mirror of
https://github.com/vcmi/vcmi.git
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760 lines
18 KiB
C++
760 lines
18 KiB
C++
#ifndef __NETPACKS_H__
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#define __NETPACKS_H__
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#include "../global.h"
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#include "../CGameState.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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class CClient;
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class CGameState;
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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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~CPack(){};
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ui16 getType() const{return type;}
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};
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struct CPackForClient : public CPack
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{
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CGameState* GS(CClient *cl);
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//virtual void applyFirstCl(CClient *cl){}; //called before applying to gs
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//virtual void applyGs(CGameState *gs){};
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//virtual void applyCl(CClient *cl){}; //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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std::vector<std::string> strings;
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std::vector<std::pair<ui8,ui32> > texts; //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<si32> message;
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std::vector<std::string> replacements;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & strings & texts & message & replacements;
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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(-((si32)texts.size())-1);
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texts.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(strings.size()+1);
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strings.push_back(txt);
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return *this;
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}
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void clear()
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{
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strings.clear();
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texts.clear();
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message.clear();
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}
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MetaString(){type = 2001;};
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};
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struct SystemMessage : public CPackForClient //95
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{
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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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}
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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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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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}
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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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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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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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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 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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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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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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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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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 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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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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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;
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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(){type = 113;flags=0;};
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void applyCl(CClient *cl);
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void applyGs(CGameState *gs);
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ui8 player;
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si32 hid1, hid2;
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ui8 flags; //1 - reset army of hero1; 2 - reset army of hero 2
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & player & hid1 & hid2 & flags;
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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(){type = 115;};
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void applyCl(CClient *cl);
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void applyGs(CGameState *gs);
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ui32 hid;
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HeroBonus 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 & hid & bdescr;
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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(){type = 116;};
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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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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 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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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;};
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void applyFirstCl(CClient *cl);
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void applyCl(CClient *cl);
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void applyqGs(CGameState *gs);
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ui32 id, movePoints;
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ui8 result; //0 - failed; 1- succes -normal move; 2 - teleportation, 3 - instant jump
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int3 start, end;
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std::set<int3> fowRevealed; //revealed tiles
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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;
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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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void applyGs(CGameState *gs);
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std::map<ui32,CCreatureSet> garrs;
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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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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 SetAvailableCreatures : public CPackForClient //506
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{
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SetAvailableCreatures(){type = 506;};
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void applyCl(CClient *cl);
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void applyGs(CGameState *gs);
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si32 tid;
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std::map<si32,ui32> creatures;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & tid & creatures;
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}
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};
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struct SetHeroesInTown : public CPackForClient //508
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{
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SetHeroesInTown(){type = 508;};
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void applyCl(CClient *cl);
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void applyGs(CGameState *gs);
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si32 tid, visiting, garrison; //id of town, visiting hero, hero in garrison
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & tid & visiting & garrison;
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}
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};
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struct SetHeroArtifacts : public CPackForClient //509
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{
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SetHeroArtifacts(){type = 509;};
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void applyCl(CClient *cl);
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void applyGs(CGameState *gs);
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si32 hid;
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std::vector<ui32> artifacts; //hero's artifacts from bag
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std::map<ui16,ui32> 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
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & hid & artifacts & artifWorn;
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}
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};
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struct SetSelection : public CPackForClient //514
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{
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SetSelection(){type = 514;};
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void applyGs(CGameState *gs);
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ui8 player;
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ui32 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 & player;
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}
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};
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struct HeroRecruited : public CPackForClient //515
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{
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HeroRecruited(){type = 515;};
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void applyCl(CClient *cl);
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void applyGs(CGameState *gs);
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si32 hid, tid; //subID of hero
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int3 tile;
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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 & hid & tid & tile & player;
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}
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};
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struct GiveHero : public CPackForClient //516
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{
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GiveHero(){type = 516;};
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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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ui32 id; //object id
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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 & id & player;
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}
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};
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struct NewTurn : public CPackForClient //101
