mirror of
https://github.com/vcmi/vcmi.git
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9cd246ab8b
Fix accumulated issues with campaigns
2652 lines
61 KiB
C++
2652 lines
61 KiB
C++
/*
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* NetPacks.h, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#pragma once
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#include "NetPacksBase.h"
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#include "ConstTransitivePtr.h"
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#include "MetaString.h"
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#include "ResourceSet.h"
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#include "int3.h"
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#include "battle/BattleAction.h"
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#include "battle/CObstacleInstance.h"
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#include "gameState/EVictoryLossCheckResult.h"
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#include "gameState/QuestInfo.h"
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#include "mapObjects/CGHeroInstance.h"
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#include "mapping/CMapDefines.h"
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#include "spells/ViewSpellInt.h"
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class CClient;
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class CGameHandler;
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VCMI_LIB_NAMESPACE_BEGIN
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class CGameState;
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class CArtifact;
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class CGObjectInstance;
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class CArtifactInstance;
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struct StackLocation;
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struct ArtSlotInfo;
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struct QuestInfo;
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class IBattleState;
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// This one teleport-specific, but has to be available everywhere in callbacks and netpacks
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// For now it's will be there till teleports code refactored and moved into own file
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using TTeleportExitsList = std::vector<std::pair<ObjectInstanceID, int3>>;
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struct DLL_LINKAGE Query : public CPackForClient
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{
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QueryID queryID; // equals to -1 if it is not an actual query (and should not be answered)
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};
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struct StackLocation
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{
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ConstTransitivePtr<CArmedInstance> army;
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SlotID slot;
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StackLocation() = default;
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StackLocation(const CArmedInstance * Army, const SlotID & Slot)
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: army(const_cast<CArmedInstance *>(Army)) //we are allowed here to const cast -> change will go through one of our packages... do not abuse!
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, slot(Slot)
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{
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}
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DLL_LINKAGE const CStackInstance * getStack();
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template <typename Handler> void serialize(Handler & h, const int version)
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{
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h & army;
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h & slot;
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}
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};
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/***********************************************************************************************************/
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struct DLL_LINKAGE PackageApplied : public CPackForClient
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{
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PackageApplied() = default;
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PackageApplied(ui8 Result)
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: result(Result)
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{
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}
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virtual void visitTyped(ICPackVisitor & visitor) override;
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ui8 result = 0; //0 - something went wrong, request hasn't been realized; 1 - OK
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ui32 packType = 0; //type id of applied package
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ui32 requestID = 0; //an ID given by client to the request that was applied
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PlayerColor player;
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template <typename Handler> void serialize(Handler & h, const int version)
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{
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h & result;
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h & packType;
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h & requestID;
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h & player;
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}
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};
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struct DLL_LINKAGE SystemMessage : public CPackForClient
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{
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SystemMessage(std::string Text)
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: text(std::move(Text))
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{
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}
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SystemMessage() = default;
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virtual void visitTyped(ICPackVisitor & visitor) override;
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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 DLL_LINKAGE PlayerBlocked : public CPackForClient
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{
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enum EReason { UPCOMING_BATTLE, ONGOING_MOVEMENT };
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enum EMode { BLOCKADE_STARTED, BLOCKADE_ENDED };
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EReason reason = UPCOMING_BATTLE;
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EMode startOrEnd = BLOCKADE_STARTED;
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PlayerColor player;
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virtual void visitTyped(ICPackVisitor & visitor) override;
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template <typename Handler> void serialize(Handler & h, const int version)
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{
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h & reason;
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h & startOrEnd;
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h & player;
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}
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};
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struct DLL_LINKAGE PlayerCheated : public CPackForClient
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{
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void applyGs(CGameState * gs) const;
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PlayerColor player;
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bool losingCheatCode = false;
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bool winningCheatCode = false;
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virtual void visitTyped(ICPackVisitor & visitor) override;
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template <typename Handler> void serialize(Handler & h, const int version)
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{
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h & player;
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h & losingCheatCode;
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h & winningCheatCode;
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}
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};
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struct DLL_LINKAGE YourTurn : public CPackForClient
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{
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void applyGs(CGameState * gs) const;
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PlayerColor player;
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std::optional<ui8> daysWithoutCastle;
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virtual void visitTyped(ICPackVisitor & visitor) override;
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template <typename Handler> void serialize(Handler & h, const int version)
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{
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h & player;
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h & daysWithoutCastle;
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}
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};
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struct DLL_LINKAGE EntitiesChanged : public CPackForClient
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{
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std::vector<EntityChanges> changes;
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void applyGs(CGameState * gs);
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virtual void visitTyped(ICPackVisitor & visitor) override;
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template <typename Handler> void serialize(Handler & h, const int version)
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{
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h & changes;
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}
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};
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struct DLL_LINKAGE SetResources : public CPackForClient
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{
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void applyGs(CGameState * gs) const;
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virtual void visitTyped(ICPackVisitor & visitor) override;
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bool abs = true; //false - changes by value; 1 - sets to value
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PlayerColor player;
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TResources res; //res[resid] => res amount
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template <typename Handler> void serialize(Handler & h, const int version)
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{
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h & abs;
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h & player;
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h & res;
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}
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};
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struct DLL_LINKAGE SetPrimSkill : public CPackForClient
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{
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void applyGs(CGameState * gs) const;
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virtual void visitTyped(ICPackVisitor & visitor) override;
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ui8 abs = 0; //0 - changes by value; 1 - sets to value
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ObjectInstanceID id;
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PrimarySkill::PrimarySkill which = PrimarySkill::ATTACK;
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si64 val = 0;
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template <typename Handler> void serialize(Handler & h, const int version)
