mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-20 20:23:03 +02:00
ac66fc7f42
New features for players: * Loading for multiplayer. Any save could be used for multiplayer. * Restart for multiplayer. All clients will restart together. * Loading from single save. * Hotseat mixed with network game. Multiple players per client. * Now connection to server could be cancelled. * Return to menu on disconnections instead of crashes. * Restoring of last selected map, save or campaign on next run. TLDR on important changes in engine code: * UI: work with server separated from UI * UI: all explitic blitting replaced with IntObject's * UI: all new code use smart pointers instead of DISPOSE * Gameplay always start through lobby controlled by server. * Threads receiving netpacks now shared for lobby and gameplay. * Campaigns: heroes for crossover now serialized as JsonNode.
2334 lines
52 KiB
C++
2334 lines
52 KiB
C++
/*
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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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#pragma once
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#include "NetPacksBase.h"
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#include "battle/BattleAction.h"
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#include "mapObjects/CGHeroInstance.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 "CGameStateFwd.h"
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#include "mapping/CMapDefines.h"
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#include "battle/CObstacleInstance.h"
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#include "spells/ViewSpellInt.h"
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class CClient;
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class CGameState;
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class CGameHandler;
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class CArtifact;
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class CGObjectInstance;
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class CArtifactInstance;
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struct StackLocation;
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struct ArtSlotInfo;
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struct QuestInfo;
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class IBattleState;
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struct Query : public CPackForClient
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{
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QueryID queryID; // equals to -1 if it is not an actual query (and should not be answered)
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Query()
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{
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}
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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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{}
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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;
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h & slot;
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}
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};
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/***********************************************************************************************************/
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struct PackageApplied : public CPackForClient
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{
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PackageApplied()
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: result(0), packType(0),requestID(0)
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{}
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PackageApplied(ui8 Result)
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: result(Result), packType(0), requestID(0)
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{}
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void applyCl(CClient *cl);
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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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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & result;
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h & packType;
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h & requestID;
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h & player;
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}
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};
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struct SystemMessage : public CPackForClient
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{
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SystemMessage(const std::string & Text) : text(Text){}
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SystemMessage(){}
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void applyCl(CClient *cl);
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std::string text;
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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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struct PlayerBlocked : public CPackForClient
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{
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PlayerBlocked() : reason(UPCOMING_BATTLE), startOrEnd(BLOCKADE_STARTED) {}
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void applyCl(CClient *cl);
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enum EReason { UPCOMING_BATTLE, ONGOING_MOVEMENT };
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enum EMode { BLOCKADE_STARTED, BLOCKADE_ENDED };
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EReason reason;
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EMode startOrEnd;
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PlayerColor player;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & reason;
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h & startOrEnd;
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h & player;
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}
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};
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struct PlayerCheated : public CPackForClient
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{
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PlayerCheated() : losingCheatCode(false), winningCheatCode(false) {}
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DLL_LINKAGE void applyGs(CGameState *gs);
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PlayerColor player;
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bool losingCheatCode;
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bool winningCheatCode;
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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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h & losingCheatCode;
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h & winningCheatCode;
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}
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};
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struct YourTurn : public CPackForClient
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{
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YourTurn(){}
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void applyCl(CClient *cl);
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DLL_LINKAGE void applyGs(CGameState *gs);
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PlayerColor player;
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boost::optional<ui8> daysWithoutCastle;
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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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h & daysWithoutCastle;
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}
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};
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struct SetResources : public CPackForClient
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{
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SetResources():abs(true){};
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void applyCl(CClient *cl);
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DLL_LINKAGE void applyGs(CGameState *gs);
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bool abs; //false - changes by value; 1 - sets to value
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PlayerColor player;
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TResources res; //res[resid] => res amount
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & abs;
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h & player;
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h & res;
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}
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};
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struct SetPrimSkill : public CPackForClient
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{
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SetPrimSkill()
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: abs(0), which(PrimarySkill::ATTACK), val(0)
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{}
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void applyCl(CClient *cl);
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DLL_LINKAGE void applyGs(CGameState *gs);
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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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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & abs;
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h & id;
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h & which;
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h & val;
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}
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};
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struct SetSecSkill : public CPackForClient
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{
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SetSecSkill()
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: abs(0), val(0)
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{}
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void applyCl(CClient *cl);
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DLL_LINKAGE void applyGs(CGameState *gs);
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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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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & abs;
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h & id;
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h & which;
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h & val;
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}
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};
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struct HeroVisitCastle : public CPackForClient
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{
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HeroVisitCastle(){flags=0;};
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void applyCl(CClient *cl);
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DLL_LINKAGE void applyGs(CGameState *gs);
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ui8 flags; //1 - start
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ObjectInstanceID tid, hid;
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bool start() //if hero is entering castle (if false - leaving)
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{
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return flags & 1;
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}
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & flags;
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h & tid;
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h & hid;
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}
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};
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struct ChangeSpells : public CPackForClient
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{
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ChangeSpells():learn(1){}
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void applyCl(CClient *cl);
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DLL_LINKAGE void applyGs(CGameState *gs);
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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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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & learn;
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h & hid;
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h & spells;
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}
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};
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struct SetMana : public CPackForClient
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{
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SetMana(){val = 0; absolute=true;}
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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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bool absolute;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & val;
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h & hid;
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h & absolute;
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}
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};
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struct SetMovePoints : public CPackForClient
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{
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SetMovePoints(){val = 0; absolute=true;}
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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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bool absolute;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & val;
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h & hid;
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h & absolute;
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}
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};
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struct FoWChange : public CPackForClient
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{
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FoWChange(){mode = 0; waitForDialogs = false;}
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void applyCl(CClient *cl);
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DLL_LINKAGE void applyGs(CGameState *gs);
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std::unordered_set<int3, struct ShashInt3 > tiles;
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PlayerColor player;
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ui8 mode; //mode==0 - hide, mode==1 - reveal
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bool waitForDialogs;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & tiles;
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h & player;
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h & mode;
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h & waitForDialogs;
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}
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};
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struct SetAvailableHeroes : public CPackForClient
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{
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SetAvailableHeroes()
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{
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for (int i = 0; i < GameConstants::AVAILABLE_HEROES_PER_PLAYER; i++)
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army[i].clear();
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}
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void applyCl(CClient *cl);
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DLL_LINKAGE void applyGs(CGameState *gs);
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PlayerColor player;
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si32 hid[GameConstants::AVAILABLE_HEROES_PER_PLAYER]; //-1 if no hero
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CSimpleArmy army[GameConstants::AVAILABLE_HEROES_PER_PLAYER];
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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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h & hid;
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h & army;
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}
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};
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struct GiveBonus : public CPackForClient
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{
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GiveBonus(ui8 Who = 0)
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{
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who = Who;
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id = 0;
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}
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void applyCl(CClient *cl);
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DLL_LINKAGE void applyGs(CGameState *gs);
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enum {HERO, PLAYER, TOWN};
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ui8 who; //who receives bonus, uses enum above
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si32 id; //hero. town or player id - whoever receives it
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Bonus bonus;
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MetaString bdescr;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & bonus;
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h & id;
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h & bdescr;
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h & who;
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assert( id != -1);
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}
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};
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struct ChangeObjPos : public CPackForClient
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{
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ChangeObjPos()
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{
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flags = 0;
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}
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void applyFirstCl(CClient *cl);
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void applyCl(CClient *cl);
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DLL_LINKAGE void applyGs(CGameState *gs);
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ObjectInstanceID objid;
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int3 nPos;
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ui8 flags; //bit flags: 1 - redraw
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & objid;
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h & nPos;
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h & flags;
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}
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};
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struct PlayerEndsGame : public CPackForClient
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{
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PlayerEndsGame()
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{
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}
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void applyCl(CClient *cl);
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DLL_LINKAGE void applyGs(CGameState *gs);
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PlayerColor player;
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EVictoryLossCheckResult victoryLossCheckResult;
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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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h & victoryLossCheckResult;
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}
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};
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struct RemoveBonus : public CPackForClient
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{
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RemoveBonus(ui8 Who = 0)
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{
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who = Who;
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whoID = 0;
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source = 0;
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id = 0;
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}
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void applyCl(CClient *cl);
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DLL_LINKAGE void applyGs(CGameState *gs);
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enum {HERO, PLAYER, TOWN};
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ui8 who; //who receives bonus, uses enum above
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ui32 whoID; //hero, town or player id - whoever loses bonus
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//vars to identify bonus: its source
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ui8 source;
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ui32 id; //source id
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//used locally: copy of removed bonus
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Bonus bonus;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & source;
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h & id;
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h & who;
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h & whoID;
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}
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};
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struct SetCommanderProperty : public CPackForClient
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{
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enum ECommanderProperty {ALIVE, BONUS, SECONDARY_SKILL, EXPERIENCE, SPECIAL_SKILL};
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SetCommanderProperty()
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:which(ALIVE), amount(0), additionalInfo(0)
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{}
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void applyCl(CClient *cl){};
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DLL_LINKAGE void applyGs(CGameState *gs);
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ObjectInstanceID heroid; //for commander attached to hero
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StackLocation sl; //for commander not on the hero?
