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1997 lines
48 KiB
C++
1997 lines
48 KiB
C++
#ifndef __NETPACKS_H__
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#define __NETPACKS_H__
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#include "../global.h"
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#include "BattleAction.h"
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#include "HeroBonus.h"
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#include <set>
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#include "CCreatureSet.h"
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#include "CMapInfo.h"
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#include "../StartInfo.h"
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#include "ConstTransitivePtr.h"
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/*
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* NetPacks.h, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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class CClient;
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class CGameState;
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class CGameHandler;
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class CConnection;
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class CCampaignState;
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class CArtifact;
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class CSelectionScreen;
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class CGObjectInstance;
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class CArtifactInstance;
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//class CMapInfo;
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struct ArtSlotInfo;
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struct CPack
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{
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ui16 type;
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CPack(){};
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virtual ~CPack(){};
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ui16 getType() const{return type;}
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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tlog1 << "CPack serialized... this should not happen!\n";
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}
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DLL_EXPORT void applyGs(CGameState *gs)
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{};
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};
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struct CPackForClient : public CPack
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{
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CPackForClient(){type = 1;};
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CGameState* GS(CClient *cl);
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void applyFirstCl(CClient *cl)//called before applying to gs
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{};
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void applyCl(CClient *cl)//called after applying to gs
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{};
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};
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struct CPackForServer : public CPack
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{
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CConnection *c;
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CGameState* GS(CGameHandler *gh);
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CPackForServer()
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{
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type = 2;
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c = NULL;
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};
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bool applyGh(CGameHandler *gh);//called after applying to gs
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};
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struct Query : public CPackForClient
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{
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ui32 id;
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};
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struct MetaString : public CPack //2001 helper for object scrips
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{
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private:
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enum EMessage {TEXACT_STRING, TLOCAL_STRING, TNUMBER, TREPLACE_ESTRING, TREPLACE_LSTRING, TREPLACE_NUMBER, TREPLACE_PLUSNUMBER};
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public:
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enum {GENERAL_TXT=1, XTRAINFO_TXT, OBJ_NAMES, RES_NAMES, ART_NAMES, ARRAY_TXT, CRE_PL_NAMES, CREGENS, MINE_NAMES,
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MINE_EVNTS, ADVOB_TXT, ART_EVNTS, SPELL_NAME, SEC_SKILL_NAME, CRE_SING_NAMES, CREGENS4, COLOR, ART_DESCR};
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std::vector<ui8> message; //vector of EMessage
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std::vector<std::pair<ui8,ui32> > localStrings; //pairs<text handler type, text number>; types: 1 - generaltexthandler->all; 2 - objh->xtrainfo; 3 - objh->names; 4 - objh->restypes; 5 - arth->artifacts[id].name; 6 - generaltexth->arraytxt; 7 - creh->creatures[os->subID].namePl; 8 - objh->creGens; 9 - objh->mines[ID]->first; 10 - objh->mines[ID]->second; 11 - objh->advobtxt
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std::vector<std::string> exactStrings;
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std::vector<si32> numbers;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & exactStrings & localStrings & message & numbers;
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}
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void addTxt(ui8 type, ui32 serial)
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{
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message.push_back(TLOCAL_STRING);
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localStrings.push_back(std::pair<ui8,ui32>(type, serial));
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}
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MetaString& operator<<(const std::pair<ui8,ui32> &txt)
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{
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message.push_back(TLOCAL_STRING);
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localStrings.push_back(txt);
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return *this;
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}
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MetaString& operator<<(const std::string &txt)
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{
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message.push_back(TEXACT_STRING);
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exactStrings.push_back(txt);
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return *this;
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}
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MetaString& operator<<(int txt)
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{
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message.push_back(TNUMBER);
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numbers.push_back(txt);
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return *this;
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}
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void addReplacement(ui8 type, ui32 serial)
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{
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message.push_back(TREPLACE_LSTRING);
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localStrings.push_back(std::pair<ui8,ui32>(type, serial));
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}
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void addReplacement(const std::string &txt)
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{
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message.push_back(TREPLACE_ESTRING);
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exactStrings.push_back(txt);
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}
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void addReplacement(int txt)
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{
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message.push_back(TREPLACE_NUMBER);
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numbers.push_back(txt);
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}
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void addReplacement2(int txt)
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{
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message.push_back(TREPLACE_PLUSNUMBER);
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numbers.push_back(txt);
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}
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DLL_EXPORT void addCreReplacement(TCreature id, TQuantity count); //adds sing or plural name;
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DLL_EXPORT void addReplacement(const CStackBasicDescriptor &stack); //adds sing or plural name;
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DLL_EXPORT std::string buildList () const;
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void clear()
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{
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exactStrings.clear();
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localStrings.clear();
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message.clear();
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numbers.clear();
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}
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DLL_EXPORT void toString(std::string &dst) const;
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DLL_EXPORT std::string toString() const;
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void getLocalString(const std::pair<ui8,ui32> &txt, std::string &dst) const;
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MetaString()
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{
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type = 2001;
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}
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};
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/***********************************************************************************************************/
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struct PackageApplied : public CPackForClient //94
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{
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PackageApplied() {type = 94;}
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PackageApplied(ui8 Result) : result(Result) {type = 94;}
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void applyCl(CClient *cl);
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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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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & result & packType;
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}
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};
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struct SystemMessage : public CPackForClient //95
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{
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SystemMessage(const std::string Text) : text(Text){type = 95;};
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SystemMessage(){type = 95;};
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void applyCl(CClient *cl);
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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 //96
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{
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PlayerBlocked(){type = 96;};
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void applyCl(CClient *cl);