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{
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h & abs;
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h & id;
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h & which;
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h & val;
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}
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};
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struct DLL_LINKAGE SetSecSkill : public CPackForClient
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{
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void applyGs(CGameState * gs) const;
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virtual void visitTyped(ICPackVisitor & visitor) override;
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ui8 abs = 0; //0 - changes by value; 1 - sets to value
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ObjectInstanceID id;
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SecondarySkill which;
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ui16 val = 0;
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template <typename Handler> void serialize(Handler & h, const int version)
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{
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h & abs;
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h & id;
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h & which;
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h & val;
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}
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};
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struct DLL_LINKAGE HeroVisitCastle : public CPackForClient
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{
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void applyGs(CGameState * gs) const;
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virtual void visitTyped(ICPackVisitor & visitor) override;
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ui8 flags = 0; //1 - start
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ObjectInstanceID tid, hid;
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bool start() const //if hero is entering castle (if false - leaving)
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{
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return flags & 1;
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}
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template <typename Handler> void serialize(Handler & h, const int version)
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{
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h & flags;
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h & tid;
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h & hid;
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}
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};
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struct DLL_LINKAGE ChangeSpells : public CPackForClient
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{
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void applyGs(CGameState * gs);
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virtual void visitTyped(ICPackVisitor & visitor) override;
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ui8 learn = 1; //1 - gives spell, 0 - takes
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ObjectInstanceID hid;
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std::set<SpellID> spells;
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template <typename Handler> void serialize(Handler & h, const int version)
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{
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h & learn;
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h & hid;
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h & spells;
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}
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};
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struct DLL_LINKAGE SetMana : public CPackForClient
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{
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void applyGs(CGameState * gs) const;
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virtual void visitTyped(ICPackVisitor & visitor) override;
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ObjectInstanceID hid;
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si32 val = 0;
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bool absolute = true;
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template <typename Handler> void serialize(Handler & h, const int version)
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{
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h & val;
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h & hid;
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h & absolute;
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}
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};
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struct DLL_LINKAGE SetMovePoints : public CPackForClient
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{
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void applyGs(CGameState * gs) const;
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ObjectInstanceID hid;
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si32 val = 0;
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bool absolute = true;
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virtual void visitTyped(ICPackVisitor & visitor) override;
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template <typename Handler> void serialize(Handler & h, const int version)
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{
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h & val;
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h & hid;
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h & absolute;
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}
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};
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struct DLL_LINKAGE FoWChange : public CPackForClient
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{
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void applyGs(CGameState * gs);
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std::unordered_set<int3> tiles;
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PlayerColor player;
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ui8 mode = 0; //mode==0 - hide, mode==1 - reveal
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bool waitForDialogs = false;
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virtual void visitTyped(ICPackVisitor & visitor) override;
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template <typename Handler> void serialize(Handler & h, const int version)
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{
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h & tiles;
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h & player;
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h & mode;
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h & waitForDialogs;
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}
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};
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struct DLL_LINKAGE SetAvailableHeroes : public CPackForClient
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{
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SetAvailableHeroes()
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{
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for(auto & i : army)
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i.clear();
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}
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void applyGs(CGameState * gs);
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PlayerColor player;
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si32 hid[GameConstants::AVAILABLE_HEROES_PER_PLAYER]; //-1 if no hero
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CSimpleArmy army[GameConstants::AVAILABLE_HEROES_PER_PLAYER];
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virtual void visitTyped(ICPackVisitor & visitor) override;
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template <typename Handler> void serialize(Handler & h, const int version)
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{
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h & player;
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h & hid;
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h & army;
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}
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};
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struct DLL_LINKAGE GiveBonus : public CPackForClient
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{
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enum class ETarget : ui8 { HERO, PLAYER, TOWN, BATTLE };
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GiveBonus(ETarget Who = ETarget::HERO)
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:who(Who)
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{
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}
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void applyGs(CGameState * gs);
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ETarget who = ETarget::HERO; //who receives bonus
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si32 id = 0; //hero. town or player id - whoever receives it
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Bonus bonus;
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MetaString bdescr;
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virtual void visitTyped(ICPackVisitor & visitor) override;
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template <typename Handler> void serialize(Handler & h, const int version)
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{
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h & bonus;
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h & id;
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h & bdescr;
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h & who;
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assert(id != -1);
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}
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};
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struct DLL_LINKAGE ChangeObjPos : public CPackForClient
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{
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void applyGs(CGameState * gs);
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/// Object to move
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ObjectInstanceID objid;
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/// New position of visitable tile of an object
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int3 nPos;
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virtual void visitTyped(ICPackVisitor & visitor) override;
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template <typename Handler> void serialize(Handler & h, const int version)
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{
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h & objid;
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h & nPos;
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}
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};
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struct DLL_LINKAGE PlayerEndsGame : public CPackForClient
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{
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void applyGs(CGameState * gs) const;
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PlayerColor player;
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EVictoryLossCheckResult victoryLossCheckResult;
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virtual void visitTyped(ICPackVisitor & visitor) override;
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template <typename Handler> void serialize(Handler & h, const int version)
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{
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h & player;
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h & victoryLossCheckResult;
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}
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};