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ECommanderProperty which;
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TExpType amount; //0 for dead, >0 for alive
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si32 additionalInfo; //for secondary skills choice
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Bonus accumulatedBonus;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & heroid;
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h & sl;
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h & which;
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h & amount;
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h & additionalInfo;
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h & accumulatedBonus;
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}
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};
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struct AddQuest : public CPackForClient
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{
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AddQuest(){};
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void applyCl(CClient *cl){};
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DLL_LINKAGE void applyGs(CGameState *gs);
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PlayerColor player;
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QuestInfo quest;
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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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h & quest;
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}
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};
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struct UpdateArtHandlerLists : public CPackForClient
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{
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UpdateArtHandlerLists(){}
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std::vector<CArtifact*> treasures, minors, majors, relics;
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DLL_LINKAGE void applyGs(CGameState *gs);
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & treasures;
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h & minors;
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h & majors;
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h & relics;
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}
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};
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struct UpdateMapEvents : public CPackForClient
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{
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UpdateMapEvents(){}
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std::list<CMapEvent> events;
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DLL_LINKAGE void applyGs(CGameState *gs);
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & events;
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}
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};
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struct UpdateCastleEvents : public CPackForClient
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{
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UpdateCastleEvents(){}
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ObjectInstanceID town;
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std::list<CCastleEvent> events;
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DLL_LINKAGE void applyGs(CGameState *gs);
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & town;
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h & events;
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}
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};
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struct ChangeFormation : public CPackForClient
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{
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ChangeFormation():formation(0){}
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ObjectInstanceID hid;
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ui8 formation;
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DLL_LINKAGE void applyGs(CGameState *gs);
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & hid;
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h & formation;
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}
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};
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struct RemoveObject : public CPackForClient
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{
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RemoveObject(){}
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RemoveObject(ObjectInstanceID ID){id = ID;};
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void applyFirstCl(CClient *cl);
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void applyCl(CClient *cl);
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DLL_LINKAGE void applyGs(CGameState *gs);
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ObjectInstanceID id;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & id;
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}
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};
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struct TryMoveHero : public CPackForClient
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{
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TryMoveHero()
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: movePoints(0), result(FAILED), humanKnows(false)
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{}
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void applyFirstCl(CClient *cl);
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void applyCl(CClient *cl);
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void applyGs(CGameState *gs);
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enum EResult
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{
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FAILED, SUCCESS, TELEPORTATION, RESERVED___, BLOCKING_VISIT, EMBARK, DISEMBARK
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};
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ObjectInstanceID id;
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ui32 movePoints;
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EResult result; //uses EResult