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enum EReason { UPCOMING_BATTLE };
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ui8 reason;
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ui8 player;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & reason & player;
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}
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};
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struct YourTurn : public CPackForClient //100
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{
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YourTurn(){type = 100;};
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void applyCl(CClient *cl);
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DLL_EXPORT void applyGs(CGameState *gs);
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ui8 player;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & player;
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}
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};
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struct SetResource : public CPackForClient //102
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{
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SetResource(){type = 102;};
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void applyCl(CClient *cl);
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DLL_EXPORT void applyGs(CGameState *gs);
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ui8 player, resid;
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si32 val;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & player & resid & val;
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}
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};
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struct SetResources : public CPackForClient //104
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{
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SetResources(){res.resize(RESOURCE_QUANTITY);type = 104;};
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void applyCl(CClient *cl);
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DLL_EXPORT void applyGs(CGameState *gs);
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ui8 player;
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std::vector<si32> res; //res[resid] => res amount
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & player & res;
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}
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};
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struct SetPrimSkill : public CPackForClient //105
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{
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SetPrimSkill(){type = 105;};
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void applyCl(CClient *cl);
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DLL_EXPORT void applyGs(CGameState *gs);
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ui8 abs; //0 - changes by value; 1 - sets to value
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si32 id;
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ui16 which;
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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 & id & which & val;
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}
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};
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struct SetSecSkill : public CPackForClient //106
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{
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SetSecSkill(){type = 106;};
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void applyCl(CClient *cl);
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DLL_EXPORT void applyGs(CGameState *gs);
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ui8 abs; //0 - changes by value; 1 - sets to value
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si32 id;
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ui16 which, val;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & abs & id & which & val;
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}
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};
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struct HeroVisitCastle : public CPackForClient //108
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{
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HeroVisitCastle(){flags=0;type = 108;};
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void applyCl(CClient *cl);
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DLL_EXPORT void applyGs(CGameState *gs);
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ui8 flags; //1 - start, 2 - garrison
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ui32 tid, hid;
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bool start() //if hero is entering castle (if false - leaving)
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{
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return flags & 1;
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}
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bool garrison() //if hero is entering/leaving garrison (if false - it's only visiting hero)
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{
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return flags & 2;
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}
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & flags & tid & hid;
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}
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};
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struct ChangeSpells : public CPackForClient //109
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{
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ChangeSpells(){type = 109;};
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void applyCl(CClient *cl);
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DLL_EXPORT void applyGs(CGameState *gs);
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ui8 learn; //1 - gives spell, 0 - takes
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ui32 hid;
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std::set<ui32> 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 & hid & spells;
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}
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};
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struct SetMana : public CPackForClient //110
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{
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SetMana(){type = 110;};
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void applyCl(CClient *cl);
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DLL_EXPORT void applyGs(CGameState *gs);
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si32 hid, val;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & val & hid;
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}
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};
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struct SetMovePoints : public CPackForClient //111
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{
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SetMovePoints(){type = 111;};
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void applyCl(CClient *cl);
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DLL_EXPORT void applyGs(CGameState *gs);
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ui32 hid, val;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & val & hid;
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}
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};
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struct FoWChange : public CPackForClient //112
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{
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FoWChange(){type = 112;};
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void applyCl(CClient *cl);
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DLL_EXPORT void applyGs(CGameState *gs);
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std::set<int3> tiles;
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ui8 player, mode; //mode==0 - hide, mode==1 - reveal
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & tiles & player & mode;
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}
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};
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struct SetAvailableHeroes : public CPackForClient //113
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{
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SetAvailableHeroes()
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{
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type = 113;
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for (int i = 0; i < AVAILABLE_HEROES_PER_PLAYER; i++)
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army[i] = NULL;
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}
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~SetAvailableHeroes()
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{
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for (int i = 0; i < AVAILABLE_HEROES_PER_PLAYER; i++)
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delete army[i];
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}
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void applyCl(CClient *cl);
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DLL_EXPORT void applyGs(CGameState *gs);
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ui8 player;
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si32 hid[AVAILABLE_HEROES_PER_PLAYER]; //-1 if no hero
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CCreatureSet *army[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 & hid & army;
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}
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};
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struct GiveBonus : public CPackForClient //115
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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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type = 115;
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}
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void applyCl(CClient *cl);
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DLL_EXPORT 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 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 & id & bdescr & who;
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}
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};
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struct ChangeObjPos : public CPackForClient //116
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{
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ChangeObjPos()
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{
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type = 116;
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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_EXPORT void applyGs(CGameState *gs);
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ui32 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 & nPos & flags;
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}
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};
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struct PlayerEndsGame : public CPackForClient //117
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{
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PlayerEndsGame()
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{
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type = 117;
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}
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void applyCl(CClient *cl);
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DLL_EXPORT void applyGs(CGameState *gs);
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ui8 player;
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ui8 victory;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & player & victory;