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struct DLL_LINKAGE PlayerReinitInterface : public CPackForClient
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{
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void applyGs(CGameState * gs);
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std::vector<PlayerColor> players;
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ui8 playerConnectionId; //PLAYER_AI for AI player
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virtual void visitTyped(ICPackVisitor & visitor) override;
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template <typename Handler> void serialize(Handler & h, const int version)
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{
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h & players;
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h & playerConnectionId;
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}
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};
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struct DLL_LINKAGE RemoveBonus : public CPackForClient
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{
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RemoveBonus(GiveBonus::ETarget Who = GiveBonus::ETarget::HERO)
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:who(Who)
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{
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}
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void applyGs(CGameState * gs);
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GiveBonus::ETarget who; //who receives bonus
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ui32 whoID = 0; //hero, town or player id - whoever loses bonus
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//vars to identify bonus: its source
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ui8 source = 0;
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ui32 id = 0; //source id
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//used locally: copy of removed bonus
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Bonus bonus;
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virtual void visitTyped(ICPackVisitor & visitor) override;
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template <typename Handler> void serialize(Handler & h, const int version)
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{
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h & source;
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h & id;
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h & who;
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h & whoID;
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}
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};
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struct DLL_LINKAGE SetCommanderProperty : public CPackForClient
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{
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enum ECommanderProperty { ALIVE, BONUS, SECONDARY_SKILL, EXPERIENCE, SPECIAL_SKILL };
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void applyGs(CGameState * gs);
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ObjectInstanceID heroid;
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ECommanderProperty which = ALIVE;
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TExpType amount = 0; //0 for dead, >0 for alive
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si32 additionalInfo = 0; //for secondary skills choice
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Bonus accumulatedBonus;
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virtual void visitTyped(ICPackVisitor & visitor) override;
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template <typename Handler> void serialize(Handler & h, const int version)
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{
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h & heroid;
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h & which;
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h & amount;
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h & additionalInfo;
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h & accumulatedBonus;
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}
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};
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struct DLL_LINKAGE AddQuest : public CPackForClient
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{
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void applyGs(CGameState * gs) const;
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PlayerColor player;
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QuestInfo quest;
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virtual void visitTyped(ICPackVisitor & visitor) override;
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template <typename Handler> void serialize(Handler & h, const int version)
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{
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h & player;
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h & quest;
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}
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};
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struct DLL_LINKAGE UpdateArtHandlerLists : public CPackForClient
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{
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std::vector<CArtifact *> treasures, minors, majors, relics;
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void applyGs(CGameState * gs) const;
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virtual void visitTyped(ICPackVisitor & visitor) override;
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template <typename Handler> void serialize(Handler & h, const int version)
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{
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h & treasures;
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h & minors;
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h & majors;
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h & relics;
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}
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};
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struct DLL_LINKAGE UpdateMapEvents : public CPackForClient
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{
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std::list<CMapEvent> events;
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void applyGs(CGameState * gs) const;
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virtual void visitTyped(ICPackVisitor & visitor) override;
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template <typename Handler> void serialize(Handler & h, const int version)
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{
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h & events;
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}
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};
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struct DLL_LINKAGE UpdateCastleEvents : public CPackForClient
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{
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ObjectInstanceID town;
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std::list<CCastleEvent> events;
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void applyGs(CGameState * gs) const;
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virtual void visitTyped(ICPackVisitor & visitor) override;
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template <typename Handler> void serialize(Handler & h, const int version)
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{
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h & town;
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h & events;
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}
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};
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struct DLL_LINKAGE ChangeFormation : public CPackForClient
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{
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ObjectInstanceID hid;
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ui8 formation = 0;
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void applyGs(CGameState * gs) const;
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virtual void visitTyped(ICPackVisitor & visitor) override;
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template <typename Handler> void serialize(Handler & h, const int version)
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{
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h & hid;
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h & formation;
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}
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};
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struct DLL_LINKAGE RemoveObject : public CPackForClient
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{
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RemoveObject() = default;
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RemoveObject(const ObjectInstanceID & ID)
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: id(ID)
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{
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}
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void applyGs(CGameState * gs);
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virtual void visitTyped(ICPackVisitor & visitor) override;
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ObjectInstanceID id;
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template <typename Handler> void serialize(Handler & h, const int version)
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{
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h & id;
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}
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};
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struct DLL_LINKAGE TryMoveHero : public CPackForClient
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{
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void applyGs(CGameState * gs);
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enum EResult
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{
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FAILED,
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SUCCESS,
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TELEPORTATION,
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BLOCKING_VISIT,
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EMBARK,
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DISEMBARK
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};
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ObjectInstanceID id;
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ui32 movePoints = 0;
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EResult result = FAILED; //uses EResult
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int3 start, end; //h3m format
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std::unordered_set<int3> fowRevealed; //revealed tiles
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std::optional<int3> attackedFrom; // Set when stepping into endangered tile.
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|
|
virtual void visitTyped(ICPackVisitor & visitor) override;
|
|
|
|
bool stopMovement() const
|
|
{
|
|
return result != SUCCESS && result != EMBARK && result != DISEMBARK && result != TELEPORTATION;
|
|
}
|
|
|
|
template <typename Handler> void serialize(Handler & h, const int version)
|
|
{
|
|
h & id;
|
|
h & result;
|
|
h & start;
|
|
h & end;
|
|
h & movePoints;
|
|
h & fowRevealed;
|
|
h & attackedFrom;
|
|
}
|
|
};
|
|
|
|
struct DLL_LINKAGE NewStructures : public CPackForClient
|
|
{
|
|
void applyGs(CGameState * gs);
|
|
|
|
ObjectInstanceID tid;
|
|
std::set<BuildingID> bid;
|
|
si16 builded = 0;
|
|
|
|
virtual void visitTyped(ICPackVisitor & visitor) override;
|
|
|
|
template <typename Handler> void serialize(Handler & h, const int version)
|
|
{
|
|
h & tid;
|
|
h & bid;
|
|
h & builded;
|
|
}
|
|
};
|
|
|
|
struct DLL_LINKAGE RazeStructures : public CPackForClient
|
|
{
|
|
void applyGs(CGameState * gs);
|
|
|
|
ObjectInstanceID tid;
|
|
std::set<BuildingID> bid;
|
|
si16 destroyed = 0;
|
|
|
|
virtual void visitTyped(ICPackVisitor & visitor) override;
|
|
|
|
template <typename Handler> void serialize(Handler & h, const int version)