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int3 start, end; //h3m format
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std::unordered_set<int3, ShashInt3> fowRevealed; //revealed tiles
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boost::optional<int3> attackedFrom; // Set when stepping into endangered tile.
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bool humanKnows; //used locally during applying to client
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bool stopMovement() const;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & id;
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h & result;
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h & start;
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h & end;
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h & movePoints;
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h & fowRevealed;
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h & attackedFrom;
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}
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};
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|
struct NewStructures : public CPackForClient
|
|
{
|
|
NewStructures():builded(0){}
|
|
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;
|
|
h & bid;
|
|
h & builded;
|
|
}
|
|
};
|
|
|
|
struct RazeStructures : public CPackForClient
|
|
{
|
|
RazeStructures():destroyed(0){}
|
|
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;
|
|
h & bid;
|
|
h & destroyed;
|
|
}
|
|
};
|
|
|
|
struct SetAvailableCreatures : public CPackForClient
|
|
{
|
|
SetAvailableCreatures(){}
|
|
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;
|
|
h & creatures;
|
|
}
|
|
};
|
|
|
|
struct SetHeroesInTown : public CPackForClient
|
|
{
|
|
SetHeroesInTown(){}
|
|
void applyCl(CClient *cl);
|
|
DLL_LINKAGE void applyGs(CGameState *gs);
|
|
|
|
ObjectInstanceID tid, visiting, garrison; //id of town, visiting hero, hero in garrison
|
|
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & tid;
|
|
h & visiting;
|
|
h & garrison;
|
|
}
|
|
};
|
|
|
|
struct HeroRecruited : public CPackForClient
|
|
{
|
|
HeroRecruited():hid(-1){}
|
|
void applyCl(CClient *cl);
|
|
DLL_LINKAGE void applyGs(CGameState *gs);
|
|
|
|
si32 hid;//subID of hero
|
|
ObjectInstanceID tid;
|
|
int3 tile;
|
|
PlayerColor player;
|
|
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & hid;
|
|
h & tid;
|
|
h & tile;
|
|
h & player;
|
|
}
|
|
};
|
|
|
|
struct GiveHero : public CPackForClient
|
|
{
|
|
GiveHero(){}
|
|
void applyFirstCl(CClient *cl);
|
|
void applyCl(CClient *cl);
|
|
DLL_LINKAGE void applyGs(CGameState *gs);
|
|
|
|
ObjectInstanceID id; //object id
|
|
PlayerColor player;
|
|
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & id;
|
|
h & player;
|
|
}
|
|
};
|
|
|
|
struct OpenWindow : public CPackForClient
|
|
{
|
|
OpenWindow():id1(-1),id2(-1){}
|
|
void applyCl(CClient *cl);
|
|
|
|
enum EWindow {EXCHANGE_WINDOW, RECRUITMENT_FIRST, RECRUITMENT_ALL, SHIPYARD_WINDOW, THIEVES_GUILD,
|
|
UNIVERSITY_WINDOW, HILL_FORT_WINDOW, MARKET_WINDOW, PUZZLE_MAP, TAVERN_WINDOW};
|
|
ui8 window;
|
|
si32 id1, id2;
|
|
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & window;
|
|
h & id1;
|
|
h & id2;
|
|
}
|
|
};
|
|
|
|
struct NewObject : public CPackForClient
|
|
{
|
|
NewObject():subID(0){}
|
|
void applyCl(CClient *cl);
|
|
DLL_LINKAGE void applyGs(CGameState *gs);
|
|
|
|
Obj ID;
|
|
ui32 subID;
|
|
int3 pos;
|
|
|
|
ObjectInstanceID id; //used locally, filled during applyGs
|
|
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & ID;
|
|
h & subID;
|
|
h & pos;
|
|
}
|
|
};
|
|
|
|
struct SetAvailableArtifacts : public CPackForClient
|
|
{
|
|
SetAvailableArtifacts():id(0){}
|
|
void applyCl(CClient *cl);
|
|
DLL_LINKAGE void applyGs(CGameState *gs);
|
|
|
|
si32 id; //two variants: id < 0: set artifact pool for Artifact Merchants in towns; id >= 0: set pool for adv. map Black Market (id is the id of Black Market instance then)
|
|
std::vector<const CArtifact *> arts;
|
|
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & id;
|
|
h & arts;
|
|
}
|
|
};
|
|
|
|
struct NewArtifact : public CPackForClient
|
|
{
|
|
NewArtifact(){}
|
|
|
|
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
|
|
{
|
|
ObjectInstanceID army;
|
|
SlotID slot;
|
|
TQuantity count;
|
|
bool 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 & army;
|
|
h & slot;
|
|
h & count;
|
|
h & absoluteValue;
|
|
}
|
|
};
|
|
|
|
struct SetStackType : CGarrisonOperationPack
|
|
{
|
|
ObjectInstanceID army;
|
|
SlotID slot;
|
|
CreatureID type;
|
|
|
|
void applyCl(CClient *cl);
|
|
DLL_LINKAGE void applyGs(CGameState *gs);
|
|
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & army;
|
|
h & slot;
|
|
h & type;
|
|
}
|
|
};
|
|
|
|
struct EraseStack : CGarrisonOperationPack
|
|
{
|
|
ObjectInstanceID army;
|
|
SlotID slot;
|
|
|
|
void applyCl(CClient *cl);
|
|
DLL_LINKAGE void applyGs(CGameState *gs);
|
|
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & army;
|
|
h & slot;
|
|
}
|
|
};
|
|
|
|
struct SwapStacks : CGarrisonOperationPack
|
|
{
|
|
ObjectInstanceID srcArmy;
|
|
ObjectInstanceID dstArmy;
|
|
SlotID srcSlot;
|
|
SlotID dstSlot;
|
|
|
|
void applyCl(CClient * cl);
|
|
DLL_LINKAGE void applyGs(CGameState * gs);
|
|
|
|
template <typename Handler> void serialize(Handler & h, const int version)
|
|
{
|
|
h & srcArmy;
|
|
h & dstArmy;
|
|
h & srcSlot;
|
|
h & dstSlot;
|
|
}
|
|
};
|
|
|
|
struct InsertNewStack : CGarrisonOperationPack
|
|
{
|
|
ObjectInstanceID army;
|
|
SlotID slot;
|
|
CreatureID type;
|
|
TQuantity count;
|
|
|
|
InsertNewStack()
|
|
: count(0)
|
|
{
|
|
}
|
|
|
|
void applyCl(CClient * cl);
|
|
DLL_LINKAGE void applyGs(CGameState * gs);
|
|
|
|
template <typename Handler> void serialize(Handler & h, const int version)
|
|
{
|
|
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 RebalanceStacks : CGarrisonOperationPack
|
|
{
|
|
ObjectInstanceID srcArmy;
|
|
ObjectInstanceID dstArmy;
|
|
SlotID srcSlot;
|
|
SlotID dstSlot;
|
|
|
|
TQuantity count;
|
|
|
|
void applyCl(CClient *cl);
|
|
DLL_LINKAGE void applyGs(CGameState *gs);
|
|
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & srcArmy;
|
|
h & dstArmy;
|
|
h & srcSlot;
|
|
h & dstSlot;
|
|
h & count;
|
|
}
|
|
};
|
|
|
|
struct GetEngagedHeroIds : boost::static_visitor<boost::optional<ObjectInstanceID>>
|
|
{
|
|
boost::optional<ObjectInstanceID> operator()(const ConstTransitivePtr<CGHeroInstance> &h) const
