellID;
}
protected:
void visitTyped(ICPackVisitor & visitor) override;
};
struct DLL_LINKAGE ShowWorldViewEx : public CPackForClient
{
PlayerColor player;
bool showTerrain; // TODO: send terrain state
std::vector<ObjectPosInfo> objectPositions;
template <typename Handler> void serialize(Handler & h)
{
h & player;
h & showTerrain;
h & objectPositions;
}
protected:
void visitTyped(ICPackVisitor & visitor) override;
};
struct DLL_LINKAGE PlayerMessageClient : public CPackForClient
{
PlayerMessageClient() = default;
PlayerMessageClient(const PlayerColor & Player, std::string Text)
: player(Player)
, text(std::move(Text))
{
}
void visitTyped(ICPackVisitor & visitor) override;
PlayerColor player;
std::string text;
template <typename Handler> void serialize(Handler & h)
{
h & player;
h & text;
}
};
struct DLL_LINKAGE CenterView : public CPackForClient
{
PlayerColor player;
int3 pos;
ui32 focusTime = 0; //ms
void visitTyped(ICPackVisitor & visitor) override;
template <typename Handler> void serialize(Handler & h)
{
h & pos;
h & player;
h & focusTime;
}
};
VCMI_LIB_NAMESPACE_END