|
|
{
|
|
h & tid;
|
|
h & bid;
|
|
h & destroyed;
|
|
}
|
|
};
|
|
|
|
struct DLL_LINKAGE SetAvailableCreatures : public CPackForClient
|
|
{
|
|
void applyGs(CGameState * gs) const;
|
|
|
|
ObjectInstanceID tid;
|
|
std::vector<std::pair<ui32, std::vector<CreatureID> > > creatures;
|
|
|
|
virtual void visitTyped(ICPackVisitor & visitor) override;
|
|
|
|
template <typename Handler> void serialize(Handler & h, const int version)
|
|
{
|
|
h & tid;
|
|
h & creatures;
|
|
}
|
|
};
|
|
|
|
struct DLL_LINKAGE SetHeroesInTown : public CPackForClient
|
|
{
|
|
void applyGs(CGameState * gs) const;
|
|
|
|
ObjectInstanceID tid, visiting, garrison; //id of town, visiting hero, hero in garrison
|
|
|
|
virtual void visitTyped(ICPackVisitor & visitor) override;
|
|
|
|
template <typename Handler> void serialize(Handler & h, const int version)
|
|
{
|
|
h & tid;
|
|
h & visiting;
|
|
h & garrison;
|
|
}
|
|
};
|
|
|
|
struct DLL_LINKAGE HeroRecruited : public CPackForClient
|
|
{
|
|
void applyGs(CGameState * gs) const;
|
|
|
|
si32 hid = -1; //subID of hero
|
|
ObjectInstanceID tid;
|
|
ObjectInstanceID boatId;
|
|
int3 tile;
|
|
PlayerColor player;
|
|
|
|
virtual void visitTyped(ICPackVisitor & visitor) override;
|
|
|
|
template <typename Handler> void serialize(Handler & h, const int version)
|
|
{
|
|
h & hid;
|
|
h & tid;
|
|
h & boatId;
|
|
h & tile;
|
|
h & player;
|
|
}
|
|
};
|
|
|
|
struct DLL_LINKAGE GiveHero : public CPackForClient
|
|
{
|
|
void applyGs(CGameState * gs) const;
|
|
|
|
ObjectInstanceID id; //object id
|
|
ObjectInstanceID boatId;
|
|
PlayerColor player;
|
|
|
|
virtual void visitTyped(ICPackVisitor & visitor) override;
|
|
|
|
template <typename Handler> void serialize(Handler & h, const int version)
|
|
{
|
|
h & id;
|
|
h & boatId;
|
|
h & player;
|
|
}
|
|
};
|
|
|
|
struct DLL_LINKAGE OpenWindow : public CPackForClient
|
|
{
|
|
EOpenWindowMode window;
|
|
si32 id1 = -1;
|
|
si32 id2 = -1;
|
|
|
|
virtual void visitTyped(ICPackVisitor & visitor) override;
|
|
|
|
template <typename Handler> void serialize(Handler & h, const int version)
|
|
{
|
|
h & window;
|
|
h & id1;
|
|
h & id2;
|
|
}
|
|
};
|
|
|
|
struct DLL_LINKAGE NewObject : public CPackForClient
|
|
{
|
|
void applyGs(CGameState * gs);
|
|
|
|
/// Object ID to create
|
|
Obj ID;
|
|
/// Object secondary ID to create
|
|
ui32 subID = 0;
|
|
/// Position of visitable tile of created object
|
|
int3 targetPos;
|
|
|
|
ObjectInstanceID createdObjectID; //used locally, filled during applyGs
|
|
|
|
virtual void visitTyped(ICPackVisitor & visitor) override;
|
|
|
|
template <typename Handler> void serialize(Handler & h, const int version)
|
|
{
|
|
h & ID;
|
|
h & subID;
|
|
h & targetPos;
|
|
}
|
|
};
|
|
|
|
struct DLL_LINKAGE SetAvailableArtifacts : public CPackForClient
|
|
{
|
|
void applyGs(CGameState * gs) const;
|
|
|
|
si32 id = 0; //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;
|
|
|
|
virtual void visitTyped(ICPackVisitor & visitor) override;
|
|
|
|
template <typename Handler> void serialize(Handler & h, const int version)
|
|
{
|
|
h & id;
|
|
h & arts;
|
|
}
|
|
};
|
|
|
|
struct DLL_LINKAGE CGarrisonOperationPack : CPackForClient
|
|
{
|
|
};
|
|
|
|
struct DLL_LINKAGE ChangeStackCount : CGarrisonOperationPack
|
|
{
|
|
ObjectInstanceID army;
|
|
SlotID slot;
|
|
TQuantity count;
|
|
bool absoluteValue; //if not -> count will be added (or subtracted if negative)
|
|
|
|
void applyGs(CGameState * gs);
|
|
|
|
virtual void visitTyped(ICPackVisitor & visitor) override;
|
|
|
|
template <typename Handler> void serialize(Handler & h, const int version)
|
|
{
|
|
h & army;
|
|
h & slot;
|
|
h & count;
|
|
h & absoluteValue;
|
|
}
|
|
};
|
|
|
|
struct DLL_LINKAGE SetStackType : CGarrisonOperationPack
|
|
{
|
|
ObjectInstanceID army;
|
|
SlotID slot;
|
|
CreatureID type;
|
|
|
|
void applyGs(CGameState * gs);
|
|
|
|
virtual void visitTyped(ICPackVisitor & visitor) override;
|
|
|
|
template <typename Handler> void serialize(Handler & h, const int version)
|
|
{
|
|
h & army;
|
|
h & slot;
|
|
h & type;
|
|
}
|
|
};
|
|
|
|
struct DLL_LINKAGE EraseStack : CGarrisonOperationPack
|
|
{
|
|
ObjectInstanceID army;
|
|
SlotID slot;
|
|
|
|
void applyGs(CGameState * gs);
|
|
virtual void visitTyped(ICPackVisitor & visitor) override;
|
|
|
|
template <typename Handler> void serialize(Handler & h, const int version)
|
|
{
|
|
h & army;
|
|
h & slot;
|
|
}
|
|
};
|
|
|
|
struct DLL_LINKAGE SwapStacks : CGarrisonOperationPack
|
|
{
|
|
ObjectInstanceID srcArmy;
|
|
ObjectInstanceID dstArmy;
|
|
SlotID srcSlot;
|
|
SlotID dstSlot;
|
|
|
|
void applyGs(CGameState * gs);
|
|
virtual void visitTyped(ICPackVisitor & visitor) override;
|
|
|
|
template <typename Handler> void serialize(Handler & h, const int version)
|
|
{
|
|
h & srcArmy;
|
|
h & dstArmy;
|
|
h & srcSlot;
|
|
h & dstSlot;
|
|
}
|
|
};
|
|
|
|
struct DLL_LINKAGE InsertNewStack : CGarrisonOperationPack
|
|
{
|
|
ObjectInstanceID army;
|
|
SlotID slot;
|
|
CreatureID type;
|
|
TQuantity count = 0;
|
|
|
|
void applyGs(CGameState * gs);
|
|
virtual void visitTyped(ICPackVisitor & visitor) override;
|
|
|
|
template <typename Handler> void serialize(Handler & h, const int version)
|
|
{
|
|
h & army;
|
|
h & slot;
|
|
h & type;
|
|
h & count;
|
|
}
|
|
};
|
|
|
|
///moves creatures from src stack to dst slot, may be used for merging/splittint/moving stacks
|
|
struct DLL_LINKAGE RebalanceStacks : CGarrisonOperationPack
|
|
{
|
|
ObjectInstanceID srcArmy;
|
|
ObjectInstanceID dstArmy;
|
|
SlotID srcSlot;
|
|
SlotID dstSlot;
|
|
|
|
TQuantity count;
|
|
|
|
void applyGs(CGameState * gs);
|
|
virtual void visitTyped(ICPackVisitor & visitor) override;
|
|
|
|
template <typename Handler> void serialize(Handler & h, const int version)
|
|
{
|
|
h & srcArmy;
|
|
h & dstArmy;
|
|
h & srcSlot;
|
|
h & dstSlot;
|
|
h & count;
|
|
}
|
|
};
|
|
|
|
struct DLL_LINKAGE BulkRebalanceStacks : CGarrisonOperationPack
|
|
{
|
|
std::vector<RebalanceStacks> moves;
|
|
|
|
void applyGs(CGameState * gs);
|
|
virtual void visitTyped(ICPackVisitor & visitor) override;
|
|
|
|
template <typename Handler>
|
|
void serialize(Handler & h, const int version)
|
|
{
|
|
h & moves;
|
|
}
|
|
};
|
|
|
|
struct DLL_LINKAGE BulkSmartRebalanceStacks : CGarrisonOperationPack
|
|
{
|
|
std::vector<RebalanceStacks> moves;
|
|
std::vector<ChangeStackCount> changes;
|
|
|
|
void applyGs(CGameState * gs);
|
|
virtual void visitTyped(ICPackVisitor & visitor) override;
|
|
|
|
template <typename Handler>
|
|
void serialize(Handler & h, const int version)
|
|
{
|
|
h & moves;
|
|
h & changes;
|
|
}
|
|
};
|
|
|
|
struct GetEngagedHeroIds
|
|
{
|
|
std::optional<ObjectInstanceID> operator()(const ConstTransitivePtr<CGHeroInstance> & h) const
|
|
{
|
|
return h->id;
|
|
}
|
|
std::optional<ObjectInstanceID> operator()(const ConstTransitivePtr<CStackInstance> & s) const
|
|
{
|
|
if(s->armyObj && s->armyObj->ID == Obj::HERO)
|
|
return s->armyObj->id;
|
|
return std::optional<ObjectInstanceID>();
|
|
}
|
|
};
|
|
|
|
struct DLL_LINKAGE CArtifactOperationPack : CPackForClient
|
|
{
|
|
};
|
|
|
|
struct DLL_LINKAGE PutArtifact : CArtifactOperationPack
|
|
{
|
|
PutArtifact() = default;
|
|
PutArtifact(ArtifactLocation * dst, bool askAssemble = true)
|
|
: al(*dst), askAssemble(askAssemble)
|
|
{
|
|
}
|
|
|
|
ArtifactLocation al;
|
|
bool askAssemble = false;
|
|
ConstTransitivePtr<CArtifactInstance> art;
|
|
|
|
void applyGs(CGameState * gs);
|
|
virtual void visitTyped(ICPackVisitor & visitor) override;
|
|
|
|
template <typename Handler> void serialize(Handler & h, const int version)
|
|
{
|
|
h & al;
|
|
h & askAssemble;
|
|
h & art;
|
|
}
|
|
};
|
|
|
|
struct DLL_LINKAGE NewArtifact : public CArtifactOperationPack
|
|
{
|
|
ConstTransitivePtr<CArtifactInstance> art;
|
|
|
|
void applyGs(CGameState * gs);
|
|
virtual void visitTyped(ICPackVisitor & visitor) override;
|
|
|
|
template <typename Handler> void serialize(Handler & h, const int version)
|
|
{
|
|
h & art;
|
|
}
|
|
};
|
|
|
|
struct DLL_LINKAGE EraseArtifact : CArtifactOperationPack
|
|
{
|
|
ArtifactLocation al;
|
|
|
|
void applyGs(CGameState * gs);
|
|
virtual void visitTyped(ICPackVisitor & visitor) override;
|
|
|
|
template <typename Handler> void serialize(Handler & h, const int version)
|
|
{
|
|
h & al;
|
|
}
|
|
};
|
|
|
|
struct DLL_LINKAGE MoveArtifact : CArtifactOperationPack
|
|
{
|
|
MoveArtifact() = default;
|
|
MoveArtifact(ArtifactLocation * src, ArtifactLocation * dst, bool askAssemble = true)
|
|
: src(*src), dst(*dst), askAssemble(askAssemble)
|
|
{
|
|
}
|
|
ArtifactLocation src, dst;
|
|
bool askAssemble = true;
|
|
|
|
void applyGs(CGameState * gs);
|
|
virtual void visitTyped(ICPackVisitor & visitor) override;
|
|
|
|
template <typename Handler> void serialize(Handler & h, const int version)
|
|
{
|
|
h & src;
|
|
h & dst;
|
|
h & askAssemble;
|
|
}
|
|
};
|
|
|
|
struct DLL_LINKAGE BulkMoveArtifacts : CArtifactOperationPack
|
|
{
|
|
struct LinkedSlots
|
|
{
|
|
ArtifactPosition srcPos;
|
|
ArtifactPosition dstPos;
|
|
|
|
LinkedSlots() = default;
|
|
LinkedSlots(const ArtifactPosition & srcPos, const ArtifactPosition & dstPos)
|
|
: srcPos(srcPos)
|
|
, dstPos(dstPos)
|
|
{
|
|
}
|
|
template <typename Handler> void serialize(Handler & h, const int version)
|
|
{
|
|
h & srcPos;
|
|
h & dstPos;
|
|
}
|
|
};
|
|
|
|
TArtHolder srcArtHolder;
|
|
TArtHolder dstArtHolder;
|
|
|
|
BulkMoveArtifacts()
|
|
: swap(false)
|
|
{
|
|
}
|
|
BulkMoveArtifacts(TArtHolder srcArtHolder, TArtHolder dstArtHolder, bool swap)
|
|
: srcArtHolder(std::move(std::move(srcArtHolder)))
|
|
, dstArtHolder(std::move(std::move(dstArtHolder)))
|
|
, swap(swap)
|
|
{
|
|
}
|
|
|
|
void applyGs(CGameState * gs);
|
|
|
|
std::vector<LinkedSlots> artsPack0;
|
|
std::vector<LinkedSlots> artsPack1;
|
|
bool swap;
|
|
CArtifactSet * getSrcHolderArtSet();
|
|
CArtifactSet * getDstHolderArtSet();
|
|
|
|
virtual void visitTyped(ICPackVisitor & visitor) override;
|
|
|
|
template <typename Handler> void serialize(Handler & h, const int version)
|
|
{
|
|
h & artsPack0;
|
|
h & artsPack1;
|
|
h & srcArtHolder;
|
|
h & dstArtHolder;
|
|
h & swap;
|
|
}
|
|
};
|
|
|
|
struct DLL_LINKAGE AssembledArtifact : CArtifactOperationPack
|
|
{
|
|
ArtifactLocation al; //where assembly will be put
|
|
CArtifact * builtArt;
|
|
|
|
void applyGs(CGameState * gs);
|
|
|
|
virtual void visitTyped(ICPackVisitor & visitor) override;
|
|
|
|
template <typename Handler> void serialize(Handler & h, const int version)
|
|
{
|
|
h & al;
|
|
h & builtArt;
|
|
}
|
|
};
|
|
|
|
struct DLL_LINKAGE DisassembledArtifact : CArtifactOperationPack
|
|
{
|
|
ArtifactLocation al;
|
|
|
|
void applyGs(CGameState * gs);
|
|
|
|
virtual void visitTyped(ICPackVisitor & visitor) override;
|
|
|
|
template <typename Handler> void serialize(Handler & h, const int version)
|
|
{
|
|
h & al;
|
|
}
|
|
};
|
|
|
|
struct DLL_LINKAGE HeroVisit : public CPackForClient
|
|
{
|
|
PlayerColor player;
|
|
ObjectInstanceID heroId;
|
|
ObjectInstanceID objId;
|
|
|
|
bool starting; //false -> ending
|
|
|
|
void applyGs(CGameState * gs);
|
|
|
|
virtual void visitTyped(ICPackVisitor & visitor) override;
|
|
|
|
template <typename Handler> void serialize(Handler & h, const int version)
|
|
{
|
|
h & player;
|
|
h & heroId;
|
|
h & objId;
|
|
h & starting;
|
|
}
|
|
};
|
|
|
|
struct DLL_LINKAGE NewTurn : public CPackForClient
|
|
{
|
|
enum weekType { NORMAL, DOUBLE_GROWTH, BONUS_GROWTH, DEITYOFFIRE, PLAGUE, NO_ACTION };
|
|
|
|
void applyGs(CGameState * gs);
|
|
|
|
virtual void visitTyped(ICPackVisitor & visitor) override;
|
|
|
|
struct Hero
|
|
{
|
|
ObjectInstanceID id;
|
|
ui32 move, mana; //id is a general serial id
|
|
template <typename Handler> void serialize(Handler & h, const int version)
|
|
{
|
|
h & id;
|
|
h & move;
|
|
h & mana;
|
|
}
|
|
bool operator<(const Hero & h)const { return id < h.id; }
|
|
};
|
|
|
|
std::set<Hero> heroes; //updates movement and mana points
|
|
std::map<PlayerColor, TResources> res; //player ID => resource value[res_id]
|
|
std::map<ObjectInstanceID, SetAvailableCreatures> cres;//creatures to be placed in towns
|
|
ui32 day = 0;
|
|
ui8 specialWeek = 0; //weekType
|
|
CreatureID creatureid; //for creature weeks
|
|
|
|
NewTurn() = default;
|
|
|
|
template <typename Handler> void serialize(Handler & h, const int version)
|
|
{
|
|
h & heroes;
|
|
h & cres;
|
|
h & res;
|
|
h & day;
|
|
h & specialWeek;
|
|
h & creatureid;
|
|
}
|
|
};
|
|
|
|
struct DLL_LINKAGE InfoWindow : public CPackForClient //103 - displays simple info window
|
|
{
|
|
EInfoWindowMode type = EInfoWindowMode::MODAL;
|
|
MetaString text;
|
|
std::vector<Component> components;
|
|
PlayerColor player;
|
|
ui16 soundID = 0;
|
|
|
|