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}
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};
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struct RemoveBonus : public CPackForClient //118
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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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type = 118;
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}
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void applyCl(CClient *cl);
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DLL_EXPORT 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 & id & who & whoID;
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}
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};
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struct UpdateCampaignState : public CPackForClient //119
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{
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UpdateCampaignState()
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{
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type = 119;
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}
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CCampaignState *camp;
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void applyCl(CClient *cl);
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & camp;
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}
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};
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struct RemoveObject : public CPackForClient //500
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{
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RemoveObject(){type = 500;};
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RemoveObject(si32 ID){id = ID;type = 500;};
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void applyFirstCl(CClient *cl);
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void applyCl(CClient *cl);
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DLL_EXPORT void applyGs(CGameState *gs);
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si32 id;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & id;
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}
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};
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struct TryMoveHero : public CPackForClient //501
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{
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TryMoveHero(){type = 501;humanKnows=false; attackedFrom = int3(-1, -1, -1);};
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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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ui32 id, movePoints;
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ui8 result; //uses EResult
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int3 start, end; //h3m format
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std::set<int3> fowRevealed; //revealed tiles
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int3 attackedFrom; // Set when stepping into endangered tile.
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bool humanKnows; //used locally during applying to client
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & id & result & start & end & movePoints & fowRevealed & attackedFrom;
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}
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};
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// struct SetGarrisons : public CPackForClient //502
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// {
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// SetGarrisons(){type = 502;};
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// void applyCl(CClient *cl);
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// DLL_EXPORT void applyGs(CGameState *gs);
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//
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// std::map<ui32,CCreatureSet> garrs;
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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 & garrs;
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// }
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// };
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struct NewStructures : public CPackForClient //504
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{
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NewStructures(){type = 504;};
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void applyCl(CClient *cl);
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DLL_EXPORT virtual void applyGs(CGameState *gs);
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si32 tid;
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std::set<si32> bid;
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si16 builded;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & tid & bid & builded;
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}
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};
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struct RazeStructures : public CPackForClient //505
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{
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RazeStructures() {type = 505;};
|
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void applyCl (CClient *cl);
|
|
DLL_EXPORT void applyGs(CGameState *gs);
|
|
|
|
si32 tid;
|
|
std::set<si32> bid;
|
|
si16 destroyed;
|
|
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & tid & bid & destroyed;
|
|
}
|
|
};
|
|
struct SetAvailableCreatures : public CPackForClient //506
|
|
{
|
|
SetAvailableCreatures(){type = 506;};
|
|
void applyCl(CClient *cl);
|
|
DLL_EXPORT void applyGs(CGameState *gs);
|
|
|
|
si32 tid;
|
|
std::vector<std::pair<ui32, std::vector<ui32> > > creatures;
|
|
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & tid & creatures;
|
|
}
|
|
};
|
|
struct SetHeroesInTown : public CPackForClient //508
|
|
{
|
|
SetHeroesInTown(){type = 508;};
|
|
void applyCl(CClient *cl);
|
|
DLL_EXPORT void applyGs(CGameState *gs);
|
|
|
|
si32 tid, visiting, garrison; //id of town, visiting hero, hero in garrison
|
|
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & tid & visiting & garrison;
|
|
}
|
|
};
|
|
|
|
// struct SetHeroArtifacts : public CPackForClient //509
|
|
// {
|
|
// SetHeroArtifacts(){type = 509;};
|
|
// void applyCl(CClient *cl);
|
|
// DLL_EXPORT void applyGs(CGameState *gs);
|
|
// DLL_EXPORT void setArtAtPos(ui16 pos, const CArtifact* art);
|
|
//
|
|
// si32 hid;
|
|
// std::vector<const CArtifact*> artifacts; //hero's artifacts from bag
|
|
// std::map<ui16, const CArtifact*> artifWorn; //map<position,artifact_id>; positions: 0 - head; 1 - shoulders; 2 - neck; 3 - right hand; 4 - left hand; 5 - torso; 6 - right ring; 7 - left ring; 8 - feet; 9 - misc1; 10 - misc2; 11 - misc3; 12 - misc4; 13 - mach1; 14 - mach2; 15 - mach3; 16 - mach4; 17 - spellbook; 18 - misc5
|
|
//
|
|
// template <typename Handler> void serialize(Handler &h, const int version)
|
|
// {
|
|
// h & hid & artifacts & artifWorn;
|
|
// }
|
|
//
|
|
// std::vector<const CArtifact*> equiped, unequiped; //used locally
|
|
// BonusList gained, lost; //used locally as hlp when applying
|
|
// };
|
|
|
|
struct HeroRecruited : public CPackForClient //515
|
|
{
|
|
HeroRecruited(){type = 515;};
|
|
void applyCl(CClient *cl);
|
|
DLL_EXPORT void applyGs(CGameState *gs);
|
|
|
|
si32 hid, tid; //subID of hero
|
|
int3 tile;
|
|
ui8 player;
|
|
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & hid & tid & tile & player;
|
|
}
|
|
};
|
|
|
|
struct GiveHero : public CPackForClient //516
|
|
{
|
|
GiveHero(){type = 516;};
|
|
void applyFirstCl(CClient *cl);
|
|
void applyCl(CClient *cl);
|
|
DLL_EXPORT void applyGs(CGameState *gs);
|
|
|
|
ui32 id; //object id
|
|
ui8 player;
|
|
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & id & player;
|
|
}
|
|
};
|
|
|
|
struct OpenWindow : public CPackForClient //517
|
|
{
|
|
OpenWindow(){type = 517;};
|
|
void applyCl(CClient *cl);
|
|
|
|
enum EWindow {EXCHANGE_WINDOW, RECRUITMENT_FIRST, RECRUITMENT_ALL, SHIPYARD_WINDOW, THIEVES_GUILD,
|
|
UNIVERSITY_WINDOW, HILL_FORT_WINDOW, MARKET_WINDOW, PUZZLE_MAP, TAVERN_WINDOW};
|
|
ui8 window;
|
|
ui32 id1, id2;
|
|
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & window & id1 & id2;
|
|
}
|
|
};
|
|
|
|
struct NewObject : public CPackForClient //518
|
|
{
|
|
NewObject(){type = 518;};
|
|
void applyCl(CClient *cl);
|
|
DLL_EXPORT void applyGs(CGameState *gs);
|
|
|
|
ui32 ID, subID;
|
|
int3 pos;
|
|
|
|
int id; //used internally
|
|
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & ID & subID & pos;
|
|
}
|
|
};
|
|
|
|
struct SetAvailableArtifacts : public CPackForClient //519
|
|
{
|
|
SetAvailableArtifacts(){type = 519;};
|
|
void applyCl(CClient *cl);
|
|
DLL_EXPORT void applyGs(CGameState *gs);
|
|
|
|
si32 id; //two variants: id < 0: set artifact pool for Artifact Merchants in towns; id >= 0: set pool for adv. map Black Market (id is the id of Black Market instance then)
|
|
std::vector<const CArtifact *> arts;
|
|
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & id & arts;
|
|
}
|
|
};
|
|
|
|
struct NewArtifact : public CPackForClient //520
|
|
{
|
|
NewArtifact(){type = 520;};
|
|
//void applyCl(CClient *cl);
|
|
DLL_EXPORT void applyGs(CGameState *gs);
|
|
|
|
ConstTransitivePtr<CArtifactInstance> art;
|
|
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & art;
|
|
}
|
|
};
|
|
|
|
struct StackLocation
|
|
{
|
|
ConstTransitivePtr<CArmedInstance> army;
|
|
TSlot slot;
|
|
|
|
StackLocation()
|
|
{
|
|
slot = -1;
|
|
}
|
|
StackLocation(const CArmedInstance *Army, TSlot Slot)
|
|
{
|
|
army = const_cast<CArmedInstance*>(Army); //we are allowed here to const cast -> change will go through one of our packages... do not abuse!
|
|
slot = Slot;
|
|
}
|
|
DLL_EXPORT const CStackInstance *getStack();
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & army & slot;
|
|
}
|
|
};
|
|
|
|
struct CGarrisonOperationPack : CPackForClient
|
|
{
|
|
};
|
|
|
|
struct ChangeStackCount : CGarrisonOperationPack //521
|
|
{
|
|
StackLocation sl;
|
|
TQuantity count;
|
|
ui8 absoluteValue; //if not -> count will be added (or subtracted if negative)
|
|
|
|
void applyCl(CClient *cl);
|
|
DLL_EXPORT void applyGs(CGameState *gs);
|
|
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & sl & count & absoluteValue;
|
|
}
|
|
};
|
|
|
|
struct SetStackType : CGarrisonOperationPack //522
|
|
{
|
|
StackLocation sl;
|
|
CCreature *type;
|
|
|
|
void applyCl(CClient *cl);
|
|
DLL_EXPORT void applyGs(CGameState *gs);
|
|
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & sl & type;
|
|
}
|
|
};
|
|
|
|
struct EraseStack : CGarrisonOperationPack //523
|
|
{
|
|
StackLocation sl;
|
|
|
|
void applyCl(CClient *cl);
|
|
DLL_EXPORT void applyGs(CGameState *gs);
|
|
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & sl;
|
|
}
|
|
};
|
|
|
|
struct SwapStacks : CGarrisonOperationPack //524
|
|
{
|
|
StackLocation sl1, sl2;
|
|
|
|
void applyCl(CClient *cl);
|
|
DLL_EXPORT void applyGs(CGameState *gs);
|
|
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & sl1 & sl2;
|
|
}
|
|
};
|
|
|
|
struct InsertNewStack : CGarrisonOperationPack //525
|
|
{
|
|
StackLocation sl;
|
|
CStackBasicDescriptor stack;
|
|
|
|
void applyCl(CClient *cl);
|
|
DLL_EXPORT void applyGs(CGameState *gs);
|
|
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & sl & stack;
|
|
}
|
|
};
|
|
|
|
//moves creatures from src stack to dst slot, may be used for merging/splittint/moving stacks
|
|
struct RebalanceStacks : CGarrisonOperationPack //526
|
|
{
|
|
StackLocation src, dst;
|
|
TQuantity count;
|
|
|
|
void applyCl(CClient *cl);
|
|
DLL_EXPORT void applyGs(CGameState *gs);
|
|
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & src & dst & count;
|
|
}
|
|
};
|
|
|
|
typedef si32 TArtPos;
|
|
|
|
struct ArtifactLocation
|
|
{
|
|
ConstTransitivePtr<CGHeroInstance> hero;
|
|
TArtPos slot;
|
|
|
|
ArtifactLocation()
|
|
{
|
|
slot = -1;
|
|
}
|
|
ArtifactLocation(const CGHeroInstance *Hero, TArtPos Slot)
|
|
{
|
|
hero = const_cast<CGHeroInstance*>(Hero); //we are allowed here to const cast -> change will go through one of our packages... do not abuse!