|
|
{
|
|
return h->id;
|
|
}
|
|
boost::optional<ObjectInstanceID> operator()(const ConstTransitivePtr<CStackInstance> &s) const
|
|
{
|
|
if(s->armyObj && s->armyObj->ID == Obj::HERO)
|
|
return s->armyObj->id;
|
|
return boost::optional<ObjectInstanceID>();
|
|
}
|
|
};
|
|
|
|
struct PutArtifact : CArtifactOperationPack
|
|
{
|
|
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;
|
|
h & art;
|
|
}
|
|
};
|
|
|
|
struct EraseArtifact : CArtifactOperationPack
|
|
{
|
|
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
|
|
{
|
|
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;
|
|
h & dst;
|
|
}
|
|
};
|
|
|
|
struct AssembledArtifact : CArtifactOperationPack
|
|
{
|
|
ArtifactLocation al; //where assembly will be put
|
|
CArtifact *builtArt;
|
|
|
|
void applyCl(CClient *cl);
|
|
DLL_LINKAGE void applyGs(CGameState *gs);
|
|
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & al;
|
|
h & builtArt;
|
|
}
|
|
};
|
|
|
|
struct DisassembledArtifact : CArtifactOperationPack
|
|
{
|
|
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 : public CPackForClient
|
|
{
|
|
PlayerColor player;
|
|
ObjectInstanceID heroId;
|
|
ObjectInstanceID objId;
|
|
|
|
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 & player;
|
|
h & heroId;
|
|
h & objId;
|
|
h & starting;
|
|
}
|
|
};
|
|
|
|
struct NewTurn : public CPackForClient
|
|
{
|
|
enum weekType {NORMAL, DOUBLE_GROWTH, BONUS_GROWTH, DEITYOFFIRE, PLAGUE, NO_ACTION};
|
|
|
|
void applyCl(CClient *cl);
|
|
DLL_LINKAGE void applyGs(CGameState *gs);
|
|
|
|
struct Hero
|
|
{
|
|
ObjectInstanceID id;
|
|
ui32 move, mana; //id is a general serial id
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
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, TResources> res; //player ID => resource value[res_id]
|
|
std::map<ObjectInstanceID, SetAvailableCreatures> cres;//creatures to be placed in towns
|
|
ui32 day;
|
|
ui8 specialWeek; //weekType
|
|
CreatureID creatureid; //for creature weeks
|
|
|
|
NewTurn():day(0),specialWeek(0){};
|
|
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & heroes;
|
|
h & cres;
|
|
h & res;
|
|
h & day;
|
|
h & specialWeek;
|
|
h & creatureid;
|
|
}
|
|
};
|
|
|
|
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;
|
|
h & components;
|
|
h & player;
|
|
h & soundID;
|
|
}
|
|
InfoWindow()
|
|
{
|
|
soundID = 0;
|
|
}
|
|
};
|
|
|
|
namespace ObjProperty
|
|
{
|
|
enum {OWNER = 1, BLOCKVIS = 2, PRIMARY_STACK_COUNT = 3, VISITORS = 4, VISITED = 5, ID = 6, AVAILABLE_CREATURE = 7, SUBID = 8,
|
|
MONSTER_COUNT = 10, MONSTER_POWER = 11, MONSTER_EXP = 12, MONSTER_RESTORE_TYPE = 13, MONSTER_REFUSED_JOIN,
|
|
|
|
//town-specific
|
|
STRUCTURE_ADD_VISITING_HERO, STRUCTURE_CLEAR_VISITORS, STRUCTURE_ADD_GARRISONED_HERO, //changing buildings state
|
|
BONUS_VALUE_FIRST, BONUS_VALUE_SECOND, //used in Rampart for special building that generates resources (storing resource type and quantity)
|
|
|
|
//creature-bank specific
|
|
BANK_DAYCOUNTER, BANK_RESET, BANK_CLEAR,
|
|
|
|
//object with reward
|
|
REWARD_RESET, REWARD_SELECT
|
|
};
|
|
}
|
|
|
|
struct SetObjectProperty : public CPackForClient
|
|
{
|
|
DLL_LINKAGE void applyGs(CGameState *gs);
|
|
void applyCl(CClient *cl);
|
|
|
|
ObjectInstanceID id;
|
|
ui8 what; // see ObjProperty enum
|
|
ui32 val;
|
|
SetObjectProperty():what(0),val(0){}
|
|
SetObjectProperty(ObjectInstanceID ID, ui8 What, ui32 Val):id(ID),what(What),val(Val){};
|
|
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & id;
|
|
h & what;
|
|
h & val;
|
|
}
|
|
};
|
|
|
|
struct ChangeObjectVisitors : public CPackForClient
|
|
{
|
|
enum VisitMode
|
|
{
|
|
VISITOR_ADD, // mark hero as one that have visited this object
|
|
VISITOR_ADD_TEAM, // mark team as one that have visited this object
|
|
VISITOR_REMOVE, // unmark visitor, reversed to ADD
|
|
VISITOR_CLEAR // clear all visitors from this object (object reset)
|
|
};
|
|
ui32 mode; // uses VisitMode enum
|
|
ObjectInstanceID object;
|
|
ObjectInstanceID hero; // note: hero owner will be also marked as "visited" this object
|
|
|
|
DLL_LINKAGE void applyGs(CGameState *gs);
|
|
|
|
ChangeObjectVisitors()
|
|
: mode(VISITOR_CLEAR)
|
|
{}
|
|
|
|
ChangeObjectVisitors(ui32 mode, ObjectInstanceID object, ObjectInstanceID heroID = ObjectInstanceID(-1)):
|
|
mode(mode),
|
|
object(object),
|
|
hero(heroID)
|
|
{}
|
|
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & object;
|
|
h & hero;
|
|
h & mode;
|
|
}
|
|
};
|
|
|
|
struct PrepareHeroLevelUp : public CPackForClient
|
|
{
|
|
ObjectInstanceID heroId;
|
|
|
|
/// Do not serialize, used by server only
|
|
std::vector<SecondarySkill> skills;
|
|
|
|
PrepareHeroLevelUp(){}
|
|
|
|
DLL_LINKAGE void applyGs(CGameState * gs);
|
|
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & heroId;
|
|
}
|
|
};
|
|
|
|
struct HeroLevelUp : public Query
|
|
{
|
|
PlayerColor player;
|
|
ObjectInstanceID heroId;
|
|
|
|
PrimarySkill::PrimarySkill primskill;
|
|
std::vector<SecondarySkill> skills;
|
|
|
|
HeroLevelUp(): primskill(PrimarySkill::ATTACK){}
|
|
|
|
void applyCl(CClient * cl);
|
|
DLL_LINKAGE void applyGs(CGameState * gs);
|
|
|
|
template <typename Handler> void serialize(Handler & h, const int version)
|
|
{
|
|
h & queryID;
|
|
h & player;
|
|
h & heroId;
|
|
h & primskill;
|
|
h & skills;
|
|
}
|
|
};
|
|
|
|
struct CommanderLevelUp : public Query
|
|
{
|
|
PlayerColor player;
|
|
ObjectInstanceID heroId;
|
|
|
|
std::vector<ui32> skills; //0-5 - secondary skills, val-100 - special skill
|
|
|
|
CommanderLevelUp(){}
|
|
|
|
void applyCl(CClient * cl);
|
|
DLL_LINKAGE void applyGs(CGameState * gs);
|
|
|
|
template <typename Handler> void serialize(Handler & h, const int version)
|
|
{
|
|
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 BlockingDialog : public Query
|
|
{
|
|
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)
|
|
{
|
|
flags = 0;
|
|
soundID = 0;
|
|
if(yesno) flags |= ALLOW_CANCEL;
|
|
if(Selection) flags |= SELECTION;
|
|
}
|
|
BlockingDialog()
|
|
{
|
|
flags = 0;
|
|
soundID = 0;
|
|
};
|
|
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & queryID;
|
|
h & text;
|
|
h & components;
|
|
h & player;
|
|
h & flags;
|
|
h & soundID;
|
|
}
|
|
};
|
|
|
|
struct GarrisonDialog : public Query
|
|
{
|
|
GarrisonDialog():removableUnits(false){}
|
|
void applyCl(CClient *cl);
|
|
ObjectInstanceID objid, hid;
|
|
bool removableUnits;
|
|
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & queryID;
|
|
h & objid;
|
|
h & hid;
|
|
h & removableUnits;