virtual void visitTyped(ICPackVisitor & visitor) override;
|
|
|
|
template <typename Handler> void serialize(Handler & h, const int version)
|
|
{
|
|
h & type;
|
|
h & text;
|
|
h & components;
|
|
h & player;
|
|
h & soundID;
|
|
}
|
|
InfoWindow() = default;
|
|
};
|
|
|
|
namespace ObjProperty
|
|
{
|
|
enum
|
|
{
|
|
OWNER = 1, BLOCKVIS = 2, PRIMARY_STACK_COUNT = 3, VISITORS = 4, VISITED = 5, ID = 6, AVAILABLE_CREATURE = 7, SUBID = 8,
|
|
MONSTER_COUNT = 10, MONSTER_POWER = 11, MONSTER_EXP = 12, MONSTER_RESTORE_TYPE = 13, MONSTER_REFUSED_JOIN,
|
|
|
|
//town-specific
|
|
STRUCTURE_ADD_VISITING_HERO, STRUCTURE_CLEAR_VISITORS, STRUCTURE_ADD_GARRISONED_HERO, //changing buildings state
|
|
BONUS_VALUE_FIRST, BONUS_VALUE_SECOND, //used in Rampart for special building that generates resources (storing resource type and quantity)
|
|
|
|
//creature-bank specific
|
|
BANK_DAYCOUNTER, BANK_RESET, BANK_CLEAR,
|
|
|
|
//object with reward
|
|
REWARD_RANDOMIZE, REWARD_SELECT, REWARD_CLEARED
|
|
};
|
|
}
|
|
|
|
struct DLL_LINKAGE SetObjectProperty : public CPackForClient
|
|
{
|
|
void applyGs(CGameState * gs) const;
|
|
ObjectInstanceID id;
|
|
ui8 what = 0; // see ObjProperty enum
|
|
ui32 val = 0;
|
|
SetObjectProperty() = default;
|
|
SetObjectProperty(const ObjectInstanceID & ID, ui8 What, ui32 Val)
|
|
: id(ID)
|
|
, what(What)
|
|
, val(Val)
|
|
{
|
|
}
|
|
|
|
virtual void visitTyped(ICPackVisitor & visitor) override;
|
|
|
|
template <typename Handler> void serialize(Handler & h, const int version)
|
|
{
|
|
h & id;
|
|
h & what;
|
|
h & val;
|
|
}
|
|
};
|
|
|
|
struct DLL_LINKAGE ChangeObjectVisitors : public CPackForClient
|
|
{
|
|
enum VisitMode
|
|
{
|
|
VISITOR_ADD, // mark hero as one that have visited this object
|
|
VISITOR_ADD_TEAM, // mark team as one that have visited this object
|
|
VISITOR_REMOVE, // unmark visitor, reversed to ADD
|
|
VISITOR_CLEAR // clear all visitors from this object (object reset)
|
|
};
|
|
ui32 mode = VISITOR_CLEAR; // uses VisitMode enum
|
|
ObjectInstanceID object;
|
|
ObjectInstanceID hero; // note: hero owner will be also marked as "visited" this object
|
|
|
|
void applyGs(CGameState * gs) const;
|
|
|
|
virtual void visitTyped(ICPackVisitor & visitor) override;
|
|
|
|
ChangeObjectVisitors() = default;
|
|
|
|
ChangeObjectVisitors(ui32 mode, const ObjectInstanceID & object, const ObjectInstanceID & heroID = ObjectInstanceID(-1))
|
|
: mode(mode)
|
|
, object(object)
|
|
, hero(heroID)
|
|
{
|
|
}
|
|
|
|
template <typename Handler> void serialize(Handler & h, const int version)
|
|
{
|
|
h & object;
|
|
h & hero;
|
|
h & mode;
|
|
}
|
|
};
|
|
|
|
struct DLL_LINKAGE PrepareHeroLevelUp : public CPackForClient
|
|
{
|
|
ObjectInstanceID heroId;
|
|
|
|
/// Do not serialize, used by server only
|
|
std::vector<SecondarySkill> skills;
|
|
|
|
void applyGs(CGameState * gs);
|
|
|
|
virtual void visitTyped(ICPackVisitor & visitor) override;
|
|
|
|
template <typename Handler> void serialize(Handler & h, const int version)
|
|
{
|
|
h & heroId;
|
|
}
|
|
};
|
|
|
|
struct DLL_LINKAGE HeroLevelUp : public Query
|
|
{
|
|
PlayerColor player;
|
|
ObjectInstanceID heroId;
|
|
|
|
PrimarySkill::PrimarySkill primskill = PrimarySkill::ATTACK;
|
|
std::vector<SecondarySkill> skills;
|
|
|
|
void applyGs(CGameState * gs) const;
|
|
|
|
virtual void visitTyped(ICPackVisitor & visitor) override;
|
|
|
|
template <typename Handler> void serialize(Handler & h, const int version)
|
|
{
|
|
h & queryID;
|
|
h & player;
|
|
h & heroId;
|
|
h & primskill;
|
|
h & skills;
|
|
}
|
|
};
|
|
|
|
struct DLL_LINKAGE CommanderLevelUp : public Query
|
|
{
|
|
PlayerColor player;
|
|
ObjectInstanceID heroId;
|
|
|
|
std::vector<ui32> skills; //0-5 - secondary skills, val-100 - special skill
|
|
|
|
void applyGs(CGameState * gs) const;
|
|
|
|
virtual void visitTyped(ICPackVisitor & visitor) override;
|
|
|
|
template <typename Handler> void serialize(Handler & h, const int version)
|
|
{
|
|
h & queryID;
|
|
h & player;
|
|
h & heroId;
|
|
h & skills;
|
|
}
|
|
};
|
|
|
|
//A dialog that requires making decision by player - it may contain components to choose between or has yes/no options
|
|
//Client responds with QueryReply, where answer: 0 - cancel pressed, choice doesn't matter; 1/2/... - first/second/... component selected and OK pressed
|
|
//Until sending reply player won't be allowed to take any actions
|
|
struct DLL_LINKAGE BlockingDialog : public Query
|
|
{
|
|
enum { ALLOW_CANCEL = 1, SELECTION = 2 };
|
|
MetaString text;
|
|
std::vector<Component> components;
|
|
PlayerColor player;
|
|
ui8 flags = 0;
|
|
ui16 soundID = 0;
|
|
|
|
bool cancel() const
|
|
{
|
|
return flags & ALLOW_CANCEL;
|
|
}
|
|
bool selection() const
|
|
{
|
|
return flags & SELECTION;
|
|
}
|
|
|
|
BlockingDialog(bool yesno, bool Selection)
|
|
{
|
|
if(yesno) flags |= ALLOW_CANCEL;
|
|
if(Selection) flags |= SELECTION;
|
|
}
|
|
BlockingDialog() = default;
|
|
|
|
virtual void visitTyped(ICPackVisitor & visitor) override;
|
|
|
|
template <typename Handler> void serialize(Handler & h, const int version)
|
|
{
|
|
h & queryID;
|
|
h & text;
|
|
h & components;
|
|
h & player;
|
|
h & flags;
|
|
h & soundID;
|
|
}
|
|
};
|
|
|
|
struct DLL_LINKAGE GarrisonDialog : public Query
|
|
{
|
|
ObjectInstanceID objid, hid;
|
|
bool removableUnits = false;
|
|
|
|
virtual void visitTyped(ICPackVisitor & visitor) override;
|
|
|
|
template <typename Handler> void serialize(Handler & h, const int version)
|
|
{
|
|
h & queryID;
|
|
h & objid;
|
|
h & hid;
|
|
h & removableUnits;
|
|
}
|
|
};
|
|
|
|
struct DLL_LINKAGE ExchangeDialog : public Query
|
|
{
|
|
PlayerColor player;
|
|
|
|
ObjectInstanceID hero1;
|
|
ObjectInstanceID hero2;
|
|
|
|
virtual void visitTyped(ICPackVisitor & visitor) override;
|
|
|
|
template <typename Handler> void serialize(Handler & h, const int version)
|
|
{
|
|
h & queryID;
|
|
h & player;
|
|
h & hero1;
|
|
h & hero2;
|
|
}
|
|
};
|
|
|
|
struct DLL_LINKAGE TeleportDialog : public Query
|
|
{
|
|
TeleportDialog() = default;
|
|
|
|
TeleportDialog(const PlayerColor & Player, const TeleportChannelID & Channel)
|
|
: player(Player)
|
|
, channel(Channel)
|
|
{
|
|
}
|
|
PlayerColor player;
|
|
TeleportChannelID channel;
|
|
TTeleportExitsList exits;
|
|
bool impassable = false;
|
|
|
|
virtual void visitTyped(ICPackVisitor & visitor) override;
|
|
|
|
template <typename Handler> void serialize(Handler & h, const int version)
|
|
{
|
|
h & queryID;
|
|
h & player;
|
|
h & channel;
|
|
h & exits;
|
|
h & impassable;
|
|
}
|
|
};
|
|
|
|
struct DLL_LINKAGE MapObjectSelectDialog : public Query
|
|
{
|
|
PlayerColor player;
|
|
Component icon;
|
|
MetaString title;
|
|
MetaString description;
|
|
std::vector<ObjectInstanceID> objects;
|
|
|
|
virtual void visitTyped(ICPackVisitor & visitor) override;
|
|
|
|
template <typename Handler> void serialize(Handler & h, const int version)
|
|
{
|
|
h & queryID;
|
|
h & player;
|
|
h & icon;
|
|
h & title;
|
|
h & description;
|
|
h & objects;
|
|
}
|
|
};
|
|
|
|
class BattleInfo;
|
|
struct DLL_LINKAGE BattleStart : public CPackForClient
|
|
{
|
|
void applyGs(CGameState * gs) const;
|
|
|
|
BattleInfo * info = nullptr;
|
|
|
|
virtual void visitTyped(ICPackVisitor & visitor) override;
|
|
|
|
template <typename Handler> void serialize(Handler & h, const int version)
|
|
{
|
|
h & info;
|
|
}
|
|
};
|
|
|
|
struct DLL_LINKAGE BattleNextRound : public CPackForClient
|
|
{
|
|
void applyGs(CGameState * gs) const;
|
|
si32 round = 0;
|
|
|
|
virtual void visitTyped(ICPackVisitor & visitor) override;
|
|
|
|
template <typename Handler> void serialize(Handler & h, const int version)
|
|
{
|
|
h & round;
|
|
}
|
|
};
|
|
|
|
struct DLL_LINKAGE BattleSetActiveStack : public CPackForClient
|
|
{
|
|
void applyGs(CGameState * gs) const;
|
|
|
|
ui32 stack = 0;
|
|
ui8 askPlayerInterface = true;
|
|
|
|
virtual void visitTyped(ICPackVisitor & visitor) override;
|
|
|
|
template <typename Handler> void serialize(Handler & h, const int version)
|
|
{
|
|
h & stack;
|
|
h & askPlayerInterface;
|
|
}
|
|
};
|
|
|
|
struct DLL_LINKAGE BattleResultAccepted : public CPackForClient
|
|
{
|
|
void applyGs(CGameState * gs) const;
|
|
|
|
CGHeroInstance * hero1 = nullptr;
|
|
CGHeroInstance * hero2 = nullptr;
|
|
CArmedInstance * army1 = nullptr;
|
|
CArmedInstance * army2 = nullptr;
|
|
TExpType exp[2];
|
|
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & hero1;
|
|
h & hero2;
|
|
h & army1;
|
|
h & army2;
|
|
h & exp;
|
|
}
|
|
};
|
|
|
|
struct DLL_LINKAGE BattleResult : public Query
|
|
{
|
|
enum EResult { NORMAL = 0, ESCAPE = 1, SURRENDER = 2 };
|
|
|
|
void applyFirstCl(CClient * cl);
|
|
|
|
EResult result = NORMAL;
|
|
ui8 winner = 2; //0 - attacker, 1 - defender, [2 - draw (should be possible?)]
|
|
std::map<ui32, si32> casualties[2]; //first => casualties of attackers - map crid => number
|
|
TExpType exp[2] = {0, 0}; //exp for attacker and defender
|
|
std::set<ArtifactInstanceID> artifacts; //artifacts taken from loser to winner - currently unused
|
|
|
|
virtual void visitTyped(ICPackVisitor & visitor) override;
|
|
|
|
template <typename Handler> void serialize(Handler & h, const int version)
|
|
{
|
|
h & queryID;
|
|
h & result;
|
|
h & winner;
|
|
h & casualties[0];
|
|
h & casualties[1];
|
|
h & exp;
|
|
h & artifacts;
|
|
}
|
|
};
|
|
|
|
struct DLL_LINKAGE BattleLogMessage : public CPackForClient
|
|
{
|
|
std::vector<MetaString> lines;
|
|
|
|
void applyGs(CGameState * gs);
|
|
void applyBattle(IBattleState * battleState);
|
|
|
|
virtual void visitTyped(ICPackVisitor & visitor) override;
|
|
|
|
template <typename Handler> void serialize(Handler & h, const int version)
|
|
{
|
|
h & lines;
|
|
}
|
|
};
|
|
|
|
struct DLL_LINKAGE BattleStackMoved : public CPackForClient
|
|
{
|
|
ui32 stack = 0;
|
|
std::vector<BattleHex> tilesToMove;
|
|
int distance = 0;
|
|
bool teleporting = false;
|
|
|
|
void applyGs(CGameState * gs);
|
|
void applyBattle(IBattleState * battleState);
|
|
|
|
virtual void visitTyped(ICPackVisitor & visitor) override;
|
|
|
|
template <typename Handler> void serialize(Handler & h, const int version)
|
|
{
|
|
h & stack;
|
|
h & tilesToMove;
|
|
h & distance;
|
|
h & teleporting;
|
|
}
|
|
};
|
|
|
|
struct DLL_LINKAGE BattleUnitsChanged : public CPackForClient
|
|
{
|
|
void applyGs(CGameState * gs);
|
|
void applyBattle(IBattleState * battleState);
|
|
|
|
std::vector<UnitChanges> changedStacks;
|
|
|
|
virtual void visitTyped(ICPackVisitor & visitor) override;
|
|
|
|
template <typename Handler> void serialize(Handler & h, const int version)
|
|
{
|
|
h & changedStacks;
|
|
}
|
|
};
|
|
|
|
struct BattleStackAttacked
|
|
{
|
|
DLL_LINKAGE void applyGs(CGameState * gs);
|
|
DLL_LINKAGE void applyBattle(IBattleState * battleState);
|
|
|
|
ui32 stackAttacked = 0, attackerID = 0;
|
|
ui32 killedAmount = 0;
|
|
int64_t damageAmount = 0;
|
|
UnitChanges newState;
|
|
enum EFlags { KILLED = 1, SECONDARY = 2, REBIRTH = 4, CLONE_KILLED = 8, SPELL_EFFECT = 16, FIRE_SHIELD = 32, };
|
|
ui32 flags = 0; //uses EFlags (above)
|
|
SpellID spellID = SpellID::NONE; //only if flag SPELL_EFFECT is set
|
|
|
|
bool killed() const//if target stack was killed
|
|
{
|
|
return flags & KILLED || flags & CLONE_KILLED;
|
|
}
|
|
bool cloneKilled() const
|
|
{
|
|
return flags & CLONE_KILLED;
|
|
}
|
|
bool isSecondary() const//if stack was not a primary target (receives no spell effects)
|
|
{
|
|
return flags & SECONDARY;
|
|
}
|
|
///Attacked with spell (SPELL_LIKE_ATTACK)
|
|
bool isSpell() const
|
|
{
|
|
return flags & SPELL_EFFECT;
|
|
}
|
|
bool willRebirth() const//resurrection, e.g. Phoenix
|
|
{
|
|
return flags & REBIRTH;
|
|
}
|
|
bool fireShield() const
|
|
{
|
|
return flags & FIRE_SHIELD;
|
|
}
|
|
|
|
template <typename Handler> void serialize(Handler & h, const int version)
|
|
{
|
|
h & stackAttacked;
|
|
h & attackerID;
|
|
h & newState;
|
|
h & flags;
|
|
h & killedAmount;
|
|
h & damageAmount;
|
|
h & spellID;
|
|
}
|
|
bool operator<(const BattleStackAttacked & b) const
|
|
{
|
|
return stackAttacked < b.stackAttacked;
|
|
}
|
|
};
|
|
|
|
struct DLL_LINKAGE BattleAttack : public CPackForClient
|
|
{
|
|
void applyGs(CGameState * gs);
|
|
BattleUnitsChanged attackerChanges;
|
|
|
|
std::vector<BattleStackAttacked> bsa;
|
|
ui32 stackAttacking = 0;
|
|
ui32 flags = 0; //uses Eflags (below)
|
|
enum EFlags { SHOT = 1, COUNTER = 2, LUCKY = 4, UNLUCKY = 8, BALLISTA_DOUBLE_DMG = 16, DEATH_BLOW = 32, SPELL_LIKE = 64, LIFE_DRAIN = 128 };
|
|
|
|
BattleHex tile;
|
|
SpellID spellID = SpellID::NONE; //for SPELL_LIKE
|
|
|
|
bool shot() const//distance attack - decrease number of shots
|
|
{
|
|
return flags & SHOT;
|
|
}
|
|
bool counter() const//is it counterattack?