|
|
slot = Slot;
|
|
}
|
|
DLL_EXPORT const CArtifactInstance *getArt() const;
|
|
DLL_EXPORT CArtifactInstance *getArt();
|
|
DLL_EXPORT const ArtSlotInfo *getSlot() const;
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & hero & slot;
|
|
}
|
|
};
|
|
|
|
struct PutArtifact : CGarrisonOperationPack //526
|
|
{
|
|
ArtifactLocation al;
|
|
ConstTransitivePtr<CArtifactInstance> art;
|
|
|
|
void applyCl(CClient *cl);
|
|
DLL_EXPORT void applyGs(CGameState *gs);
|
|
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & al & art;
|
|
}
|
|
};
|
|
|
|
struct EraseArtifact : CGarrisonOperationPack //527
|
|
{
|
|
ArtifactLocation al;
|
|
|
|
void applyCl(CClient *cl);
|
|
DLL_EXPORT void applyGs(CGameState *gs);
|
|
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & al;
|
|
}
|
|
};
|
|
|
|
struct MoveArtifact : CGarrisonOperationPack //528
|
|
{
|
|
ArtifactLocation src, dst;
|
|
|
|
void applyCl(CClient *cl);
|
|
DLL_EXPORT void applyGs(CGameState *gs);
|
|
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & src & dst;
|
|
}
|
|
};
|
|
|
|
struct NewTurn : public CPackForClient //101
|
|
{
|
|
enum weekType {NORMAL, DOUBLE_GROWTH, BONUS_GROWTH, DEITYOFFIRE, PLAGUE, CUSTOM, NO_ACTION, NONE};
|
|
|
|
DLL_EXPORT void applyGs(CGameState *gs);
|
|
|
|
struct Hero
|
|
{
|
|
ui32 id, move, mana; //id is a general serial id
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & id & move & mana;
|
|
}
|
|
bool operator<(const Hero&h)const{return id < h.id;}
|
|
};
|
|
|
|
std::set<Hero> heroes; //updates movement and mana points
|
|
//std::vector<SetResources> res;//resource list
|
|
std::map<ui8, std::vector<si32> > res; //player ID => resource value[res_id]
|
|
std::vector<SetAvailableCreatures> cres;//creatures to be placed in towns
|
|
ui32 day;
|
|
bool resetBuilded;
|
|
ui8 specialWeek; //weekType
|
|
TCreature creatureid; //for creature weeks
|
|
|
|
NewTurn(){type = 101;};
|
|
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & heroes & cres & res & day & resetBuilded & specialWeek & creatureid;
|
|
}
|
|
};
|
|
|
|
struct Component : public CPack //2002 helper for object scrips informations
|
|
{
|
|
enum EComponentType {PRIM_SKILL, SEC_SKILL, RESOURCE, CREATURE, ARTIFACT, EXPERIENCE, SPELL, MORALE=8, LUCK, BUILDING, HERO, FLAG};
|
|
ui16 id, subtype; //id uses ^^^ enums, when id==EXPPERIENCE subtype==0 means exp points and subtype==1 levels)
|
|
si32 val; // + give; - take
|
|
si16 when; // 0 - now; +x - within x days; -x - per x days
|
|
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & id & subtype & val & when;
|
|
}
|
|
Component()
|
|
{
|
|
type = 2002;
|
|
}
|
|
DLL_EXPORT explicit Component(const CStackBasicDescriptor &stack);
|
|
Component(ui16 Type, ui16 Subtype, si32 Val, si16 When)
|
|
:id(Type),subtype(Subtype),val(Val),when(When)
|
|
{
|
|
type = 2002;
|
|
}
|
|
};
|
|
|
|
struct InfoWindow : public CPackForClient //103 - displays simple info window
|
|
{
|
|
void applyCl(CClient *cl);
|
|
|
|
MetaString text;
|
|
std::vector<Component> components;
|
|
ui8 player;
|
|
ui16 soundID;
|
|
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & text & components & player & soundID;
|
|
}
|
|
InfoWindow()
|
|
{
|
|
type = 103;
|
|
soundID = 0;
|
|
}
|
|
};
|
|
|
|
namespace ObjProperty
|
|
{
|
|
//TODO: move non general properties out to the appropriate objs classes
|
|
enum {OWNER = 1, BLOCKVIS = 2, PRIMARY_STACK_COUNT = 3, VISITORS = 4, VISITED = 5, ID = 6, AVAILABLE_CREATURE = 7, SUBID = 8};
|
|
}
|
|
|
|
struct SetObjectProperty : public CPackForClient//1001
|
|
{
|
|
DLL_EXPORT void applyGs(CGameState *gs);
|
|
void applyCl(CClient *cl);
|
|
|
|
ui32 id;
|
|
ui8 what; //1 - owner; 2 - blockvis; 3 - first stack count; 4 - visitors; 5 - visited; 6 - ID (if 34 then also def is replaced)
|
|
ui32 val;
|
|
SetObjectProperty(){type = 1001;};
|
|
SetObjectProperty(ui32 ID, ui8 What, ui32 Val):id(ID),what(What),val(Val){type = 1001;};
|
|
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & id & what & val;
|
|
}
|
|
};
|
|
|
|
struct SetHoverName : public CPackForClient//1002
|
|
{
|
|
DLL_EXPORT void applyGs(CGameState *gs);
|
|
|
|
ui32 id;
|
|
MetaString name;
|
|
SetHoverName(){type = 1002;};
|
|
SetHoverName(ui32 ID, MetaString& Name):id(ID),name(Name){type = 1002;};
|
|
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & id & name;
|
|
}
|
|
};
|
|
struct HeroLevelUp : public Query//2000
|
|
{
|
|
void applyCl(CClient *cl);
|
|
DLL_EXPORT void applyGs(CGameState *gs);
|
|
|
|
si32 heroid;
|
|
ui8 primskill, level;
|
|
std::vector<ui16> skills;
|
|
|
|
HeroLevelUp(){type = 2000;};
|
|
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & id & heroid & primskill & level & skills;
|
|
}
|
|
};
|
|
|
|
struct TradeComponents : public CPackForClient, public CPackForServer
|
|
{
|
|
///used to handle info about components available in shops
|
|
void applyCl(CClient *cl);
|
|
DLL_EXPORT void applyGs(CGameState *gs);
|
|
|
|
si32 heroid;
|
|
ui32 objectid;
|
|
std::map<ui16, Component> available, chosen, bought;
|
|
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & heroid & objectid & available & chosen & bought;
|
|
}
|
|
|
|
};
|
|
//A dialog that requires making decision by player - it may contain components to choose between or has yes/no options
|
|
//Client responds with QueryReply, where answer: 0 - cancel pressed, choice doesn't matter; 1/2/... - first/second/... component selected and OK pressed
|
|
//Until sending reply player won't be allowed to take any actions