|
|
}
|
|
};
|
|
|
|
struct ExchangeDialog : public Query
|
|
{
|
|
ExchangeDialog() {}
|
|
void applyCl(CClient *cl);
|
|
|
|
PlayerColor player;
|
|
|
|
ObjectInstanceID hero1;
|
|
ObjectInstanceID hero2;
|
|
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & queryID;
|
|
h & player;
|
|
h & hero1;
|
|
h & hero2;
|
|
}
|
|
};
|
|
|
|
struct TeleportDialog : public Query
|
|
{
|
|
TeleportDialog()
|
|
: impassable(false)
|
|
{}
|
|
|
|
TeleportDialog(PlayerColor Player, TeleportChannelID Channel)
|
|
: player(Player), channel(Channel), impassable(false)
|
|
{}
|
|
|
|
void applyCl(CClient *cl);
|
|
|
|
PlayerColor player;
|
|
TeleportChannelID channel;
|
|
TTeleportExitsList exits;
|
|
bool impassable;
|
|
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & queryID;
|
|
h & player;
|
|
h & channel;
|
|
h & exits;
|
|
h & impassable;
|
|
}
|
|
};
|
|
|
|
struct MapObjectSelectDialog : public Query
|
|
{
|
|
PlayerColor player;
|
|
Component icon;
|
|
MetaString title;
|
|
MetaString description;
|
|
std::vector<ObjectInstanceID> objects;
|
|
|
|
MapObjectSelectDialog(){};
|
|
|
|
void applyCl(CClient * cl);
|
|
|
|
template <typename Handler> void serialize(Handler & h, const int version)
|
|
{
|
|
h & queryID;
|
|
h & player;
|
|
h & icon;
|
|
h & title;
|
|
h & description;
|
|
h & objects;
|
|
}
|
|
};
|
|
|
|
class BattleInfo;
|
|
struct BattleStart : public CPackForClient
|
|
{
|
|
BattleStart()
|
|
:info(nullptr)
|
|
{}
|
|
|
|
void applyFirstCl(CClient *cl);
|
|
void applyCl(CClient *cl);
|
|
DLL_LINKAGE void applyGs(CGameState *gs);
|
|
|
|
BattleInfo * info;
|
|
|
|
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & info;
|
|
}
|
|
};
|
|
|
|
struct BattleNextRound : public CPackForClient
|
|
{
|
|
BattleNextRound():round(0){};
|
|
void applyFirstCl(CClient *cl);
|
|
void applyCl(CClient *cl);
|
|
DLL_LINKAGE void applyGs( CGameState *gs );
|
|
si32 round;
|
|
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & round;
|
|
}
|
|
};
|
|
|
|
struct BattleSetActiveStack : public CPackForClient
|
|
{
|
|
BattleSetActiveStack()
|
|
{
|
|
stack = 0;
|
|
askPlayerInterface = true;
|
|
}
|
|
|
|
void applyCl(CClient *cl);
|
|
DLL_LINKAGE void applyGs(CGameState *gs);
|
|
|
|
ui32 stack;
|
|
ui8 askPlayerInterface;
|
|
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & stack;
|
|
h & askPlayerInterface;
|
|
}
|
|
};
|
|
|
|
struct BattleResult : public CPackForClient
|
|
{
|
|
enum EResult {NORMAL = 0, ESCAPE = 1, SURRENDER = 2};
|
|
|
|
BattleResult()
|
|
: result(NORMAL), winner(2)
|
|
{
|
|
exp[0] = 0;
|
|
exp[1] = 0;
|
|
};
|
|
void applyFirstCl(CClient *cl);
|
|
void applyGs(CGameState *gs);
|
|
|
|
EResult result;
|
|
ui8 winner; //0 - attacker, 1 - defender, [2 - draw (should be possible?)]
|
|
std::map<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;
|
|
h & winner;
|
|
h & casualties[0];
|
|
h & casualties[1];
|
|
h & exp;
|
|
h & artifacts;
|
|
}
|
|
};
|
|
|
|
struct BattleStackMoved : public CPackForClient
|
|
{
|
|
ui32 stack;
|
|
std::vector<BattleHex> tilesToMove;
|
|
int distance;
|
|
bool teleporting;
|
|
BattleStackMoved()
|
|
: stack(0),
|
|
distance(0),
|
|
teleporting(false)
|
|
{};
|
|
void applyFirstCl(CClient *cl);
|
|
DLL_LINKAGE void applyGs(CGameState *gs);
|
|
DLL_LINKAGE void applyBattle(IBattleState * battleState);
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & stack;
|
|
h & tilesToMove;
|
|
h & distance;
|
|
}
|
|
};
|
|
|
|
struct BattleUnitsChanged : public CPackForClient
|
|
{
|
|
BattleUnitsChanged(){}
|
|
|
|
DLL_LINKAGE void applyGs(CGameState *gs);
|
|
DLL_LINKAGE void applyBattle(IBattleState * battleState);
|
|
void applyCl(CClient *cl);
|
|
|
|
std::vector<UnitChanges> changedStacks;
|
|
std::vector<MetaString> battleLog;
|
|
std::vector<CustomEffectInfo> customEffects;
|
|
|
|
template <typename Handler> void serialize(Handler & h, const int version)
|
|
{
|
|
h & changedStacks;
|
|
h & battleLog;
|
|
h & customEffects;
|
|
}
|
|
};
|
|
|
|
struct BattleStackAttacked
|
|
{
|
|
BattleStackAttacked():
|
|
stackAttacked(0), attackerID(0),
|
|
killedAmount(0), damageAmount(0),
|
|
newState(),
|
|
flags(0), effect(0), spellID(SpellID::NONE)
|
|
{};
|
|
|
|
DLL_LINKAGE void applyGs(CGameState *gs);
|
|
DLL_LINKAGE void applyBattle(IBattleState * battleState);
|
|
|
|
ui32 stackAttacked, attackerID;
|
|
ui32 killedAmount;
|
|
int64_t damageAmount;
|
|
UnitChanges newState;
|
|
enum EFlags {KILLED = 1, EFFECT = 2/*deprecated */, SECONDARY = 4, REBIRTH = 8, CLONE_KILLED = 16, SPELL_EFFECT = 32 /*, BONUS_EFFECT = 64 */};
|
|
ui32 flags; //uses EFlags (above)
|
|
ui32 effect; //set only if flag EFFECT is set
|
|
SpellID spellID; //only if flag SPELL_EFFECT is set
|
|
|
|
bool killed() const//if target stack was killed
|
|
{
|
|
return flags & KILLED || flags & CLONE_KILLED;
|
|
}
|
|
bool cloneKilled() const
|
|
{
|
|
return flags & CLONE_KILLED;
|
|
}
|
|
bool isEffect() const//if stack has been attacked by a spell
|
|
{
|
|
return flags & EFFECT;
|
|
}
|
|
bool isSecondary() const//if stack was not a primary target (receives no spell effects)
|
|
{
|
|
return flags & SECONDARY;
|
|
}
|
|
///Attacked with spell (SPELL_LIKE_ATTACK)
|
|
bool isSpell() const
|
|
{
|
|
return flags & SPELL_EFFECT;
|
|
}
|
|
bool willRebirth() const//resurrection, e.g. Phoenix
|
|
{
|
|
return flags & REBIRTH;
|
|
}
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & stackAttacked;
|
|
h & attackerID;
|
|
h & newState;
|
|
h & flags;
|
|
h & killedAmount;
|
|
h & damageAmount;
|
|
h & effect;
|
|
h & spellID;
|
|
}
|
|
bool operator<(const BattleStackAttacked &b) const
|
|
{
|
|
return stackAttacked < b.stackAttacked;
|
|
}
|
|
};
|
|
|
|
struct BattleAttack : public CPackForClient
|
|
{
|
|
BattleAttack()
|
|
: stackAttacking(0), flags(0), spellID(SpellID::NONE)
|
|
{};
|
|
void applyFirstCl(CClient *cl);
|
|
DLL_LINKAGE void applyGs(CGameState *gs);
|
|
void applyCl(CClient *cl);
|
|
|
|
BattleUnitsChanged attackerChanges;
|
|
|
|
std::vector<BattleStackAttacked> bsa;
|
|
ui32 stackAttacking;
|
|
ui32 flags; //uses Eflags (below)
|
|
enum EFlags{SHOT = 1, COUNTER = 2, LUCKY = 4, UNLUCKY = 8, BALLISTA_DOUBLE_DMG = 16, DEATH_BLOW = 32, SPELL_LIKE = 64};
|
|
|
|
SpellID spellID; //for SPELL_LIKE
|
|
|
|
std::vector<MetaString> battleLog;
|
|
std::vector<CustomEffectInfo> customEffects;
|
|
|
|
bool shot() const//distance attack - decrease number of shots
|
|
{
|
|
return flags & SHOT;
|
|
}
|
|
bool counter() const//is it counterattack?