|
|
{
|
|
return flags & COUNTER;
|
|
}
|
|
bool lucky() const
|
|
{
|
|
return flags & LUCKY;
|
|
}
|
|
bool unlucky() const
|
|
{
|
|
return flags & UNLUCKY;
|
|
}
|
|
bool ballistaDoubleDmg() const //if it's ballista attack and does double dmg
|
|
{
|
|
return flags & BALLISTA_DOUBLE_DMG;
|
|
}
|
|
bool deathBlow() const
|
|
{
|
|
return flags & DEATH_BLOW;
|
|
}
|
|
bool spellLike() const
|
|
{
|
|
return flags & SPELL_LIKE;
|
|
}
|
|
bool lifeDrain() const
|
|
{
|
|
return flags & LIFE_DRAIN;
|
|
}
|
|
|
|
virtual void visitTyped(ICPackVisitor & visitor) override;
|
|
|
|
template <typename Handler> void serialize(Handler & h, const int version)
|
|
{
|
|
h & bsa;
|
|
h & stackAttacking;
|
|
h & flags;
|
|
h & tile;
|
|
h & spellID;
|
|
h & attackerChanges;
|
|
}
|
|
};
|
|
|
|
struct DLL_LINKAGE StartAction : public CPackForClient
|
|
{
|
|
StartAction() = default;
|
|
StartAction(BattleAction act)
|
|
: ba(std::move(act))
|
|
{
|
|
}
|
|
void applyFirstCl(CClient * cl);
|
|
void applyGs(CGameState * gs);
|
|
|
|
BattleAction ba;
|
|
|
|
virtual void visitTyped(ICPackVisitor & visitor) override;
|
|
|
|
template <typename Handler> void serialize(Handler & h, const int version)
|
|
{
|
|
h & ba;
|
|
}
|
|
};
|
|
|
|
struct DLL_LINKAGE EndAction : public CPackForClient
|
|
{
|
|
virtual void visitTyped(ICPackVisitor & visitor) override;
|
|
|
|
template <typename Handler> void serialize(Handler & h, const int version)
|
|
{
|
|
}
|
|
};
|
|
|
|
struct DLL_LINKAGE BattleSpellCast : public CPackForClient
|
|
{
|
|
void applyGs(CGameState * gs) const;
|
|
bool activeCast = true;
|
|
ui8 side = 0; //which hero did cast spell: 0 - attacker, 1 - defender
|
|
SpellID spellID; //id of spell
|
|
ui8 manaGained = 0; //mana channeling ability
|
|
BattleHex tile; //destination tile (may not be set in some global/mass spells
|
|
std::set<ui32> affectedCres; //ids of creatures affected by this spell, generally used if spell does not set any effect (like dispel or cure)
|
|
std::set<ui32> resistedCres; // creatures that resisted the spell (e.g. Dwarves)
|
|
std::set<ui32> reflectedCres; // creatures that reflected the spell (e.g. Magic Mirror spell)
|
|
si32 casterStack = -1; // -1 if not cated by creature, >=0 caster stack ID
|
|
bool castByHero = true; //if true - spell has been cast by hero, otherwise by a creature
|
|
|
|
virtual void visitTyped(ICPackVisitor & visitor) override;
|
|
|
|
template <typename Handler> void serialize(Handler & h, const int version)
|
|
{
|
|
h & side;
|
|
h & spellID;
|
|
h & manaGained;
|
|
h & tile;
|
|
h & affectedCres;
|
|
h & resistedCres;
|
|
h & reflectedCres;
|
|
h & casterStack;
|
|
h & castByHero;
|
|
h & activeCast;
|
|
}
|
|
};
|
|
|
|
struct DLL_LINKAGE SetStackEffect : public CPackForClient
|
|
{
|
|
void applyGs(CGameState * gs);
|
|
void applyBattle(IBattleState * battleState);
|
|
std::vector<std::pair<ui32, std::vector<Bonus>>> toAdd;
|
|
std::vector<std::pair<ui32, std::vector<Bonus>>> toUpdate;
|
|
std::vector<std::pair<ui32, std::vector<Bonus>>> toRemove;
|
|
|
|
virtual void visitTyped(ICPackVisitor & visitor) override;
|
|
|
|
template <typename Handler> void serialize(Handler & h, const int version)
|
|
{
|
|
h & toAdd;
|
|
h & toUpdate;
|
|
h & toRemove;
|
|
}
|
|
};
|
|
|
|
struct DLL_LINKAGE StacksInjured : public CPackForClient
|
|
{
|
|
void applyGs(CGameState * gs);
|
|
void applyBattle(IBattleState * battleState);
|
|
|
|
std::vector<BattleStackAttacked> stacks;
|
|
|
|
virtual void visitTyped(ICPackVisitor & visitor) override;
|
|
|
|
template <typename Handler> void serialize(Handler & h, const int version)
|
|
{
|
|
h & stacks;
|
|
}
|
|
};
|
|
|
|
struct DLL_LINKAGE BattleResultsApplied : public CPackForClient
|
|
{
|
|
PlayerColor player1, player2;
|
|
virtual void visitTyped(ICPackVisitor & visitor) override;
|
|
|
|
template <typename Handler> void serialize(Handler & h, const int version)
|
|
{
|
|
h & player1;
|
|
h & player2;
|
|
}
|
|
};
|
|
|
|
struct DLL_LINKAGE BattleObstaclesChanged : public CPackForClient
|
|
{
|
|
void applyGs(CGameState * gs);
|
|
void applyBattle(IBattleState * battleState);
|
|
|
|
std::vector<ObstacleChanges> changes;
|
|
|
|
virtual void visitTyped(ICPackVisitor & visitor) override;
|
|
|
|
template <typename Handler> void serialize(Handler & h, const int version)
|
|
{
|
|
h & changes;
|
|
}
|
|
};
|
|
|
|
struct DLL_LINKAGE CatapultAttack : public CPackForClient
|
|
{
|
|
struct AttackInfo
|
|
{
|
|
si16 destinationTile;
|
|
EWallPart attackedPart;
|
|
ui8 damageDealt;
|
|
|
|
template <typename Handler> void serialize(Handler & h, const int version)
|
|
{
|
|
h & destinationTile;
|
|
h & attackedPart;
|
|
h & damageDealt;
|
|
}
|
|
};
|
|
|
|
CatapultAttack();
|
|
~CatapultAttack() override;
|
|
|
|
void applyGs(CGameState * gs);
|
|
void applyBattle(IBattleState * battleState);
|
|
|
|
std::vector< AttackInfo > attackedParts;
|
|
int attacker = -1; //if -1, then a spell caused this
|
|
|
|
virtual void visitTyped(ICPackVisitor & visitor) override;
|
|
|
|
template <typename Handler> void serialize(Handler & h, const int version)
|
|
{
|
|
h & attackedParts;
|
|
h & attacker;
|
|
}
|
|
};
|
|
|
|
struct DLL_LINKAGE BattleSetStackProperty : public CPackForClient
|
|
{
|
|
enum BattleStackProperty { CASTS, ENCHANTER_COUNTER, UNBIND, CLONED, HAS_CLONE };
|
|
|
|
void applyGs(CGameState * gs) const;
|
|
|
|
int stackID = 0;
|
|
BattleStackProperty which = CASTS;
|
|
int val = 0;
|
|
int absolute = 0;
|
|
|
|
template <typename Handler> void serialize(Handler & h, const int version)
|
|
{
|
|
h & stackID;
|
|
h & which;
|
|
h & val;
|
|
h & absolute;
|
|
}
|
|
|
|
protected:
|
|
virtual void visitTyped(ICPackVisitor & visitor) override;
|
|
};
|
|
|
|
///activated at the beginning of turn
|
|
struct DLL_LINKAGE BattleTriggerEffect : public CPackForClient
|
|
{
|
|
void applyGs(CGameState * gs) const; //effect
|
|
|
|
int stackID = 0;
|
|
int effect = 0; //use corresponding Bonus type
|
|
int val = 0;
|
|
int additionalInfo = 0;
|
|
|
|
template <typename Handler> void serialize(Handler & h, const int version)
|
|
{
|
|
h & stackID;
|
|
h & effect;
|
|
h & val;
|
|
h & additionalInfo;
|
|
}
|
|
|
|
protected:
|
|
virtual void visitTyped(ICPackVisitor & visitor) override;
|
|
};
|
|
|
|
struct DLL_LINKAGE BattleUpdateGateState : public CPackForClient
|
|
{
|
|
void applyGs(CGameState * gs) const;
|
|
|
|
EGateState state = EGateState::NONE;
|
|
template <typename Handler> void serialize(Handler & h, const int version)
|
|
{
|
|
h & state;
|
|
}
|
|
|
|
protected:
|
|
virtual void visitTyped(ICPackVisitor & visitor) override;
|
|
};
|
|
|
|
struct DLL_LINKAGE AdvmapSpellCast : public CPackForClient
|
|
{
|
|
ObjectInstanceID casterID;
|
|
SpellID spellID;
|
|
template <typename Handler> void serialize(Handler & h, const int version)
|
|
{
|
|
h & casterID;
|
|
h & spellID;
|
|
}
|
|
|
|
protected:
|
|
virtual void visitTyped(ICPackVisitor & visitor) override;
|
|
};
|
|
|
|
struct DLL_LINKAGE ShowWorldViewEx : public CPackForClient
|
|
{
|
|
PlayerColor player;
|
|
bool showTerrain; // TODO: send terrain state
|
|
|
|
std::vector<ObjectPosInfo> objectPositions;
|
|
|
|
template <typename Handler> void serialize(Handler & h, const int version)
|
|
{
|
|
h & player;
|
|
h & showTerrain;
|
|
h & objectPositions;
|
|
}
|
|
|
|
protected:
|
|
virtual void visitTyped(ICPackVisitor & visitor) override;
|
|
};
|
|
|
|
/***********************************************************************************************************/
|
|
|
|
struct DLL_LINKAGE EndTurn : public CPackForServer
|
|
{
|
|
virtual void visitTyped(ICPackVisitor & visitor) override;
|
|
|
|
template <typename Handler> void serialize(Handler & h, const int version)
|
|
{
|
|
h & static_cast<CPackForServer &>(*this);
|
|
}
|
|
};
|
|
|
|
struct DLL_LINKAGE DismissHero : public CPackForServer
|
|
{
|
|
DismissHero() = default;
|
|
DismissHero(const ObjectInstanceID & HID)
|
|
: hid(HID)
|
|
{
|
|
}
|
|
ObjectInstanceID hid;
|
|
|
|
virtual void visitTyped(ICPackVisitor & visitor) override;
|
|
|
|
template <typename Handler> void serialize(Handler & h, const int version)
|
|
{
|
|
h & static_cast<CPackForServer &>(*this);
|
|
h & hid;
|
|
}
|
|
};
|
|
|
|
struct DLL_LINKAGE MoveHero : public CPackForServer
|
|
{
|
|
MoveHero() = default;
|
|
MoveHero(const int3 & Dest, const ObjectInstanceID & HID, bool Transit)
|
|
: dest(Dest)
|
|
, hid(HID)
|
|
, transit(Transit)
|
|
{
|
|
}
|
|
int3 dest;
|
|
ObjectInstanceID hid;
|
|
bool transit = false;
|
|
|
|
virtual void visitTyped(ICPackVisitor & visitor) override;
|
|
|
|