|
|
struct BlockingDialog : public Query//2003
|
|
{
|
|
enum {ALLOW_CANCEL = 1, SELECTION = 2};
|
|
|
|
void applyCl(CClient *cl);
|
|
|
|
MetaString text;
|
|
std::vector<Component> components;
|
|
ui8 player;
|
|
ui8 flags;
|
|
ui16 soundID;
|
|
|
|
bool cancel() const
|
|
{
|
|
return flags & ALLOW_CANCEL;
|
|
}
|
|
bool selection() const
|
|
{
|
|
return flags & SELECTION;
|
|
}
|
|
|
|
BlockingDialog(bool yesno, bool Selection)
|
|
{
|
|
type = 2003;
|
|
flags = 0;
|
|
soundID = 0;
|
|
if(yesno) flags |= ALLOW_CANCEL;
|
|
if(Selection) flags |= SELECTION;
|
|
}
|
|
BlockingDialog()
|
|
{
|
|
type = 2003;
|
|
flags = 0;
|
|
soundID = 0;
|
|
};
|
|
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & id & text & components & player & flags & soundID;
|
|
}
|
|
};
|
|
|
|
struct GarrisonDialog : public Query//2004
|
|
{
|
|
GarrisonDialog(){type = 2004;}
|
|
void applyCl(CClient *cl);
|
|
si32 objid, hid;
|
|
bool removableUnits;
|
|
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & id & objid & hid & removableUnits;
|
|
}
|
|
};
|
|
|
|
struct BattleInfo;
|
|
struct BattleStart : public CPackForClient//3000
|
|
{
|
|
BattleStart(){type = 3000;};
|
|
void applyCl(CClient *cl);
|
|
DLL_EXPORT void applyGs(CGameState *gs);
|
|
|
|
BattleInfo * info;
|
|
|
|
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & info;
|
|
}
|
|
};
|
|
struct BattleNextRound : public CPackForClient//3001
|
|
{
|
|
BattleNextRound(){type = 3001;};
|
|
void applyFirstCl(CClient *cl);
|
|
void applyCl(CClient *cl);
|
|
DLL_EXPORT void applyGs( CGameState *gs );
|
|
si32 round;
|
|
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & round;
|
|
}
|
|
};
|
|
struct BattleSetActiveStack : public CPackForClient//3002
|
|
{
|
|
BattleSetActiveStack(){type = 3002;};
|
|
void applyCl(CClient *cl);
|
|
DLL_EXPORT void applyGs(CGameState *gs);
|
|
|
|
ui32 stack;
|
|
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & stack;
|
|
}
|
|
};
|
|
struct BattleResult : public CPackForClient//3003
|
|
{
|
|
BattleResult(){type = 3003;};
|
|
void applyFirstCl(CClient *cl);
|
|
void applyGs(CGameState *gs);
|
|
|
|
ui8 result; //0 - normal victory; 1 - escape; 2 - surrender
|
|
ui8 winner; //0 - attacker, 1 - defender, [2 - draw (should be possible?)]
|
|
std::map<ui32,si32> casualties[2]; //first => casualties of attackers - map crid => number
|
|
expType exp[2]; //exp for attacker and defender
|
|
std::set<ui32> artifacts; //artifacts taken from loser to winner
|
|
|
|
|
|
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & result & winner & casualties[0] & casualties[1] & exp & artifacts;
|
|
}
|
|
};
|
|
|
|
struct BattleStackMoved : public CPackForClient//3004
|
|
{
|
|
ui32 stack;
|
|
THex tile;
|
|
ui8 ending, distance, teleporting;
|
|
BattleStackMoved(){type = 3004;};
|
|
void applyFirstCl(CClient *cl);
|
|
void applyGs(CGameState *gs);
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & stack & tile & ending & distance;
|
|
}
|
|
};
|
|
|
|
struct StacksHealedOrResurrected : public CPackForClient //3013
|
|
{
|
|
StacksHealedOrResurrected(){type = 3013;}
|
|
|
|
DLL_EXPORT void applyGs(CGameState *gs);
|
|
void applyCl(CClient *cl);
|
|
|
|
struct HealInfo
|
|
{
|
|
ui32 stackID;
|
|
ui32 healedHP;
|
|
ui8 lowLevelResurrection; //in case this stack is resurrected by this heal, it will be marked as SUMMONED
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & stackID & healedHP & lowLevelResurrection;
|
|
}
|
|
};
|
|
|
|
std::vector<HealInfo> healedStacks;
|
|
ui8 lifeDrain; //if true, this heal is an effect of life drain
|
|
si32 drainedFrom; //if life drain - then stack life was drain from
|
|
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & healedStacks & lifeDrain & drainedFrom;
|
|
}
|
|
};
|
|
|
|
struct BattleStackAttacked : public CPackForClient//3005
|
|
{
|
|
BattleStackAttacked(){flags = 0; type = 3005;};
|
|
void applyCl(CClient *cl);
|
|
DLL_EXPORT void applyGs(CGameState *gs);
|
|
|
|
ui32 stackAttacked, attackerID;
|
|
ui32 newAmount, newHP, killedAmount, damageAmount;
|
|
ui8 flags; //1 - is stack killed; 2 - is there special effect to be shown;
|
|
ui32 effect; //set only if flag 2 is present
|
|
std::vector<StacksHealedOrResurrected> healedStacks; //used when life drain
|
|
|
|
bool killed() const//if target stack was killed
|
|
{
|
|
return flags & 1;
|
|
}
|
|
bool isEffect() const//if stack has been attacked by a spell
|
|
{
|
|
return flags & 2;
|
|
}
|
|
bool lifeDrain() const //if this attack involves life drain effect
|
|
{
|
|
return healedStacks.size() > 0;
|
|
}
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & stackAttacked & attackerID & newAmount & newHP & flags & killedAmount & damageAmount & effect
|
|
& healedStacks;
|
|
}
|
|
bool operator<(const BattleStackAttacked &b) const
|
|
{
|
|
return stackAttacked < b.stackAttacked;
|
|
}
|
|
};
|
|
|
|
struct BattleAttack : public CPackForClient//3006
|
|
{
|
|
BattleAttack(){flags = 0; type = 3006;};
|
|
void applyFirstCl(CClient *cl);
|
|
DLL_EXPORT void applyGs(CGameState *gs);
|
|
void applyCl(CClient *cl);
|
|
|
|
std::vector<BattleStackAttacked> bsa;
|
|
ui32 stackAttacking;
|
|
ui8 flags;
|
|
|
|
bool shot() const//distance attack - decrease number of shots
|
|
{
|
|
return flags & 1;
|
|
}
|
|
bool counter() const//is it counterattack?
|
|
{
|
|
return flags & 2;
|
|
}
|
|
bool lucky() const
|
|
{
|
|
return flags & 4;
|
|
}
|
|
bool unlucky() const
|
|
{
|
|
//TODO: support?