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{
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void applyGs(CGameState *gs);
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struct Hero
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{
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ui32 id, move, mana; //id is a general serial 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 & move & mana;
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}
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bool operator<(const Hero&h)const{return id < h.id;}
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};
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std::set<Hero> heroes; //updates movement and mana points
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std::vector<SetResources> res;//resource list
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std::vector<SetAvailableCreatures> cres;//resource list
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ui32 day;
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bool resetBuilded;
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NewTurn(){type = 101;};
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & heroes & cres & res & day & resetBuilded;
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}
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};
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struct Component : public CPack //2002 helper for object scrips informations
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{
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ui16 id, subtype; //ids: 0 - primskill; 1 - secskill; 2 - resource; 3 - creature; 4 - artifact; 5 - experience (sub==0 exp points; sub==1 levels)
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si32 val; // + give; - take
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si16 when; // 0 - now; +x - within x days; -x - per x days
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & id & subtype & val & when;
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}
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Component(){type = 2002;};
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Component(ui16 Type, ui16 Subtype, si32 Val, si16 When):id(Type),subtype(Subtype),val(Val),when(When){type = 2002;};
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};
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struct InfoWindow : public CPackForClient //103 - displays simple info window
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{
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void applyCl(CClient *cl);
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MetaString text;
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std::vector<Component> components;
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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 & text & components & player;
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}
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InfoWindow(){type = 103;};
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};
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struct SetObjectProperty : public CPackForClient//1001
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{
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void applyGs(CGameState *gs);
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ui32 id;
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ui8 what; //1 - owner; 2 - blockvis; 3 - first stack count; 4 - visitors; 5 - visited; 6 - ID (if 34 then also def is replaced)
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ui32 val;
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SetObjectProperty(){type = 1001;};
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SetObjectProperty(ui32 ID, ui8 What, ui32 Val):id(ID),what(What),val(Val){type = 1001;};
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & id & what & val;
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}
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};
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struct SetHoverName : public CPackForClient//1002
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{
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void applyGs(CGameState *gs);
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ui32 id;
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MetaString name;
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SetHoverName(){type = 1002;};
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SetHoverName(ui32 ID, MetaString& Name):id(ID),name(Name){type = 1002;};
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & id & name;
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}
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};
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struct HeroLevelUp : public Query//2000
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{
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void applyCl(CClient *cl);
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void applyGs(CGameState *gs);
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si32 heroid;
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ui8 primskill, level;
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std::vector<ui16> skills;
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HeroLevelUp(){type = 2000;};
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & id & heroid & primskill & level & skills;
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}
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};
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struct SelectionDialog : public Query//2001
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{
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void applyCl(CClient *cl);
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MetaString text;
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std::vector<Component> components;
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ui8 player;
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SelectionDialog(){type = 2001;};
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & id & text & components & player;
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}
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};
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struct YesNoDialog : public Query//2002
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{
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void applyCl(CClient *cl);
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MetaString text;
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std::vector<Component> components;
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ui8 player;
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YesNoDialog(){type = 2002;};
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & id & text & components & player;
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}
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};
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struct BattleInfo;
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struct BattleStart : public CPackForClient//3000
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{
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BattleStart(){type = 3000;};
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void applyCl(CClient *cl);
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void applyGs(CGameState *gs);
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|
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BattleInfo * info;
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|
|
|
|
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template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & info;
|
|
}
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|
};
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|
struct BattleNextRound : public CPackForClient//3001
|
|
{
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|
BattleNextRound(){type = 3001;};
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void applyCl(CClient *cl);
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void applyGs(CGameState *gs);
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|
|
|
si32 round;
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|
|
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template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & round;
|
|
}
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|
};
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|
struct BattleSetActiveStack : public CPackForClient//3002
|
|
{
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|
BattleSetActiveStack(){type = 3002;};
|
|
void applyCl(CClient *cl);
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|
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 applyqGs(CGameState *gs);
|
|
|
|
ui8 result; //0 - normal victory; 1 - escape; 2 - surrender
|
|
ui8 winner; //0 - attacker, 1 - defender, [2 - draw (should be possible?)]
|
|
std::set<std::pair<ui32,si32> > casualties[2]; //first => casualties of attackers - set of pairs crid<>number
|
|
ui32 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
|
|
{
|
|
BattleStackMoved(){type = 3004;};
|
|
void applyFirstCl(CClient *cl);
|
|
void applyqGs(CGameState *gs);
|
|
|
|
ui32 stack, tile;
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & stack & tile;
|
|
}
|
|
};
|
|
|
|
struct BattleStackAttacked : public CPackForClient//3005
|
|
{
|
|
BattleStackAttacked(){flags = 0; type = 3005;};
|
|
void applyCl(CClient *cl);
|
|
void applyGs(CGameState *gs);
|
|
|
|
ui32 stackAttacked;
|
|
ui32 newAmount, newHP, killedAmount, damageAmount;
|
|
ui8 flags; //1 - is stack killed; 2 - is there special effect to be shown; 4 - lucky hit
|
|
ui32 effect; //set only if flag 2 is present
|
|
|
|
bool killed() //if target stack was killed
|
|
{
|
|
return flags & 1;
|
|
}
|
|
bool isEffect() //if target stack was killed
|
|
{
|
|
return flags & 2;
|
|
}
|
|
bool lucky()
|
|
{
|
|
return flags & 4;
|
|
}
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & stackAttacked & newAmount & newHP & flags & killedAmount & damageAmount & effect;
|
|
}
|
|
};
|
|
|
|
struct BattleAttack : public CPackForClient//3006
|
|
{
|
|
BattleAttack(){flags = 0; type = 3006;};
|
|
void applyFirstCl(CClient *cl);
|
|
void applyGs(CGameState *gs);
|
|
void applyCl(CClient *cl);
|
|
|
|
BattleStackAttacked bsa;
|
|
ui32 stackAttacking;
|
|
ui8 flags;
|
|
|
|
bool shot()//distance attack - decrease number of shots
|
|
{
|
|
return flags & 1;
|
|
}
|
|
bool counter()//is it counterattack?
|
|
{
|
|
return flags & 2;
|
|
}
|
|
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);
|
|
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 SpellCasted : public CPackForClient//3009
|
|
{
|
|
SpellCasted(){type = 3009;};
|
|
void applyGs(CGameState *gs);
|
|
void applyCl(CClient *cl);
|
|
|
|
ui8 side; //which hero casted spell: 0 - attacker, 1 - defender
|
|
ui32 id;
|
|
ui8 skill;
|
|
ui16 tile; //destination tile (may not be set in some global/mass spells
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & side & id & skill & tile;
|
|
}
|
|
};
|
|
|
|
struct SetStackEffect : public CPackForClient //3010
|
|
{
|
|
SetStackEffect(){type = 3010;};
|
|
void applyGs(CGameState *gs);
|
|
void applyCl(CClient *cl);
|
|
|
|
ui32 stack;
|
|
CStack::StackEffect effect;
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & stack & effect;
|
|
}
|
|
};
|
|
|
|
struct ShowInInfobox : public CPackForClient //107
|
|
{
|
|
ShowInInfobox(){type = 107;};
|
|
ui8 player;
|
|
Component c;
|
|
MetaString text;
|
|
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & player & c & text;
|
|
}
|
|
};
|
|
#endif //__NETPACKS_H__
|