mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-22 22:13:35 +02:00
1543 lines
32 KiB
C++
1543 lines
32 KiB
C++
/*
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* PacksForClient.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 "ArtifactLocation.h"
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#include "Component.h"
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#include "EInfoWindowMode.h"
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#include "EOpenWindowMode.h"
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#include "EntityChanges.h"
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#include "NetPacksBase.h"
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#include "ObjProperty.h"
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#include "../CCreatureSet.h"
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#include "../ResourceSet.h"
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#include "../TurnTimerInfo.h"
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#include "../gameState/EVictoryLossCheckResult.h"
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#include "../gameState/RumorState.h"
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#include "../gameState/QuestInfo.h"
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#include "../gameState/TavernSlot.h"
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#include "../gameState/GameStatistics.h"
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#include "../int3.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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class BattleInfo;
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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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/***********************************************************************************************************/
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struct DLL_LINKAGE PackageApplied : public CPackForClient
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{
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PackageApplied() = default;
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explicit PackageApplied(ui8 Result)
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: result(Result)
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{
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}
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void visitTyped(ICPackVisitor & visitor) override;
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void applyGs(CGameState *gs) 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)
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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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explicit SystemMessage(MetaString 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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void visitTyped(ICPackVisitor & visitor) override;
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void applyGs(CGameState *gs) override {}
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MetaString text;
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template <typename Handler> void serialize(Handler & h)
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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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void visitTyped(ICPackVisitor & visitor) override;
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void applyGs(CGameState *gs) override {}
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template <typename Handler> void serialize(Handler & h)
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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) override;
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PlayerColor player;
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bool losingCheatCode = false;
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bool winningCheatCode = false;
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void visitTyped(ICPackVisitor & visitor) override;
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template <typename Handler> void serialize(Handler & h)
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{
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h & 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 TurnTimeUpdate : public CPackForClient
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{
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void applyGs(CGameState * gs) override;
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PlayerColor player;
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TurnTimerInfo turnTimer;
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template <typename Handler> void serialize(Handler & h)
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{
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h & player;
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h & turnTimer;
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}
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};
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struct DLL_LINKAGE PlayerStartsTurn : public Query
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{
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void applyGs(CGameState * gs) override;
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PlayerColor player;
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void visitTyped(ICPackVisitor & visitor) override;
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template <typename Handler> void serialize(Handler & h)
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{
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h & queryID;
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h & player;
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}
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};
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struct DLL_LINKAGE DaysWithoutTown : public CPackForClient
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{
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void applyGs(CGameState * gs) override;
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PlayerColor player;
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std::optional<int32_t> daysWithoutCastle;
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void visitTyped(ICPackVisitor & visitor) override;
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template <typename Handler> void serialize(Handler & h)
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{
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h & 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) override;
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void visitTyped(ICPackVisitor & visitor) override;
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template <typename Handler> void serialize(Handler & h)
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{
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h & 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) override;
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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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ResourceSet res; //res[resid] => res amount
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template <typename Handler> void serialize(Handler & h)
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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) override;
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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 which = PrimarySkill::ATTACK;
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si64 val = 0;
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template <typename Handler> void serialize(Handler & h)
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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) override;
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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)
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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) override;
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void visitTyped(ICPackVisitor & visitor) override;
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ui8 flags = 0; //1 - start
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ObjectInstanceID tid;
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ObjectInstanceID 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)
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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) override;
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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)
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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 SetResearchedSpells : public CPackForClient
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{
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void applyGs(CGameState * gs) override;
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void visitTyped(ICPackVisitor & visitor) override;
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ui8 level = 0;
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ObjectInstanceID tid;
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std::vector<SpellID> spells;
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bool accepted;
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template <typename Handler> void serialize(Handler & h)
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{
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h & level;
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h & tid;
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h & spells;