|
|
return flags & 8;
|
|
}
|
|
//bool killed() //if target stack was killed
|
|
//{
|
|
// return bsa.killed();
|
|
//}
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & bsa & stackAttacking & flags;
|
|
}
|
|
};
|
|
|
|
struct StartAction : public CPackForClient//3007
|
|
{
|
|
StartAction(){type = 3007;};
|
|
StartAction(const BattleAction &act){ba = act; type = 3007;};
|
|
void applyFirstCl(CClient *cl);
|
|
DLL_EXPORT void applyGs(CGameState *gs);
|
|
|
|
BattleAction ba;
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & ba;
|
|
}
|
|
};
|
|
|
|
struct EndAction : public CPackForClient//3008
|
|
{
|
|
EndAction(){type = 3008;};
|
|
void applyCl(CClient *cl);
|
|
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
}
|
|
};
|
|
|
|
struct BattleSpellCast : public CPackForClient//3009
|
|
{
|
|
BattleSpellCast(){type = 3009;};
|
|
DLL_EXPORT void applyGs(CGameState *gs);
|
|
void applyCl(CClient *cl);
|
|
|
|
si32 dmgToDisplay; //this amount will be displayed as amount of damage dealt by spell
|
|
ui8 side; //which hero did cast spell: 0 - attacker, 1 - defender
|
|
ui32 id; //id of spell
|
|
ui8 skill; //caster's skill level
|
|
ui16 tile; //destination tile (may not be set in some global/mass spells
|
|
std::vector<ui32> resisted; //ids of creatures that resisted this spell
|
|
std::set<ui32> affectedCres; //ids of creatures affected by this spell, generally used if spell does not set any effect (like dispel or cure)
|
|
ui8 castedByHero; //if true - spell has been casted by hero, otherwise by a creature
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & dmgToDisplay & side & id & skill & tile & resisted & affectedCres & castedByHero;
|
|
}
|
|
};
|
|
|
|
struct SetStackEffect : public CPackForClient //3010
|
|
{
|
|
SetStackEffect(){type = 3010;};
|
|
DLL_EXPORT void applyGs(CGameState *gs);
|
|
void applyCl(CClient *cl);
|
|
|
|
std::vector<ui32> stacks; //affected stacks (IDs)
|
|
Bonus effect; //type of effect
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & stacks & effect;
|
|
}
|
|
};
|
|
|
|
struct StacksInjured : public CPackForClient //3011
|
|
{
|
|
StacksInjured(){type = 3011;}
|
|
DLL_EXPORT void applyGs(CGameState *gs);
|
|
void applyCl(CClient *cl);
|
|
|
|
std::vector<BattleStackAttacked> stacks;
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & stacks;
|
|
}
|
|
};
|
|
|
|
struct BattleResultsApplied : public CPackForClient //3012
|
|
{
|
|
BattleResultsApplied(){type = 3012;}
|
|
|
|
ui8 player1, player2;
|
|
|
|
void applyCl(CClient *cl);
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & player1 & player2;
|
|
}
|
|
};
|
|
|
|
struct ObstaclesRemoved : public CPackForClient //3014
|
|
{
|
|
ObstaclesRemoved(){type = 3014;}
|
|
|
|
DLL_EXPORT void applyGs(CGameState *gs);
|
|
void applyCl(CClient *cl);
|
|
|
|
std::set<si32> obstacles; //uniqueIDs of removed obstacles
|
|
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & obstacles;
|
|
}
|
|
};
|
|
|
|
struct CatapultAttack : public CPackForClient //3015
|
|
{
|
|
CatapultAttack(){type = 3015;}
|
|
|
|
DLL_EXPORT void applyGs(CGameState *gs);
|
|
void applyCl(CClient *cl);
|
|
|
|
std::set< std::pair< std::pair< ui8, si16 >, ui8> > attackedParts; // < <attackedPartOfWall, attacked hex >, damageDealt>
|
|
//attackedPartOfWall; //[0] - keep, [1] - bottom tower, [2] - bottom wall, [3] - below gate, [4] - over gate, [5] - upper wall, [6] - uppert tower, [7] - gate;
|
|
//damageDealt;
|
|
|
|
int attacker; //if -1, then a spell caused this
|
|
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & attackedParts & attacker;
|
|
}
|
|
};
|
|
|
|
struct BattleStacksRemoved : public CPackForClient //3016
|
|
{
|
|
BattleStacksRemoved(){type = 3016;}
|
|
|
|
DLL_EXPORT void applyGs(CGameState *gs);
|
|
void applyCl(CClient *cl);
|
|
|
|
std::set<ui32> stackIDs; //IDs of removed stacks
|
|
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & stackIDs;
|
|
}
|
|
};
|
|
|
|
struct ShowInInfobox : public CPackForClient //107
|
|
{
|
|
ShowInInfobox(){type = 107;};
|
|
ui8 player;
|
|
Component c;
|
|
MetaString text;
|
|
|
|
void applyCl(CClient *cl);
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & player & c & text;
|
|
}
|
|
};
|
|
|
|
struct AdvmapSpellCast : public CPackForClient //108
|
|
{
|
|
AdvmapSpellCast(){type = 108;}
|
|
const CGHeroInstance * caster;
|
|
si32 spellID;
|
|
|
|
void applyCl(CClient *cl);
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & caster & spellID;
|
|
}
|
|
};
|
|
|
|
/***********************************************************************************************************/
|
|
|
|
struct CloseServer : public CPackForServer
|
|
{
|
|
bool applyGh(CGameHandler *gh);
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{}
|
|
};
|
|
|
|
struct EndTurn : public CPackForServer
|
|
{
|
|
bool applyGh(CGameHandler *gh);
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{}
|
|
};
|
|
|
|
struct DismissHero : public CPackForServer
|
|
{
|
|
DismissHero(){};
|
|
DismissHero(si32 HID) : hid(HID) {};
|
|
si32 hid;
|
|
|
|
bool applyGh(CGameHandler *gh);
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & hid;
|
|
}
|
|
};
|
|
|
|
struct MoveHero : public CPackForServer
|
|
{
|
|
MoveHero(){};
|
|
MoveHero(const int3 &Dest, si32 HID) : dest(Dest), hid(HID){};
|
|
int3 dest;
|
|
si32 hid;
|
|
|
|
bool applyGh(CGameHandler *gh);
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & dest & hid;
|
|
}
|
|
};
|
|
|
|
struct CastleTeleportHero : public CPackForServer
|
|
{
|
|
CastleTeleportHero(){};
|
|
CastleTeleportHero(const si32 HID, si32 Dest, ui8 Source ) : dest(Dest), hid(HID), source(Source){};
|
|
si32 dest;
|
|
si32 hid;
|
|
si8 source;//who give teleporting, 1=castle gate
|
|
|
|
bool applyGh(CGameHandler *gh);
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & dest & hid;
|
|
}
|
|
};
|
|
|
|
struct ArrangeStacks : public CPackForServer
|
|
{
|
|
ArrangeStacks(){};
|
|
ArrangeStacks(ui8 W, ui8 P1, ui8 P2, si32 ID1, si32 ID2, si32 VAL)
