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1aa391fdf8
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
558 lines
12 KiB
C++
558 lines
12 KiB
C++
/*
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* PacksForClientBattle.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 "BattleChanges.h"
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#include "../battle/BattleAction.h"
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#include "../texts/MetaString.h"
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class CClient;
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VCMI_LIB_NAMESPACE_BEGIN
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class CGHeroInstance;
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class CArmedInstance;
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class IBattleState;
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class BattleInfo;
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struct DLL_LINKAGE BattleStart : public CPackForClient
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{
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void applyGs(CGameState * gs) const;
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BattleID battleID = BattleID::NONE;
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BattleInfo * info = nullptr;
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void visitTyped(ICPackVisitor & visitor) override;
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template <typename Handler> void serialize(Handler & h)
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{
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h & battleID;
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h & info;
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assert(battleID != BattleID::NONE);
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}
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};
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struct DLL_LINKAGE BattleNextRound : public CPackForClient
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{
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void applyGs(CGameState * gs) const;
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BattleID battleID = BattleID::NONE;
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void visitTyped(ICPackVisitor & visitor) override;
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template <typename Handler> void serialize(Handler & h)
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{
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h & battleID;
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assert(battleID != BattleID::NONE);
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}
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};
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struct DLL_LINKAGE BattleSetActiveStack : public CPackForClient
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{
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void applyGs(CGameState * gs) const;
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BattleID battleID = BattleID::NONE;
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ui32 stack = 0;
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ui8 askPlayerInterface = true;
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void visitTyped(ICPackVisitor & visitor) override;
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template <typename Handler> void serialize(Handler & h)
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{
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h & battleID;
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h & stack;
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h & askPlayerInterface;
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assert(battleID != BattleID::NONE);
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}
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};
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struct DLL_LINKAGE BattleCancelled: public CPackForClient
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{
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void applyGs(CGameState * gs) const;
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BattleID battleID = BattleID::NONE;
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template <typename Handler> void serialize(Handler & h)
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{
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h & battleID;
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assert(battleID != BattleID::NONE);
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}
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};
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struct DLL_LINKAGE BattleResultAccepted : public CPackForClient
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{
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void applyGs(CGameState * gs) const;
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struct HeroBattleResults
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{
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HeroBattleResults()
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: hero(nullptr), army(nullptr), exp(0) {}
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CGHeroInstance * hero;
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CArmedInstance * army;
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TExpType exp;
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template <typename Handler> void serialize(Handler & h)
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{
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h & hero;
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h & army;
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h & exp;
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}
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};
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BattleID battleID = BattleID::NONE;
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std::array<HeroBattleResults, 2> heroResult;
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ui8 winnerSide;
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template <typename Handler> void serialize(Handler & h)
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{
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h & battleID;
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h & heroResult;
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h & winnerSide;
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assert(battleID != BattleID::NONE);
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}
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};
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struct DLL_LINKAGE BattleResult : public Query
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{
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void applyFirstCl(CClient * cl);
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BattleID battleID = BattleID::NONE;
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EBattleResult result = EBattleResult::NORMAL;
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ui8 winner = 2; //0 - attacker, 1 - defender, [2 - draw (should be possible?)]
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std::map<CreatureID, si32> casualties[2]; //first => casualties of attackers - map crid => number
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TExpType exp[2] = {0, 0}; //exp for attacker and defender
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std::set<ArtifactInstanceID> artifacts; //artifacts taken from loser to winner - currently unused
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void visitTyped(ICPackVisitor & visitor) override;
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template <typename Handler> void serialize(Handler & h)
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{
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h & battleID;
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h & queryID;
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h & result;
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h & winner;
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h & casualties[0];
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h & casualties[1];
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h & exp;
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h & artifacts;
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assert(battleID != BattleID::NONE);
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}
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};
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struct DLL_LINKAGE BattleLogMessage : public CPackForClient
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{
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BattleID battleID = BattleID::NONE;
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std::vector<MetaString> lines;
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void applyGs(CGameState * gs);
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void applyBattle(IBattleState * battleState);
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void visitTyped(ICPackVisitor & visitor) override;
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template <typename Handler> void serialize(Handler & h)
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{
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h & battleID;
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h & lines;
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assert(battleID != BattleID::NONE);
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}
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};
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struct DLL_LINKAGE BattleStackMoved : public CPackForClient
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{
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BattleID battleID = BattleID::NONE;
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ui32 stack = 0;
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std::vector<BattleHex> tilesToMove;
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int distance = 0;
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bool teleporting = false;
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void applyGs(CGameState * gs);
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void applyBattle(IBattleState * battleState);
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void visitTyped(ICPackVisitor & visitor) override;
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template <typename Handler> void serialize(Handler & h)
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{
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h & battleID;
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h & stack;
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h & tilesToMove;
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h & distance;
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h & teleporting;
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assert(battleID != BattleID::NONE);
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}
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};
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struct DLL_LINKAGE BattleUnitsChanged : public CPackForClient
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{
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void applyGs(CGameState * gs);
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void applyBattle(IBattleState * battleState);
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BattleID battleID = BattleID::NONE;
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std::vector<UnitChanges> changedStacks;