|
|
{
|
|
return flags & COUNTER;
|
|
}
|
|
bool lucky() const
|
|
{
|
|
return flags & LUCKY;
|
|
}
|
|
bool unlucky() const
|
|
{
|
|
return flags & UNLUCKY;
|
|
}
|
|
bool ballistaDoubleDmg() const //if it's ballista attack and does double dmg
|
|
{
|
|
return flags & BALLISTA_DOUBLE_DMG;
|
|
}
|
|
bool deathBlow() const
|
|
{
|
|
return flags & DEATH_BLOW;
|
|
}
|
|
bool spellLike() const
|
|
{
|
|
return flags & SPELL_LIKE;
|
|
}
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & bsa;
|
|
h & stackAttacking;
|
|
h & flags;
|
|
h & spellID;
|
|
h & battleLog;
|
|
h & customEffects;
|
|
h & attackerChanges;
|
|
}
|
|
};
|
|
|
|
struct StartAction : public CPackForClient
|
|
{
|
|
StartAction(){};
|
|
StartAction(const BattleAction &act){ba = act; };
|
|
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
|
|
{
|
|
EndAction(){};
|
|
void applyCl(CClient *cl);
|
|
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
}
|
|
};
|
|
|
|
struct BattleSpellCast : public CPackForClient
|
|
{
|
|
BattleSpellCast()
|
|
{
|
|
side = 0;
|
|
manaGained = 0;
|
|
casterStack = -1;
|
|
castByHero = true;
|
|
activeCast = true;
|
|
};
|
|
DLL_LINKAGE void applyGs(CGameState *gs);
|
|
void applyCl(CClient *cl);
|
|
|
|
bool activeCast;
|
|
ui8 side; //which hero did cast spell: 0 - attacker, 1 - defender
|
|
SpellID spellID; //id of spell
|
|
ui8 manaGained; //mana channeling ability
|
|
BattleHex tile; //destination tile (may not be set in some global/mass spells
|
|
std::vector<CustomEffectInfo> customEffects;
|
|
std::set<ui32> affectedCres; //ids of creatures affected by this spell, generally used if spell does not set any effect (like dispel or cure)
|
|
si32 casterStack;// -1 if not cated by creature, >=0 caster stack ID
|
|
bool castByHero; //if true - spell has been cast by hero, otherwise by a creature
|
|
|
|
std::vector<MetaString> battleLog;
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & side;
|
|
h & spellID;
|
|
h & manaGained;
|
|
h & tile;
|
|
h & customEffects;
|
|
h & affectedCres;
|
|
h & casterStack;
|
|
h & castByHero;
|
|
h & battleLog;
|
|
h & activeCast;
|
|
}
|
|
};
|
|
|
|
struct SetStackEffect : public CPackForClient
|
|
{
|
|
SetStackEffect(){};
|
|
DLL_LINKAGE void applyGs(CGameState * gs);
|
|
DLL_LINKAGE void applyBattle(IBattleState * battleState);
|
|
void applyCl(CClient * cl);
|
|
|
|
std::vector<std::pair<ui32, std::vector<Bonus>>> toAdd;
|
|
std::vector<std::pair<ui32, std::vector<Bonus>>> toUpdate;
|
|
std::vector<std::pair<ui32, std::vector<Bonus>>> toRemove;
|
|
|
|
std::vector<MetaString> battleLog;
|
|
template <typename Handler> void serialize(Handler & h, const int version)
|
|
{
|
|
h & toAdd;
|
|
h & toUpdate;
|
|
h & toRemove;
|
|
h & battleLog;
|
|
}
|
|
};
|
|
|
|
struct StacksInjured : public CPackForClient
|
|
{
|
|
StacksInjured(){}
|
|
DLL_LINKAGE void applyGs(CGameState * gs);
|
|
DLL_LINKAGE void applyBattle(IBattleState * battleState);
|
|
|
|
void applyCl(CClient * cl);
|
|
|
|
std::vector<BattleStackAttacked> stacks;
|
|
std::vector<MetaString> battleLog;
|
|
|
|
template <typename Handler> void serialize(Handler & h, const int version)
|
|
{
|
|
h & stacks;
|
|
h & battleLog;
|
|
}
|
|
};
|
|
|
|
struct BattleResultsApplied : public CPackForClient
|
|
{
|
|
BattleResultsApplied(){}
|
|
|
|
PlayerColor player1, player2;
|
|
|
|
void applyCl(CClient *cl);
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & player1;
|
|
h & player2;
|
|
}
|
|
};
|
|
|
|
struct BattleObstaclesChanged : public CPackForClient
|
|
{
|
|
BattleObstaclesChanged(){}
|
|
|
|
DLL_LINKAGE void applyGs(CGameState * gs);
|
|
DLL_LINKAGE void applyBattle(IBattleState * battleState);
|
|
void applyCl(CClient * cl);
|
|
|
|
std::vector<ObstacleChanges> changes;
|
|
|
|
template <typename Handler> void serialize(Handler & h, const int version)
|
|
{
|
|
h & changes;
|
|
}
|
|
};
|
|
|
|
struct ELF_VISIBILITY CatapultAttack : public CPackForClient
|
|
{
|
|
struct AttackInfo
|
|
{
|
|
si16 destinationTile;
|
|
ui8 attackedPart;
|
|
ui8 damageDealt;
|
|
|
|
template <typename Handler> void serialize(Handler & h, const int version)
|
|
{
|
|
h & destinationTile;
|
|
h & attackedPart;
|
|
h & damageDealt;
|
|
}
|
|
};
|
|
|
|
DLL_LINKAGE CatapultAttack();
|
|
DLL_LINKAGE ~CatapultAttack();
|
|
|
|
DLL_LINKAGE void applyGs(CGameState * gs);
|
|
DLL_LINKAGE void applyBattle(IBattleState * battleState);
|
|
void applyCl(CClient * cl);
|
|
|
|
std::vector< AttackInfo > attackedParts;
|
|
int attacker; //if -1, then a spell caused this
|
|
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & attackedParts;
|
|
h & attacker;
|
|
}
|
|
};
|
|
|
|
struct BattleSetStackProperty : public CPackForClient
|
|
{
|
|
BattleSetStackProperty()
|
|
: stackID(0), which(CASTS), val(0), absolute(0)
|
|
{};
|
|
|
|
enum BattleStackProperty {CASTS, ENCHANTER_COUNTER, UNBIND, CLONED, HAS_CLONE};
|
|
|
|
DLL_LINKAGE void applyGs(CGameState *gs);
|
|
|
|
int stackID;
|
|
BattleStackProperty which;
|
|
int val;
|
|
int absolute;
|
|
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & stackID;
|
|
h & which;
|
|
h & val;
|
|
h & absolute;
|
|
}
|
|
};
|
|
|
|
///activated at the beginning of turn
|
|
struct BattleTriggerEffect : public CPackForClient
|
|
{
|
|
BattleTriggerEffect()
|
|
: stackID(0), effect(0), val(0), additionalInfo(0)
|
|
{};
|
|
|
|
DLL_LINKAGE void applyGs(CGameState *gs); //effect
|
|
void applyCl(CClient *cl); //play animations & stuff
|
|
|
|
int stackID;
|
|
int effect; //use corresponding Bonus type
|
|
int val;
|
|
int additionalInfo;
|
|
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & stackID;
|
|
h & effect;
|
|
h & val;
|
|
h & additionalInfo;
|
|
}
|
|
};
|
|
|
|