|
|
:what(W),p1(P1),p2(P2),id1(ID1),id2(ID2),val(VAL) {};
|
|
|
|
ui8 what; //1 - swap; 2 - merge; 3 - split
|
|
ui8 p1, p2; //positions of first and second stack
|
|
si32 id1, id2; //ids of objects with garrison
|
|
si32 val;
|
|
bool applyGh(CGameHandler *gh);
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & what & p1 & p2 & id1 & id2 & val;
|
|
}
|
|
};
|
|
|
|
struct DisbandCreature : public CPackForServer
|
|
{
|
|
DisbandCreature(){};
|
|
DisbandCreature(ui8 Pos, si32 ID):pos(Pos),id(ID){};
|
|
ui8 pos; //stack pos
|
|
si32 id; //object id
|
|
|
|
bool applyGh(CGameHandler *gh);
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & pos & id;
|
|
}
|
|
};
|
|
|
|
struct BuildStructure : public CPackForServer
|
|
{
|
|
BuildStructure(){};
|
|
BuildStructure(si32 TID, si32 BID):bid(BID),tid(TID){};
|
|
si32 bid, tid; //structure and town ids
|
|
|
|
bool applyGh(CGameHandler *gh);
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & tid & bid;
|
|
}
|
|
};
|
|
struct RazeStructure : public BuildStructure
|
|
{
|
|
RazeStructure(){};
|
|
//RazeStructure(si32 TID, si32 BID):bid(BID),tid(TID){};
|
|
|
|
bool applyGh(CGameHandler *gh);
|
|
};
|
|
struct RecruitCreatures : public CPackForServer
|
|
{
|
|
RecruitCreatures(){};
|
|
RecruitCreatures(si32 TID, si32 CRID, si32 Amount, si32 Level):tid(TID),crid(CRID),amount(Amount),level(Level){};
|
|
si32 tid; //town id
|
|
ui32 crid, amount;//creature ID and amount
|
|
si32 level;//dwelling level to buy from, -1 if any
|
|
bool applyGh(CGameHandler *gh);
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & tid & crid & amount & level;
|
|
}
|
|
};
|
|
|
|
struct UpgradeCreature : public CPackForServer
|
|
{
|
|
UpgradeCreature(){};
|
|
UpgradeCreature(ui8 Pos, si32 ID, si32 CRID):pos(Pos),id(ID), cid(CRID){};
|
|
ui8 pos; //stack pos
|
|
si32 id; //object id
|
|
si32 cid; //id of type to which we want make upgrade
|
|
|
|
bool applyGh(CGameHandler *gh);
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & pos & id & cid;
|
|
}
|
|
};
|
|
|
|
struct GarrisonHeroSwap : public CPackForServer
|
|
{
|
|
GarrisonHeroSwap(){};
|
|
GarrisonHeroSwap(si32 TID):tid(TID){};
|
|
si32 tid;
|
|
|
|
bool applyGh(CGameHandler *gh);
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & tid;
|
|
}
|
|
};
|
|
|
|
struct ExchangeArtifacts : public CPackForServer
|
|
{
|
|
ExchangeArtifacts(){};
|
|
ExchangeArtifacts(si32 H1, si32 H2, ui16 S1, ui16 S2)
|
|
:hid1(H1),hid2(H2),slot1(S1),slot2(S2){};
|
|
si32 hid1, hid2;
|
|
ui16 slot1, slot2;
|
|
|
|
bool applyGh(CGameHandler *gh);
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & hid1 & hid2 & slot1 & slot2;
|
|
}
|
|
};
|
|
|
|
struct AssembleArtifacts : public CPackForServer
|
|
{
|
|
AssembleArtifacts(){};
|
|
AssembleArtifacts(si32 _heroID, ui16 _artifactSlot, bool _assemble, ui32 _assembleTo)
|
|
: heroID(_heroID), artifactSlot(_artifactSlot), assemble(_assemble), assembleTo(_assembleTo){};
|
|
si32 heroID;
|
|
ui16 artifactSlot;
|
|
bool assemble; // True to assemble artifact, false to disassemble.
|
|
ui32 assembleTo; // Artifact to assemble into.
|
|
|
|
bool applyGh(CGameHandler *gh);
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & heroID & artifactSlot & assemble & assembleTo;
|
|
}
|
|
};
|
|
|
|
struct BuyArtifact : public CPackForServer
|
|
{
|
|
BuyArtifact(){};
|
|
BuyArtifact(si32 HID, si32 AID):hid(HID),aid(AID){};
|
|
si32 hid, aid; //hero and artifact id
|
|
|
|
bool applyGh(CGameHandler *gh);
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & hid & aid;
|
|
}
|
|
};
|
|
|
|
struct TradeOnMarketplace : public CPackForServer
|
|
{
|
|
TradeOnMarketplace(){};
|
|
|
|
const CGObjectInstance *market;
|
|
const CGHeroInstance *hero; //needed when trading artifacts / creatures
|
|
ui8 mode;//enum EMarketMode
|
|
ui32 r1, r2; //mode 0: r1 - sold resource, r2 - bought res (exception: when sacrificing art r1 is art id [todo: make r2 preferred slot?]
|
|
ui32 val; //units of sold resource
|
|
|
|
bool applyGh(CGameHandler *gh);
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & market & hero & mode & r1 & r2 & val;
|
|
}
|
|
};
|
|
|
|
struct SetFormation : public CPackForServer
|
|
{
|
|
SetFormation(){};
|
|
SetFormation(si32 HID, ui8 Formation):hid(HID),formation(Formation){};
|
|
si32 hid;
|
|
ui8 formation;
|
|
|
|
bool applyGh(CGameHandler *gh);
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & hid & formation;
|
|
}
|
|
};
|
|
|
|
struct HireHero : public CPackForServer
|
|
{
|
|
HireHero(){};
|
|
HireHero(si32 HID, si32 TID):hid(HID),tid(TID){};
|
|
si32 hid, tid; //available hero serial and town (tavern) id
|
|
ui8 player;
|
|
|
|
bool applyGh(CGameHandler *gh);
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & hid & tid & player;
|
|
}
|
|
};
|
|
|
|
struct BuildBoat : public CPackForServer
|
|
{
|
|
BuildBoat(){};
|
|
si32 objid; //where player wants to buy a boat
|
|
|
|
bool applyGh(CGameHandler *gh);
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & objid;
|
|
}
|
|
|
|
};
|
|
|
|
struct QueryReply : public CPackForServer
|
|
{
|
|
QueryReply(){type = 6000;};
|
|
QueryReply(ui32 QID, ui32 Answer):qid(QID),answer(Answer){type = 6000;};
|
|
ui32 qid, answer; //hero and artifact id
|
|
|
|
bool applyGh(CGameHandler *gh);
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & qid & answer;
|
|
}
|
|
};
|
|
|
|
struct MakeAction : public CPackForServer
|
|
{
|
|
MakeAction(){};
|
|
MakeAction(const BattleAction &BA):ba(BA){};
|
|
BattleAction ba;
|
|
|
|
bool applyGh(CGameHandler *gh);
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & ba;
|
|
}
|
|
};
|
|
|
|
struct MakeCustomAction : public CPackForServer
|
|
{
|
|
MakeCustomAction(){};
|
|
MakeCustomAction(const BattleAction &BA):ba(BA){};
|
|
BattleAction ba;
|
|
|
|
bool applyGh(CGameHandler *gh);
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & ba;
|
|
}
|
|
};
|
|
|
|
struct DigWithHero : public CPackForServer
|
|
{
|
|
DigWithHero(){}
|
|
si32 id; //digging hero id
|
|
|
|