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void visitTyped(ICPackVisitor & visitor) override;
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template <typename Handler> void serialize(Handler & h)
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{
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h & battleID;
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h & changedStacks;
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assert(battleID != BattleID::NONE);
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}
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};
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struct BattleStackAttacked
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{
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DLL_LINKAGE void applyGs(CGameState * gs);
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DLL_LINKAGE void applyBattle(IBattleState * battleState);
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BattleID battleID = BattleID::NONE;
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ui32 stackAttacked = 0, attackerID = 0;
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ui32 killedAmount = 0;
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int64_t damageAmount = 0;
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UnitChanges newState;
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enum EFlags { KILLED = 1, SECONDARY = 2, REBIRTH = 4, CLONE_KILLED = 8, SPELL_EFFECT = 16, FIRE_SHIELD = 32, };
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ui32 flags = 0; //uses EFlags (above)
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SpellID spellID = SpellID::NONE; //only if flag SPELL_EFFECT is set
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bool killed() const//if target stack was killed
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{
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return flags & KILLED || flags & CLONE_KILLED;
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}
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bool cloneKilled() const
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{
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return flags & CLONE_KILLED;
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}
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bool isSecondary() const//if stack was not a primary target (receives no spell effects)
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{
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return flags & SECONDARY;
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}
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///Attacked with spell (SPELL_LIKE_ATTACK)
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bool isSpell() const
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{
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return flags & SPELL_EFFECT;
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}
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bool willRebirth() const//resurrection, e.g. Phoenix
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{
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return flags & REBIRTH;
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}
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bool fireShield() const
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{
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return flags & FIRE_SHIELD;
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}
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template <typename Handler> void serialize(Handler & h)
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{
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h & battleID;
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h & stackAttacked;
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h & attackerID;
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h & newState;
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h & flags;
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h & killedAmount;
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h & damageAmount;
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h & spellID;
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assert(battleID != BattleID::NONE);
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}
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bool operator<(const BattleStackAttacked & b) const
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{
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return stackAttacked < b.stackAttacked;
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}
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};
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struct DLL_LINKAGE BattleAttack : public CPackForClient
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{
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void applyGs(CGameState * gs);
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BattleUnitsChanged attackerChanges;
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BattleID battleID = BattleID::NONE;
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std::vector<BattleStackAttacked> bsa;
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ui32 stackAttacking = 0;
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ui32 flags = 0; //uses Eflags (below)
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enum EFlags { SHOT = 1, COUNTER = 2, LUCKY = 4, UNLUCKY = 8, BALLISTA_DOUBLE_DMG = 16, DEATH_BLOW = 32, SPELL_LIKE = 64, LIFE_DRAIN = 128 };
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BattleHex tile;
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SpellID spellID = SpellID::NONE; //for SPELL_LIKE
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bool shot() const//distance attack - decrease number of shots
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{
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return flags & SHOT;
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}
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bool counter() const//is it counterattack?
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{
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return flags & COUNTER;
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}
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bool lucky() const
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{
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return flags & LUCKY;
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}
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bool unlucky() const
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{
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return flags & UNLUCKY;
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}
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bool ballistaDoubleDmg() const //if it's ballista attack and does double dmg
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{
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return flags & BALLISTA_DOUBLE_DMG;
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}
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bool deathBlow() const
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{
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return flags & DEATH_BLOW;
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}
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bool spellLike() const
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{
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return flags & SPELL_LIKE;
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}
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bool lifeDrain() const
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{
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return flags & LIFE_DRAIN;
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}
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void visitTyped(ICPackVisitor & visitor) override;
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template <typename Handler> void serialize(Handler & h)
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{
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h & battleID;
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h & bsa;
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h & stackAttacking;
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h & flags;
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h & tile;
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h & spellID;
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h & attackerChanges;
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assert(battleID != BattleID::NONE);
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}
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};
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struct DLL_LINKAGE StartAction : public CPackForClient
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{
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StartAction() = default;
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explicit StartAction(BattleAction act)
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: ba(std::move(act))
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{
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}
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void applyFirstCl(CClient * cl);
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void applyGs(CGameState * gs);
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BattleID battleID = BattleID::NONE;
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BattleAction ba;
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void visitTyped(ICPackVisitor & visitor) override;
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template <typename Handler> void serialize(Handler & h)
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{
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h & battleID;
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h & ba;
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assert(battleID != BattleID::NONE);
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}
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};
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struct DLL_LINKAGE EndAction : public CPackForClient
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{
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void visitTyped(ICPackVisitor & visitor) override;
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BattleID battleID = BattleID::NONE;
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template <typename Handler> void serialize(Handler & h)
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{
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h & battleID;
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}
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};
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struct DLL_LINKAGE BattleSpellCast : public CPackForClient
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{
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void applyGs(CGameState * gs) const;
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BattleID battleID = BattleID::NONE;
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bool activeCast = true;
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ui8 side = 0; //which hero did cast spell: 0 - attacker, 1 - defender
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SpellID spellID; //id of spell
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ui8 manaGained = 0; //mana channeling ability
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BattleHex tile; //destination tile (may not be set in some global/mass spells