template <typename Handler> void serialize(Handler & h, const int version)
|
|
{
|
|
h & static_cast<CPackForServer &>(*this);
|
|
h & dest;
|
|
h & hid;
|
|
h & transit;
|
|
}
|
|
};
|
|
|
|
struct DLL_LINKAGE CastleTeleportHero : public CPackForServer
|
|
{
|
|
CastleTeleportHero() = default;
|
|
CastleTeleportHero(const ObjectInstanceID & HID, const ObjectInstanceID & Dest, ui8 Source)
|
|
: dest(Dest)
|
|
, hid(HID)
|
|
, source(Source)
|
|
{
|
|
}
|
|
ObjectInstanceID dest;
|
|
ObjectInstanceID hid;
|
|
si8 source = 0; //who give teleporting, 1=castle gate
|
|
|
|
virtual void visitTyped(ICPackVisitor & visitor) override;
|
|
|
|
template <typename Handler> void serialize(Handler & h, const int version)
|
|
{
|
|
h & static_cast<CPackForServer &>(*this);
|
|
h & dest;
|
|
h & hid;
|
|
}
|
|
};
|
|
|
|
struct DLL_LINKAGE ArrangeStacks : public CPackForServer
|
|
{
|
|
ArrangeStacks() = default;
|
|
ArrangeStacks(ui8 W, const SlotID & P1, const SlotID & P2, const ObjectInstanceID & ID1, const ObjectInstanceID & ID2, si32 VAL)
|
|
: what(W)
|
|
, p1(P1)
|
|
, p2(P2)
|
|
, id1(ID1)
|
|
, id2(ID2)
|
|
, val(VAL)
|
|
{
|
|
}
|
|
|
|
ui8 what = 0; //1 - swap; 2 - merge; 3 - split
|
|
SlotID p1, p2; //positions of first and second stack
|
|
ObjectInstanceID id1, id2; //ids of objects with garrison
|
|
si32 val = 0;
|
|
|
|
virtual void visitTyped(ICPackVisitor & visitor) override;
|
|
|
|
template <typename Handler> void serialize(Handler & h, const int version)
|
|
{
|
|
h & static_cast<CPackForServer &>(*this);
|
|
h & what;
|
|
h & p1;
|
|
h & p2;
|
|
h & id1;
|
|
h & id2;
|
|
h & val;
|
|
}
|
|
};
|
|
|
|
struct DLL_LINKAGE BulkMoveArmy : public CPackForServer
|
|
{
|
|
SlotID srcSlot;
|
|
ObjectInstanceID srcArmy;
|
|
ObjectInstanceID destArmy;
|
|
|
|
BulkMoveArmy() = default;
|
|
|
|
BulkMoveArmy(const ObjectInstanceID & srcArmy, const ObjectInstanceID & destArmy, const SlotID & srcSlot)
|
|
: srcArmy(srcArmy)
|
|
, destArmy(destArmy)
|
|
, srcSlot(srcSlot)
|
|
{
|
|
}
|
|
|
|
virtual void visitTyped(ICPackVisitor & visitor) override;
|
|
|
|
template <typename Handler>
|
|
void serialize(Handler & h, const int version)
|
|
{
|
|
h & static_cast<CPackForServer &>(*this);
|
|
h & srcSlot;
|
|
h & srcArmy;
|
|
h & destArmy;
|
|
}
|
|
};
|
|
|
|
struct DLL_LINKAGE BulkSplitStack : public CPackForServer
|
|
{
|
|
SlotID src;
|
|
ObjectInstanceID srcOwner;
|
|
si32 amount = 0;
|
|
|
|
BulkSplitStack() = default;
|
|
|
|
BulkSplitStack(const ObjectInstanceID & srcOwner, const SlotID & src, si32 howMany)
|
|
: src(src)
|
|
, srcOwner(srcOwner)
|
|
, amount(howMany)
|
|
{
|
|
}
|
|
|
|
virtual void visitTyped(ICPackVisitor & visitor) override;
|
|
|
|
template <typename Handler>
|
|
void serialize(Handler & h, const int version)
|
|
{
|
|
h & static_cast<CPackForServer &>(*this);
|
|
h & src;
|
|
h & srcOwner;
|
|
h & amount;
|
|
}
|
|
};
|
|
|
|
struct DLL_LINKAGE BulkMergeStacks : public CPackForServer
|
|
{
|
|
SlotID src;
|
|
ObjectInstanceID srcOwner;
|
|
|
|
BulkMergeStacks() = default;
|
|
|
|
BulkMergeStacks(const ObjectInstanceID & srcOwner, const SlotID & src)
|
|
: src(src)
|
|
, srcOwner(srcOwner)
|
|
{
|
|
}
|
|
|
|
virtual void visitTyped(ICPackVisitor & visitor) override;
|
|
|
|
template <typename Handler>
|
|
void serialize(Handler & h, const int version)
|
|
{
|
|
h & static_cast<CPackForServer &>(*this);
|
|
h & src;
|
|
h & srcOwner;
|
|
}
|
|
};
|
|
|
|
struct DLL_LINKAGE BulkSmartSplitStack : public CPackForServer
|
|
{
|
|
SlotID src;
|
|
ObjectInstanceID srcOwner;
|
|
|
|
BulkSmartSplitStack() = default;
|
|
|
|
BulkSmartSplitStack(const ObjectInstanceID & srcOwner, const SlotID & src)
|
|
: src(src)
|
|
, srcOwner(srcOwner)
|
|
{
|
|
}
|
|
|
|
virtual void visitTyped(ICPackVisitor & visitor) override;
|
|
|
|
template <typename Handler>
|
|
void serialize(Handler & h, const int version)
|
|
{
|
|
h & static_cast<CPackForServer &>(*this);
|
|
h & src;
|
|
h & srcOwner;
|
|
}
|
|
};
|
|
|
|
struct DLL_LINKAGE DisbandCreature : public CPackForServer
|
|
{
|
|
DisbandCreature() = default;
|
|
DisbandCreature(const SlotID & Pos, const ObjectInstanceID & ID)
|
|
: pos(Pos)
|
|
, id(ID)
|
|
{
|
|
}
|
|
SlotID pos; //stack pos
|
|
ObjectInstanceID id; //object id
|
|
|
|
virtual void visitTyped(ICPackVisitor & visitor) override;
|
|
|
|
template <typename Handler> void serialize(Handler & h, const int version)
|
|
{
|
|
h & static_cast<CPackForServer &>(*this);
|
|
h & pos;
|
|
h & id;
|
|
}
|
|
};
|
|
|
|
struct DLL_LINKAGE BuildStructure : public CPackForServer
|
|
{
|
|
BuildStructure() = default;
|
|
BuildStructure(const ObjectInstanceID & TID, const BuildingID & BID)
|
|
: tid(TID)
|
|
, bid(BID)
|
|
{
|
|
}
|
|
ObjectInstanceID tid; //town id
|
|
BuildingID bid; //structure id
|
|
|
|
virtual void visitTyped(ICPackVisitor & visitor) override;
|
|
|
|
template <typename Handler> void serialize(Handler & h, const int version)
|
|
{
|
|
h & static_cast<CPackForServer &>(*this);
|
|
h & tid;
|
|
h & bid;
|
|
}
|
|
};
|
|
|
|
struct DLL_LINKAGE RazeStructure : public BuildStructure
|
|
{
|
|
virtual void visitTyped(ICPackVisitor & visitor) override;
|
|
};
|
|
|
|
struct DLL_LINKAGE RecruitCreatures : public CPackForServer
|
|
{
|
|
RecruitCreatures() = default;
|
|
RecruitCreatures(const ObjectInstanceID & TID, const ObjectInstanceID & DST, const CreatureID & CRID, si32 Amount, si32 Level)
|
|
: tid(TID)
|
|
, dst(DST)
|
|
, crid(CRID)
|
|
, amount(Amount)
|
|
, level(Level)
|
|
{
|
|
}
|
|
ObjectInstanceID tid; //dwelling id, or town
|
|
ObjectInstanceID dst; //destination ID, e.g. hero
|
|
CreatureID crid;
|
|
ui32 amount = 0; //creature amount
|
|
si32 level = 0; //dwelling level to buy from, -1 if any
|
|
|
|
virtual void visitTyped(ICPackVisitor & visitor) override;
|
|
|
|
template <typename Handler> void serialize(Handler & h, const int version)
|
|
{
|
|
h & static_cast<CPackForServer &>(*this);
|
|
h & tid;
|
|
h & dst;
|
|
h & crid;
|
|
h & amount;
|
|
h & level;
|
|
}
|
|
};
|
|
|
|
struct DLL_LINKAGE UpgradeCreature : public CPackForServer
|
|
{
|
|
UpgradeCreature() = default;
|
|
UpgradeCreature(const SlotID & Pos, const ObjectInstanceID & ID, const CreatureID & CRID)
|
|
: pos(Pos)
|
|
, id(ID)
|
|
, cid(CRID)
|
|
{
|
|
}
|
|
SlotID pos; //stack pos
|
|
ObjectInstanceID id; //object id
|
|
CreatureID cid; //id of type to which we want make upgrade
|
|
|
|
virtual void visitTyped(ICPackVisitor & visitor) override;
|
|
|
|
template <typename Handler> void serialize(Handler & h, const int version)
|
|
{
|
|
h & static_cast<CPackForServer &>(*this);
|
|
h & pos;
|
|
h & id;
|
|
h & cid;
|
|
}
|
|
};
|
|
|
|
struct DLL_LINKAGE GarrisonHeroSwap : public CPackForServer
|
|
{
|
|
GarrisonHeroSwap() = default;
|
|
GarrisonHeroSwap(const ObjectInstanceID & TID)
|
|
: tid(TID)
|
|
{
|
|
}
|
|
ObjectInstanceID tid;
|
|
|
|
virtual void visitTyped(ICPackVisitor & visitor) override;
|
|
|
|
template <typename Handler> void serialize(Handler & h, const int version)
|
|
{
|
|
h & static_cast<CPackForServer &>(*this);
|
|
h & tid;
|
|
}
|
|
};
|
|
|
|
struct DLL_LINKAGE ExchangeArtifacts : public CPackForServer
|
|
{
|
|
ArtifactLocation src, dst;
|
|
|
|
virtual void visitTyped(ICPackVisitor & visitor) override;
|
|
|
|
template <typename Handler> void serialize(Handler & h, const int version)
|
|
{
|
|
h & static_cast<CPackForServer &>(*this);
|
|
h & src;
|
|
h & dst;
|
|
}
|
|
};
|
|
|
|
struct DLL_LINKAGE BulkExchangeArtifacts : public CPackForServer
|
|
{
|
|
ObjectInstanceID srcHero;
|
|
ObjectInstanceID dstHero;
|
|
bool swap = false;
|
|
|
|
BulkExchangeArtifacts() = default;
|
|
BulkExchangeArtifacts(const ObjectInstanceID & srcHero, const ObjectInstanceID & dstHero, bool swap)
|
|
: srcHero(srcHero)
|
|
, dstHero(dstHero)
|
|
, swap(swap)
|
|
{
|
|
}
|
|
|
|
virtual void visitTyped(ICPackVisitor & visitor) override;
|
|
|
|
template <typename Handler> void serialize(Handler & h, const int version)
|
|
{
|
|
h & static_cast<CPackForServer &>(*this);
|
|
h & srcHero;
|
|
h & dstHero;
|
|
h & swap;
|
|
}
|
|
};
|
|
|
|
struct DLL_LINKAGE AssembleArtifacts : public CPackForServer
|
|
{
|
|
AssembleArtifacts() = default;
|
|
AssembleArtifacts(const ObjectInstanceID & _heroID, const ArtifactPosition & _artifactSlot, bool _assemble, const ArtifactID & _assembleTo)
|
|
: heroID(_heroID)
|
|
, artifactSlot(_artifactSlot)
|
|
, assemble(_assemble)
|
|
, assembleTo(_assembleTo)
|
|
{
|
|
}
|
|
ObjectInstanceID heroID;
|
|
ArtifactPosition artifactSlot;
|
|
bool assemble = false; // True to assemble artifact, false to disassemble.
|
|
ArtifactID assembleTo; // Artifact to assemble into.