bool applyGh(CGameHandler *gh);
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & id;
|
|
}
|
|
};
|
|
|
|
struct CastAdvSpell : public CPackForServer
|
|
{
|
|
CastAdvSpell(){}
|
|
si32 hid; //hero id
|
|
ui32 sid; //spell id
|
|
int3 pos; //selected tile (not always used)
|
|
|
|
bool applyGh(CGameHandler *gh);
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & hid & sid & pos;
|
|
}
|
|
};
|
|
|
|
/***********************************************************************************************************/
|
|
|
|
struct SaveGame : public CPackForClient, public CPackForServer
|
|
{
|
|
SaveGame(){};
|
|
SaveGame(const std::string &Fname) :fname(Fname){};
|
|
std::string fname;
|
|
|
|
void applyCl(CClient *cl);
|
|
void applyGs(CGameState *gs){};
|
|
bool applyGh(CGameHandler *gh);
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & fname;
|
|
}
|
|
};
|
|
|
|
struct PlayerMessage : public CPackForClient, public CPackForServer //513
|
|
{
|
|
PlayerMessage(){CPackForClient::type = 513;};
|
|
PlayerMessage(ui8 Player, const std::string &Text)
|
|
:player(Player),text(Text)
|
|
{CPackForClient::type = 513;};
|
|
void applyCl(CClient *cl);
|
|
void applyGs(CGameState *gs){};
|
|
bool applyGh(CGameHandler *gh);
|
|
|
|
ui8 player;
|
|
std::string text;
|
|
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & text & player;
|
|
}
|
|
};
|
|
|
|
|
|
struct SetSelection : public CPackForClient, public CPackForServer //514
|
|
{
|
|
SetSelection(){CPackForClient::type = 514;};
|
|
DLL_EXPORT void applyGs(CGameState *gs);
|
|
bool applyGh(CGameHandler *gh);
|
|
void applyCl(CClient *cl);
|
|
|
|
ui8 player;
|
|
ui32 id;
|
|
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & id & player;
|
|
}
|
|
};
|
|
|
|
struct CenterView : public CPackForClient//515
|
|
{
|
|
CenterView(){CPackForClient::type = 515;};
|
|
void applyCl(CClient *cl);
|
|
|
|
ui8 player;
|
|
int3 pos;
|
|
ui32 focusTime; //ms
|
|
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & pos & player & focusTime;
|
|
}
|
|
};
|
|
|
|
/***********************************************************************************************************/
|
|
|
|
struct CPackForSelectionScreen : public CPack
|
|
{
|
|
void apply(CSelectionScreen *selScreen){}; //that functions are implemented in CPreGame.cpp
|
|
};
|
|
|
|
class CPregamePackToPropagate : public CPackForSelectionScreen
|
|
{};
|
|
|
|
class CPregamePackToHost : public CPackForSelectionScreen
|
|
{};
|
|
|
|
struct ChatMessage : public CPregamePackToPropagate
|
|
{
|
|
std::string playerName, message;
|
|
|
|
void apply(CSelectionScreen *selScreen);
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & playerName & message;
|
|
}
|
|
};
|
|
|
|
struct QuitMenuWithoutStarting : public CPregamePackToPropagate
|
|
{
|
|
void apply(CSelectionScreen *selScreen); //that functions are implemented in CPreGame.cpp
|
|
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{}
|
|
};
|
|
|
|
struct PlayerJoined : public CPregamePackToHost
|
|
{
|
|
std::string playerName;
|
|
ui8 connectionID;
|
|
|
|
void apply(CSelectionScreen *selScreen); //that functions are implemented in CPreGame.cpp
|
|
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & playerName & connectionID;
|
|
}
|
|
};
|
|
|
|
struct SelectMap : public CPregamePackToPropagate
|
|
{
|
|
const CMapInfo *mapInfo;
|
|
bool free;
|
|
|
|
SelectMap(const CMapInfo &src)
|
|
{
|
|
mapInfo = &src;
|
|
free = false;
|
|
}
|
|
SelectMap()
|
|
{
|
|
mapInfo = NULL;
|
|
free = true;
|
|
}
|
|
~SelectMap()
|
|
{
|
|
if(free)
|
|
delete mapInfo;
|
|
}
|
|
|
|
void apply(CSelectionScreen *selScreen); //that functions are implemented in CPreGame.cpp
|
|
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & mapInfo;
|
|
}
|
|
|
|
};
|
|
|
|
struct UpdateStartOptions : public CPregamePackToPropagate
|
|
{
|
|
StartInfo *options;
|
|
bool free;
|
|
|
|
void apply(CSelectionScreen *selScreen); //that functions are implemented in CPreGame.cpp
|
|
|
|
UpdateStartOptions(StartInfo &src)
|
|
{
|
|
options = &src;
|
|
free = false;
|
|
}
|
|
UpdateStartOptions()
|
|
{
|
|
options = NULL;
|
|
free = true;
|
|
}
|
|
~UpdateStartOptions()
|
|
{
|
|
if(free)
|
|
delete options;
|
|
}
|
|
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & options;
|
|
}
|
|
|
|
};
|
|
|
|
struct PregameGuiAction : public CPregamePackToPropagate
|
|
{
|
|
enum {NO_TAB, OPEN_OPTIONS, OPEN_SCENARIO_LIST};
|
|
|
|
ui8 action;
|
|
|
|
void apply(CSelectionScreen *selScreen); //that functions are implemented in CPreGame.cpp
|
|
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & action;
|
|
}
|
|
};
|
|
|
|
struct RequestOptionsChange : public CPregamePackToHost
|
|
{
|
|
enum {TOWN, HERO, BONUS};
|
|
ui8 what;
|
|
si8 direction; //-1 or +1
|
|
ui8 playerID;
|
|
|
|
RequestOptionsChange(ui8 What, si8 Dir, ui8 Player)
|
|
:what(What), direction(Dir), playerID(Player)
|
|
{}
|
|
RequestOptionsChange(){}
|
|
|
|
void apply(CSelectionScreen *selScreen); //that functions are implemented in CPreGame.cpp
|
|
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & what & direction & playerID;
|
|
}
|
|
};
|
|
|
|
struct PlayerLeft : public CPregamePackToPropagate
|
|
{
|
|
ui8 playerID;
|
|
|
|
void apply(CSelectionScreen *selScreen); //that functions are implemented in CPreGame.cpp
|
|
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & playerID;
|
|
}
|
|
};
|
|
|
|
struct PlayersNames : public CPregamePackToPropagate
|
|
{
|
|
public:
|
|
std::map<ui32, std::string> playerNames;
|
|
|
|
void apply(CSelectionScreen *selScreen); //that functions are implemented in CPreGame.cpp
|
|
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & playerNames;
|
|
}
|
|
};
|
|
|
|
struct StartWithCurrentSettings : public CPregamePackToPropagate
|
|
{
|
|
public:
|
|
void apply(CSelectionScreen *selScreen); //that functions are implemented in CPreGame.cpp
|
|
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
//h & playerNames;
|
|
}
|
|
};
|
|
|
|
#endif //__NETPACKS_H__
|