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https://github.com/vcmi/vcmi.git
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287 lines
6.1 KiB
C++
287 lines
6.1 KiB
C++
/*
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* NetPacksBase.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 <vcmi/Metatype.h>
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#include "ConstTransitivePtr.h"
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#include "GameConstants.h"
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#include "JsonNode.h"
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class CClient;
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class CGameHandler;
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class CLobbyScreen;
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class CServerHandler;
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class CVCMIServer;
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VCMI_LIB_NAMESPACE_BEGIN
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class CGameState;
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class CConnection;
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class CStackBasicDescriptor;
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class CGHeroInstance;
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class CStackInstance;
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class CArmedInstance;
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class CArtifactSet;
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class CBonusSystemNode;
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struct ArtSlotInfo;
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class ICPackVisitor;
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enum class EInfoWindowMode : uint8_t
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{
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AUTO,
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MODAL,
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INFO
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};
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enum class EOpenWindowMode : uint8_t
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{
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EXCHANGE_WINDOW,
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RECRUITMENT_FIRST,
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RECRUITMENT_ALL,
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SHIPYARD_WINDOW,
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THIEVES_GUILD,
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UNIVERSITY_WINDOW,
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HILL_FORT_WINDOW,
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MARKET_WINDOW,
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PUZZLE_MAP,
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TAVERN_WINDOW
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};
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struct DLL_LINKAGE CPack
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{
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std::shared_ptr<CConnection> c; // Pointer to connection that pack received from
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CPack() = default;
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virtual ~CPack() = default;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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logNetwork->error("CPack serialized... this should not happen!");
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assert(false && "CPack serialized");
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}
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void applyGs(CGameState * gs)
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{}
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void visit(ICPackVisitor & cpackVisitor);
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protected:
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/// <summary>
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/// For basic types of netpacks hierarchy like CPackForClient. Called first.
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/// </summary>
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virtual void visitBasic(ICPackVisitor & cpackVisitor);
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/// <summary>
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/// For leaf types of netpacks hierarchy. Called after visitBasic.
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/// </summary>
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virtual void visitTyped(ICPackVisitor & cpackVisitor);
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};
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struct DLL_LINKAGE CPackForClient : public CPack
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{
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protected:
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virtual void visitBasic(ICPackVisitor & cpackVisitor) override;
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};
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struct DLL_LINKAGE CPackForServer : public CPack
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{
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mutable PlayerColor player = PlayerColor::NEUTRAL;
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mutable si32 requestID;
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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 & requestID;
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}
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protected:
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virtual void visitBasic(ICPackVisitor & cpackVisitor) override;
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};
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struct DLL_LINKAGE CPackForLobby : public CPack
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{
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virtual bool isForServer() const;
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protected:
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virtual void visitBasic(ICPackVisitor & cpackVisitor) override;
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};
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struct Component
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{
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enum class EComponentType : uint8_t
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{
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PRIM_SKILL,
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SEC_SKILL,
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RESOURCE,
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CREATURE,
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ARTIFACT,
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EXPERIENCE,
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SPELL,
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MORALE,
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LUCK,
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BUILDING,
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HERO_PORTRAIT,
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FLAG,
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INVALID //should be last
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};
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EComponentType id = EComponentType::INVALID;
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ui16 subtype = 0; //id==EXPPERIENCE subtype==0 means exp points and subtype==1 levels
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si32 val = 0; // + give; - take
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si16 when = 0; // 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;
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h & subtype;
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h & val;
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h & when;
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}
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Component() = default;
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DLL_LINKAGE explicit Component(const CStackBasicDescriptor &stack);
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Component(Component::EComponentType Type, ui16 Subtype, si32 Val, si16 When)
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:id(Type),subtype(Subtype),val(Val),when(When)
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{
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}
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};
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using TArtHolder = std::variant<ConstTransitivePtr<CGHeroInstance>, ConstTransitivePtr<CStackInstance>>;
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struct ArtifactLocation
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{
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TArtHolder artHolder;//TODO: identify holder by id
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ArtifactPosition slot = ArtifactPosition::PRE_FIRST;
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ArtifactLocation()
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: artHolder(ConstTransitivePtr<CGHeroInstance>())
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{
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}
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template<typename T>
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ArtifactLocation(const T * ArtHolder, ArtifactPosition Slot)
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: artHolder(const_cast<T *>(ArtHolder)) //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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ArtifactLocation(TArtHolder ArtHolder, const ArtifactPosition & Slot)
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: artHolder(std::move(std::move(ArtHolder)))
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, slot(Slot)
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{
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}
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template <typename T>
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bool isHolder(const T *t) const
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{
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if(auto ptrToT = std::get<ConstTransitivePtr<T>>(artHolder))
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{
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return ptrToT == t;
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}
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return false;
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}
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DLL_LINKAGE void removeArtifact(); // BE CAREFUL, this operation modifies holder (gs)
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DLL_LINKAGE const CArmedInstance *relatedObj() const; //hero or the stack owner
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DLL_LINKAGE PlayerColor owningPlayer() const;
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DLL_LINKAGE CArtifactSet *getHolderArtSet();
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DLL_LINKAGE CBonusSystemNode *getHolderNode();
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DLL_LINKAGE CArtifactSet *getHolderArtSet() const;
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DLL_LINKAGE const CBonusSystemNode *getHolderNode() const;
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DLL_LINKAGE const CArtifactInstance *getArt() const;
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DLL_LINKAGE CArtifactInstance *getArt();
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DLL_LINKAGE const ArtSlotInfo *getSlot() const;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & artHolder;
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h & slot;
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}
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};
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class EntityChanges
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{
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public:
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Metatype metatype = Metatype::UNKNOWN;
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int32_t entityIndex = 0;
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JsonNode data;
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template <typename Handler> void serialize(Handler & h, const int version)
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{
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h & metatype;
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h & entityIndex;
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h & data;
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}
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};
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class BattleChanges
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{
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public:
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enum class EOperation : si8
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{
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ADD,
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RESET_STATE,
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UPDATE,
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REMOVE,
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};
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JsonNode data;
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EOperation operation = EOperation::RESET_STATE;
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BattleChanges() = default;
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BattleChanges(EOperation operation_)
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: operation(operation_)
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{
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}
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};
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class UnitChanges : public BattleChanges
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{
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public:
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uint32_t id = 0;
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int64_t healthDelta = 0;
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UnitChanges() = default;
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UnitChanges(uint32_t id_, EOperation operation_)
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: BattleChanges(operation_)
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, id(id_)
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{
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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 & id;
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h & healthDelta;
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h & data;
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h & operation;
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}
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};
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class ObstacleChanges : public BattleChanges
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{
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public:
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uint32_t id = 0;
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ObstacleChanges() = default;
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ObstacleChanges(uint32_t id_, EOperation operation_)
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: BattleChanges(operation_),
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id(id_)
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{
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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 & id;
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h & data;
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h & operation;
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}
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};
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VCMI_LIB_NAMESPACE_END
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