struct BattleUpdateGateState : public CPackForClient
|
|
{
|
|
BattleUpdateGateState():state(EGateState::NONE){};
|
|
|
|
void applyFirstCl(CClient *cl);
|
|
|
|
DLL_LINKAGE void applyGs(CGameState *gs);
|
|
|
|
EGateState state;
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & state;
|
|
}
|
|
};
|
|
|
|
struct ShowInInfobox : public CPackForClient
|
|
{
|
|
ShowInInfobox(){};
|
|
PlayerColor player;
|
|
Component c;
|
|
MetaString text;
|
|
|
|
void applyCl(CClient *cl);
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & player;
|
|
h & c;
|
|
h & text;
|
|
}
|
|
};
|
|
|
|
struct AdvmapSpellCast : public CPackForClient
|
|
{
|
|
AdvmapSpellCast():casterID(){}
|
|
ObjectInstanceID casterID;
|
|
SpellID spellID;
|
|
|
|
void applyCl(CClient *cl);
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & casterID;
|
|
h & spellID;
|
|
}
|
|
};
|
|
|
|
struct ShowWorldViewEx : public CPackForClient
|
|
{
|
|
PlayerColor player;
|
|
|
|
std::vector<ObjectPosInfo> objectPositions;
|
|
|
|
ShowWorldViewEx(){}
|
|
|
|
void applyCl(CClient *cl);
|
|
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & player;
|
|
h & objectPositions;
|
|
}
|
|
};
|
|
|
|
/***********************************************************************************************************/
|
|
|
|
struct CommitPackage : public CPackForServer
|
|
{
|
|
bool freePack; //for local usage, DO NOT serialize
|
|
bool applyGh(CGameHandler *gh);
|
|
CPackForClient *packToCommit;
|
|
|
|
CommitPackage()
|
|
{
|
|
freePack = true;
|
|
packToCommit = nullptr;
|
|
}
|
|
~CommitPackage()
|
|
{
|
|
if(freePack)
|
|
delete packToCommit;
|
|
}
|
|
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & static_cast<CPackForServer &>(*this);
|
|
h & packToCommit;
|
|
}
|
|
};
|
|
|
|
struct EndTurn : public CPackForServer
|
|
{
|
|
bool applyGh(CGameHandler *gh);
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & static_cast<CPackForServer &>(*this);
|
|
}
|
|
};
|
|
|
|
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 & static_cast<CPackForServer &>(*this);
|
|
h & hid;
|
|
}
|
|
};
|
|
|
|
struct MoveHero : public CPackForServer
|
|
{
|
|
MoveHero():transit(false){};
|
|
MoveHero(const int3 &Dest, ObjectInstanceID HID, bool Transit) : dest(Dest), hid(HID), transit(Transit) {};
|
|
int3 dest;
|
|
ObjectInstanceID hid;
|
|
bool transit;
|
|
|
|
bool applyGh(CGameHandler *gh);
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & static_cast<CPackForServer &>(*this);
|
|
h & dest;
|
|
h & hid;
|
|
h & transit;
|
|
}
|
|
};
|
|
|
|
struct CastleTeleportHero : public CPackForServer
|
|
{
|
|
CastleTeleportHero():source(0){};
|
|
CastleTeleportHero(const ObjectInstanceID HID, ObjectInstanceID Dest, ui8 Source ) : dest(Dest), hid(HID), source(Source){};
|
|
ObjectInstanceID dest;
|
|
ObjectInstanceID hid;
|
|
si8 source;//who give teleporting, 1=castle gate
|
|
|
|
bool applyGh(CGameHandler *gh);
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & static_cast<CPackForServer &>(*this);
|
|
h & dest;
|
|
h & hid;
|
|
}
|
|
};
|
|
|
|
struct ArrangeStacks : public CPackForServer
|
|
{
|
|
ArrangeStacks():what(0), val(0){};
|
|
ArrangeStacks(ui8 W, SlotID P1, SlotID P2, ObjectInstanceID ID1, ObjectInstanceID ID2, si32 VAL)
|
|
:what(W),p1(P1),p2(P2),id1(ID1),id2(ID2),val(VAL) {};
|
|
|
|
ui8 what; //1 - swap; 2 - merge; 3 - split
|
|
SlotID p1, p2; //positions of first and second stack
|
|
ObjectInstanceID id1, id2; //ids of objects with garrison
|
|
si32 val;
|
|
bool applyGh(CGameHandler *gh);
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & static_cast<CPackForServer &>(*this);
|
|
h & what;
|
|
h & p1;
|
|
h & p2;
|
|
h & id1;
|
|
h & id2;
|
|
h & 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 & static_cast<CPackForServer &>(*this);
|
|
h & pos;
|
|
h & 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 & static_cast<CPackForServer &>(*this);
|
|
h & tid;
|
|
h & bid;
|
|
}
|
|
};
|
|
|
|
struct RazeStructure : public BuildStructure
|
|
{
|
|
RazeStructure(){};
|
|
|
|
bool applyGh(CGameHandler *gh);
|
|
};
|
|
|
|
struct RecruitCreatures : public CPackForServer
|
|
{
|
|
RecruitCreatures():amount(0), level(0){};
|
|
RecruitCreatures(ObjectInstanceID TID, ObjectInstanceID DST, CreatureID CRID, si32 Amount, si32 Level):
|
|
tid(TID), dst(DST), crid(CRID), amount(Amount), level(Level){};
|
|
ObjectInstanceID tid; //dwelling id, or town
|
|
ObjectInstanceID dst; //destination ID, e.g. hero
|
|
CreatureID crid;
|
|
ui32 amount;//creature amount
|
|
si32 level;//dwelling level to buy from, -1 if any
|
|
bool applyGh(CGameHandler *gh);
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & static_cast<CPackForServer &>(*this);
|
|
h & tid;
|
|
h & dst;
|
|
h & crid;
|
|
h & amount;
|
|
h & 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 & static_cast<CPackForServer &>(*this);
|
|
h & pos;
|
|
h & id;
|
|
h & 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 & static_cast<CPackForServer &>(*this);
|
|
h & tid;
|
|
}
|
|
};
|
|
|
|
struct ExchangeArtifacts : public CPackForServer
|
|
{
|
|
ArtifactLocation src, dst;
|
|
ExchangeArtifacts(){};
|
|
|
|
bool applyGh(CGameHandler *gh);
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & static_cast<CPackForServer &>(*this);
|
|
h & src;
|
|
h & dst;
|
|
}
|
|
};
|
|
|
|
struct AssembleArtifacts : public CPackForServer
|
|
{
|
|
AssembleArtifacts():assemble(false){};
|
|
AssembleArtifacts(ObjectInstanceID _heroID, ArtifactPosition _artifactSlot, bool _assemble, ArtifactID _assembleTo)
|
|
: heroID(_heroID), artifactSlot(_artifactSlot), assemble(_assemble), assembleTo(_assembleTo){};
|
|
ObjectInstanceID heroID;
|
|
ArtifactPosition artifactSlot;
|
|
bool assemble; // True to assemble artifact, false to disassemble.