|
|
|
|
virtual void visitTyped(ICPackVisitor & visitor) override;
|
|
|
|
template <typename Handler> void serialize(Handler & h, const int version)
|
|
{
|
|
h & static_cast<CPackForServer &>(*this);
|
|
h & heroID;
|
|
h & artifactSlot;
|
|
h & assemble;
|
|
h & assembleTo;
|
|
}
|
|
};
|
|
|
|
struct DLL_LINKAGE EraseArtifactByClient : public CPackForServer
|
|
{
|
|
EraseArtifactByClient() = default;
|
|
EraseArtifactByClient(const ArtifactLocation & al)
|
|
: al(al)
|
|
{
|
|
}
|
|
ArtifactLocation al;
|
|
|
|
virtual void visitTyped(ICPackVisitor & visitor) override;
|
|
|
|
template <typename Handler> void serialize(Handler & h, const int version)
|
|
{
|
|
h & static_cast<CPackForServer&>(*this);
|
|
h & al;
|
|
}
|
|
};
|
|
|
|
struct DLL_LINKAGE BuyArtifact : public CPackForServer
|
|
{
|
|
BuyArtifact() = default;
|
|
BuyArtifact(const ObjectInstanceID & HID, const ArtifactID & AID)
|
|
: hid(HID)
|
|
, aid(AID)
|
|
{
|
|
}
|
|
ObjectInstanceID hid;
|
|
ArtifactID aid;
|
|
|
|
virtual void visitTyped(ICPackVisitor & visitor) override;
|
|
|
|
template <typename Handler> void serialize(Handler & h, const int version)
|
|
{
|
|
h & static_cast<CPackForServer &>(*this);
|
|
h & hid;
|
|
h & aid;
|
|
}
|
|
};
|
|
|
|
struct DLL_LINKAGE TradeOnMarketplace : public CPackForServer
|
|
{
|
|
ObjectInstanceID marketId;
|
|
ObjectInstanceID heroId;
|
|
|
|
EMarketMode::EMarketMode mode = EMarketMode::RESOURCE_RESOURCE;
|
|
std::vector<ui32> r1, r2; //mode 0: r1 - sold resource, r2 - bought res (exception: when sacrificing art r1 is art id [todo: make r2 preferred slot?]
|
|
std::vector<ui32> val; //units of sold resource
|
|
|
|
virtual void visitTyped(ICPackVisitor & visitor) override;
|
|
|
|
template <typename Handler> void serialize(Handler & h, const int version)
|
|
{
|
|
h & static_cast<CPackForServer &>(*this);
|
|
h & marketId;
|
|
h & heroId;
|
|
h & mode;
|
|
h & r1;
|
|
h & r2;
|
|
h & val;
|
|
}
|
|
};
|
|
|
|
struct DLL_LINKAGE SetFormation : public CPackForServer
|
|
{
|
|
SetFormation() = default;
|
|
;
|
|
SetFormation(const ObjectInstanceID & HID, ui8 Formation)
|
|
: hid(HID)
|
|
, formation(Formation)
|
|
{
|
|
}
|
|
ObjectInstanceID hid;
|
|
ui8 formation = 0;
|
|
|
|
virtual void visitTyped(ICPackVisitor & visitor) override;
|
|
|
|
template <typename Handler> void serialize(Handler & h, const int version)
|
|
{
|
|
h & static_cast<CPackForServer &>(*this);
|
|
h & hid;
|
|
h & formation;
|
|
}
|
|
};
|
|
|
|
struct DLL_LINKAGE HireHero : public CPackForServer
|
|
{
|
|
HireHero() = default;
|
|
HireHero(si32 HID, const ObjectInstanceID & TID)
|
|
: hid(HID)
|
|
, tid(TID)
|
|
{
|
|
}
|
|
si32 hid = 0; //available hero serial
|
|
ObjectInstanceID tid; //town (tavern) id
|
|
PlayerColor player;
|
|
|
|
virtual void visitTyped(ICPackVisitor & visitor) override;
|
|
|
|
template <typename Handler> void serialize(Handler & h, const int version)
|
|
{
|
|
h & static_cast<CPackForServer &>(*this);
|
|
h & hid;
|
|
h & tid;
|
|
h & player;
|
|
}
|
|
};
|
|
|
|
struct DLL_LINKAGE BuildBoat : public CPackForServer
|
|
{
|
|
ObjectInstanceID objid; //where player wants to buy a boat
|
|
|
|
virtual void visitTyped(ICPackVisitor & visitor) override;
|
|
|
|
template <typename Handler> void serialize(Handler & h, const int version)
|
|
{
|
|
h & static_cast<CPackForServer &>(*this);
|
|
h & objid;
|
|
}
|
|
};
|
|
|
|
struct DLL_LINKAGE QueryReply : public CPackForServer
|
|
{
|
|
QueryReply() = default;
|
|
QueryReply(const QueryID & QID, const JsonNode & Reply)
|
|
: qid(QID)
|
|
, reply(Reply)
|
|
{
|
|
}
|
|
QueryID qid;
|
|
PlayerColor player;
|
|
JsonNode reply;
|
|
|
|
virtual void visitTyped(ICPackVisitor & visitor) override;
|
|
|
|
template <typename Handler> void serialize(Handler & h, const int version)
|
|
{
|
|
h & static_cast<CPackForServer &>(*this);
|
|
h & qid;
|
|
h & player;
|
|
h & reply;
|
|
}
|
|
};
|
|
|
|
struct DLL_LINKAGE MakeAction : public CPackForServer
|
|
{
|
|
MakeAction() = default;
|
|
MakeAction(BattleAction BA)
|
|
: ba(std::move(BA))
|
|
{
|
|
}
|
|
BattleAction ba;
|
|
|
|
virtual void visitTyped(ICPackVisitor & visitor) override;
|
|
|
|
template <typename Handler> void serialize(Handler & h, const int version)
|
|
{
|
|
h & static_cast<CPackForServer &>(*this);
|
|
h & ba;
|
|
}
|
|
};
|
|
|
|
struct DLL_LINKAGE MakeCustomAction : public CPackForServer
|
|
{
|
|
MakeCustomAction() = default;
|
|
MakeCustomAction(BattleAction BA)
|
|
: ba(std::move(BA))
|
|
{
|
|
}
|
|
BattleAction ba;
|
|
|
|
virtual void visitTyped(ICPackVisitor & visitor) override;
|
|
|
|
template <typename Handler> void serialize(Handler & h, const int version)
|
|
{
|
|
h & static_cast<CPackForServer &>(*this);
|
|
h & ba;
|
|
}
|
|
};
|
|
|
|
struct DLL_LINKAGE DigWithHero : public CPackForServer
|
|
{
|
|
ObjectInstanceID id; //digging hero id
|
|
|
|
virtual void visitTyped(ICPackVisitor & visitor) override;
|
|
|
|
template <typename Handler> void serialize(Handler & h, const int version)
|
|
{
|
|
h & static_cast<CPackForServer &>(*this);
|
|
h & id;
|
|
}
|
|
};
|
|
|
|
struct DLL_LINKAGE CastAdvSpell : public CPackForServer
|
|
{
|
|
ObjectInstanceID hid; //hero id
|
|
SpellID sid; //spell id
|
|
int3 pos; //selected tile (not always used)
|
|
|
|
virtual void visitTyped(ICPackVisitor & visitor) override;
|
|
|
|
template <typename Handler> void serialize(Handler & h, const int version)
|
|
{
|
|
h & static_cast<CPackForServer &>(*this);
|
|
h & hid;
|
|
h & sid;
|
|
h & pos;
|
|
}
|
|
};
|
|
|
|
/***********************************************************************************************************/
|
|
|
|
struct DLL_LINKAGE SaveGame : public CPackForServer
|
|
{
|
|
SaveGame() = default;
|
|
SaveGame(std::string Fname)
|
|
: fname(std::move(Fname))
|
|
{
|
|
}
|
|
std::string fname;
|
|
|
|
void applyGs(CGameState * gs) {};
|
|
|
|
virtual void visitTyped(ICPackVisitor & visitor) override;
|
|
|
|
template <typename Handler> void serialize(Handler & h, const int version)
|
|
{
|
|
h & static_cast<CPackForServer &>(*this);
|
|
h & fname;
|
|
}
|
|
};
|
|
|
|
// TODO: Eventually we should re-merge both SaveGame and PlayerMessage
|
|
struct DLL_LINKAGE SaveGameClient : public CPackForClient
|
|
{
|
|
SaveGameClient() = default;
|
|
SaveGameClient(std::string Fname)
|
|
: fname(std::move(Fname))
|
|
{
|
|
}
|
|
std::string fname;
|
|
virtual void visitTyped(ICPackVisitor & visitor) override;
|
|
|
|
template <typename Handler> void serialize(Handler & h, const int version)
|
|
{
|
|
h & fname;
|
|
}
|
|
};
|
|
|
|
struct DLL_LINKAGE PlayerMessage : public CPackForServer
|
|
{
|
|
PlayerMessage() = default;
|
|
PlayerMessage(std::string Text, const ObjectInstanceID & obj)
|
|
: text(std::move(Text))
|
|
, currObj(obj)
|
|
{
|
|
}
|
|
|
|
void applyGs(CGameState * gs) {};
|
|
|
|
virtual void visitTyped(ICPackVisitor & visitor) override;
|
|
|
|
std::string text;
|
|
ObjectInstanceID currObj; // optional parameter that specifies current object. For cheats :)
|
|
|
|
template <typename Handler> void serialize(Handler & h, const int version)
|
|
{
|
|
h & static_cast<CPackForServer &>(*this);
|
|
h & text;
|
|
h & currObj;
|
|
}
|
|
};
|
|
|
|
struct DLL_LINKAGE PlayerMessageClient : public CPackForClient
|
|
{
|
|
PlayerMessageClient() = default;
|
|
PlayerMessageClient(const PlayerColor & Player, std::string Text)
|
|
: player(Player)
|
|
, text(std::move(Text))
|
|
{
|
|
}
|
|
virtual void visitTyped(ICPackVisitor & visitor) override;
|
|
|
|
PlayerColor player;
|
|
std::string text;
|
|
|
|
template <typename Handler> void serialize(Handler & h, const int version)
|
|
{
|
|
h & player;
|
|
h & text;
|
|
}
|
|
};
|
|
|
|
struct DLL_LINKAGE CenterView : public CPackForClient
|
|
{
|
|
PlayerColor player;
|
|
int3 pos;
|
|
ui32 focusTime = 0; //ms
|
|
|
|
virtual void visitTyped(ICPackVisitor & visitor) override;
|
|
|
|
template <typename Handler> void serialize(Handler & h, const int version)
|
|
{
|
|
h & pos;
|
|
h & player;
|
|
h & focusTime;
|
|
}
|
|
};
|
|
|
|
VCMI_LIB_NAMESPACE_END
|