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std::set<ui32> affectedCres; //ids of creatures affected by this spell, generally used if spell does not set any effect (like dispel or cure)
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std::set<ui32> resistedCres; // creatures that resisted the spell (e.g. Dwarves)
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std::set<ui32> reflectedCres; // creatures that reflected the spell (e.g. Magic Mirror spell)
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si32 casterStack = -1; // -1 if not cated by creature, >=0 caster stack ID
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bool castByHero = true; //if true - spell has been cast by hero, otherwise by a creature
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void visitTyped(ICPackVisitor & visitor) override;
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template <typename Handler> void serialize(Handler & h)
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{
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h & battleID;
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h & side;
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h & spellID;
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h & manaGained;
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h & tile;
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h & affectedCres;
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h & resistedCres;
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h & reflectedCres;
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h & casterStack;
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h & castByHero;
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h & activeCast;
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assert(battleID != BattleID::NONE);
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}
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};
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struct DLL_LINKAGE StacksInjured : public CPackForClient
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{
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void applyGs(CGameState * gs);
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void applyBattle(IBattleState * battleState);
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BattleID battleID = BattleID::NONE;
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std::vector<BattleStackAttacked> stacks;
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void visitTyped(ICPackVisitor & visitor) override;
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template <typename Handler> void serialize(Handler & h)
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{
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h & battleID;
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h & stacks;
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assert(battleID != BattleID::NONE);
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}
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};
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struct DLL_LINKAGE BattleResultsApplied : public CPackForClient
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{
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BattleID battleID = BattleID::NONE;
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PlayerColor player1, player2;
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void visitTyped(ICPackVisitor & visitor) override;
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template <typename Handler> void serialize(Handler & h)
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{
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h & battleID;
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h & player1;
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h & player2;
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assert(battleID != BattleID::NONE);
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}
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};
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struct DLL_LINKAGE BattleObstaclesChanged : public CPackForClient
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{
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void applyGs(CGameState * gs);
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void applyBattle(IBattleState * battleState);
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BattleID battleID = BattleID::NONE;
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std::vector<ObstacleChanges> changes;
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void visitTyped(ICPackVisitor & visitor) override;
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template <typename Handler> void serialize(Handler & h)
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{
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h & battleID;
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h & changes;
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assert(battleID != BattleID::NONE);
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}
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};
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struct DLL_LINKAGE CatapultAttack : public CPackForClient
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{
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struct AttackInfo
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{
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si16 destinationTile;
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EWallPart attackedPart;
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ui8 damageDealt;
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template <typename Handler> void serialize(Handler & h)
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{
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h & destinationTile;
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h & attackedPart;
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h & damageDealt;
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}
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};
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CatapultAttack();
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~CatapultAttack() override;
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void applyGs(CGameState * gs);
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void applyBattle(IBattleState * battleState);
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BattleID battleID = BattleID::NONE;
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std::vector< AttackInfo > attackedParts;
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int attacker = -1; //if -1, then a spell caused this
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void visitTyped(ICPackVisitor & visitor) override;
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template <typename Handler> void serialize(Handler & h)
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{
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h & battleID;
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h & attackedParts;
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h & attacker;
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assert(battleID != BattleID::NONE);
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}
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};
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struct DLL_LINKAGE BattleSetStackProperty : public CPackForClient
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{
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enum BattleStackProperty { CASTS, ENCHANTER_COUNTER, UNBIND, CLONED, HAS_CLONE };
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void applyGs(CGameState * gs) const;
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BattleID battleID = BattleID::NONE;
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int stackID = 0;
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BattleStackProperty which = CASTS;
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int val = 0;
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int absolute = 0;
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template <typename Handler> void serialize(Handler & h)
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{
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h & battleID;
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h & stackID;
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h & which;
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h & val;
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h & absolute;
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assert(battleID != BattleID::NONE);
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}
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protected:
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void visitTyped(ICPackVisitor & visitor) override;
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};
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///activated at the beginning of turn
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struct DLL_LINKAGE BattleTriggerEffect : public CPackForClient
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{
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void applyGs(CGameState * gs) const; //effect
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BattleID battleID = BattleID::NONE;
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int stackID = 0;
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int effect = 0; //use corresponding Bonus type
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int val = 0;
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int additionalInfo = 0;
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template <typename Handler> void serialize(Handler & h)
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{
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h & battleID;
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h & stackID;
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h & effect;
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h & val;
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h & additionalInfo;
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assert(battleID != BattleID::NONE);
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}
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protected:
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void visitTyped(ICPackVisitor & visitor) override;
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};
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struct DLL_LINKAGE BattleUpdateGateState : public CPackForClient
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{
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void applyGs(CGameState * gs) const;
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BattleID battleID = BattleID::NONE;
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EGateState state = EGateState::NONE;
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template <typename Handler> void serialize(Handler & h)
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{
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h & battleID;
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h & state;
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assert(battleID != BattleID::NONE);
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}
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protected:
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void visitTyped(ICPackVisitor & visitor) override;
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};
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VCMI_LIB_NAMESPACE_END
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