|
|
ArtifactID assembleTo; // Artifact to assemble into.
|
|
|
|
bool applyGh(CGameHandler *gh);
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & static_cast<CPackForServer &>(*this);
|
|
h & heroID;
|
|
h & artifactSlot;
|
|
h & assemble;
|
|
h & 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 & static_cast<CPackForServer &>(*this);
|
|
h & hid;
|
|
h & aid;
|
|
}
|
|
};
|
|
|
|
struct TradeOnMarketplace : public CPackForServer
|
|
{
|
|
TradeOnMarketplace()
|
|
:marketId(), heroId(), mode(EMarketMode::RESOURCE_RESOURCE)
|
|
{};
|
|
|
|
ObjectInstanceID marketId;
|
|
ObjectInstanceID heroId;
|
|
|
|
EMarketMode::EMarketMode mode;
|
|
std::vector<ui32> r1, r2; //mode 0: r1 - sold resource, r2 - bought res (exception: when sacrificing art r1 is art id [todo: make r2 preferred slot?]
|
|
std::vector<ui32> val; //units of sold resource
|
|
|
|
bool applyGh(CGameHandler *gh);
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & static_cast<CPackForServer &>(*this);
|
|
h & marketId;
|
|
h & heroId;
|
|
h & mode;
|
|
h & r1;
|
|
h & r2;
|
|
h & val;
|
|
}
|
|
};
|
|
|
|
struct SetFormation : public CPackForServer
|
|
{
|
|
SetFormation():formation(0){};
|
|
SetFormation(ObjectInstanceID HID, ui8 Formation):hid(HID),formation(Formation){};
|
|
ObjectInstanceID hid;
|
|
ui8 formation;
|
|
|
|
bool applyGh(CGameHandler *gh);
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & static_cast<CPackForServer &>(*this);
|
|
h & hid;
|
|
h & formation;
|
|
}
|
|
};
|
|
|
|
struct HireHero : public CPackForServer
|
|
{
|
|
HireHero():hid(0){};
|
|
HireHero(si32 HID, ObjectInstanceID TID):hid(HID),tid(TID){};
|
|
si32 hid; //available hero serial
|
|
ObjectInstanceID tid; //town (tavern) id
|
|
PlayerColor player;
|
|
|
|
bool applyGh(CGameHandler *gh);
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & static_cast<CPackForServer &>(*this);
|
|
h & hid;
|
|
h & tid;
|
|
h & 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 & static_cast<CPackForServer &>(*this);
|
|
h & objid;
|
|
}
|
|
|
|
};
|
|
|
|
struct QueryReply : public CPackForServer
|
|
{
|
|
QueryReply(){};
|
|
QueryReply(QueryID QID, const JsonNode & Reply):qid(QID), reply(Reply){};
|
|
QueryID qid;
|
|
PlayerColor player;
|
|
JsonNode reply;
|
|
|
|
bool applyGh(CGameHandler *gh);
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & static_cast<CPackForServer &>(*this);
|
|
h & qid;
|
|
h & player;
|
|
h & reply;
|
|
}
|
|
};
|
|
|
|
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 & static_cast<CPackForServer &>(*this);
|
|
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 & static_cast<CPackForServer &>(*this);
|
|
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 & static_cast<CPackForServer &>(*this);
|
|
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 & static_cast<CPackForServer &>(*this);
|
|
h & hid;
|
|
h & sid;
|
|
h & pos;
|
|
}
|
|
};
|
|
|
|
/***********************************************************************************************************/
|
|
|
|
struct SaveGame : public CPackForServer
|
|
{
|
|
SaveGame(){};
|
|
SaveGame(const std::string &Fname) :fname(Fname){};
|
|
std::string fname;
|
|
|
|
void applyGs(CGameState *gs){};
|
|
bool applyGh(CGameHandler *gh);
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & static_cast<CPackForServer &>(*this);
|
|
h & fname;
|
|
}
|
|
};
|
|
|
|
// TODO: Eventually we should re-merge both SaveGame and PlayerMessage
|
|
struct SaveGameClient : public CPackForClient
|
|
{
|
|
SaveGameClient(){};
|
|
SaveGameClient(const std::string &Fname) :fname(Fname){};
|
|
std::string fname;
|
|
|
|
void applyCl(CClient *cl);
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & fname;
|
|
}
|
|
};
|
|
|
|
struct PlayerMessage : public CPackForServer
|
|
{
|
|
PlayerMessage(){};
|
|
PlayerMessage(const std::string &Text, ObjectInstanceID obj)
|
|
: text(Text), currObj(obj)
|
|
{};
|
|
void applyGs(CGameState *gs){};
|
|
bool applyGh(CGameHandler *gh);
|
|
|
|
std::string text;
|
|
ObjectInstanceID currObj; // optional parameter that specifies current object. For cheats :)
|
|
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & static_cast<CPackForServer &>(*this);
|
|
h & text;
|
|
h & currObj;
|
|
}
|
|
};
|
|
|
|
struct PlayerMessageClient : public CPackForClient
|
|
{
|
|
PlayerMessageClient(){};
|
|
PlayerMessageClient(PlayerColor Player, const std::string &Text)
|
|
: player(Player), text(Text)
|
|
{}
|
|
void applyCl(CClient *cl);
|
|
|
|
PlayerColor player;
|
|
std::string text;
|
|
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & player;
|
|
h & text;
|
|
}
|
|
};
|
|
|
|
struct CenterView : public CPackForClient
|
|
{
|
|
CenterView():focusTime(0){};
|
|
void applyCl(CClient *cl);
|
|
|
|
PlayerColor player;
|
|
int3 pos;
|
|
ui32 focusTime; //ms
|
|
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & pos;
|
|
h & player;
|
|
h & focusTime;
|
|
}
|
|
};
|