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h & accepted;
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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) override;
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void visitTyped(ICPackVisitor & visitor) override;
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SetMana() = default;
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SetMana(ObjectInstanceID hid, si32 val, bool absolute)
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: hid(hid)
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, val(val)
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, absolute(absolute)
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{}
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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)
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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) override;
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SetMovePoints() = default;
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SetMovePoints(ObjectInstanceID hid, si32 val, bool absolute)
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: hid(hid)
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, val(val)
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, absolute(absolute)
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{}
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ObjectInstanceID hid;
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si32 val = 0;
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bool absolute = true;
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void visitTyped(ICPackVisitor & visitor) override;
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template <typename Handler> void serialize(Handler & h)
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{
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h & 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) override;
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std::unordered_set<int3> tiles;
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PlayerColor player;
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ETileVisibility mode;
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bool waitForDialogs = false;
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void visitTyped(ICPackVisitor & visitor) override;
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template <typename Handler> void serialize(Handler & h)
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{
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h & 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 SetAvailableHero : public CPackForClient
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{
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SetAvailableHero()
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{
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army.clearSlots();
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}
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void applyGs(CGameState * gs) override;
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TavernHeroSlot slotID;
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TavernSlotRole roleID;
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PlayerColor player;
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HeroTypeID hid; //HeroTypeID::NONE if no hero
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CSimpleArmy army;
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bool replenishPoints;
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void visitTyped(ICPackVisitor & visitor) override;
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template <typename Handler> void serialize(Handler & h)
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{
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h & slotID;
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h & roleID;
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h & player;
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h & hid;
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h & army;
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h & replenishPoints;
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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 : int8_t { OBJECT, PLAYER, BATTLE };
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explicit GiveBonus(ETarget Who = ETarget::OBJECT)
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:who(Who)
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{
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}
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void applyGs(CGameState * gs) override;
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ETarget who = ETarget::OBJECT;
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VariantIdentifier<ObjectInstanceID, PlayerColor, BattleID> id;
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Bonus bonus;
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void visitTyped(ICPackVisitor & visitor) override;
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template <typename Handler> void serialize(Handler & h)
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{
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h & bonus;
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h & id;
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h & who;
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assert(id.getNum() != -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) override;
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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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/// Player that initiated this action, if any
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PlayerColor initiator;
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void visitTyped(ICPackVisitor & visitor) override;
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template <typename Handler> void serialize(Handler & h)
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{
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h & objid;
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h & nPos;
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h & initiator;
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}
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};
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struct DLL_LINKAGE PlayerEndsTurn : public CPackForClient
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{
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void applyGs(CGameState * gs) override;
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PlayerColor player;
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void visitTyped(ICPackVisitor & visitor) override;
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template <typename Handler> void serialize(Handler & h)
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{
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h & player;
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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) override;
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PlayerColor player;
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EVictoryLossCheckResult victoryLossCheckResult;
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StatisticDataSet statistic;
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void visitTyped(ICPackVisitor & visitor) override;
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template <typename Handler> void serialize(Handler & h)
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{
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h & player;
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h & victoryLossCheckResult;
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if (h.version >= Handler::Version::STATISTICS_SCREEN)
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h & statistic;
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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) override;
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std::vector<PlayerColor> players;
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ui8 playerConnectionId; //PLAYER_AI for AI player
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void visitTyped(ICPackVisitor & visitor) override;
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template <typename Handler> void serialize(Handler & h)
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{
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h & 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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explicit RemoveBonus(GiveBonus::ETarget Who = GiveBonus::ETarget::OBJECT)
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:who(Who)
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{
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}
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void applyGs(CGameState * gs) override;
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GiveBonus::ETarget who; //who receives bonus
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VariantIdentifier<HeroTypeID, PlayerColor, BattleID, ObjectInstanceID> whoID;
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//vars to identify bonus: its source
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BonusSource source;
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BonusSourceID id; //source id
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//used locally: copy of removed bonus
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Bonus bonus;
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void visitTyped(ICPackVisitor & visitor) override;
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template <typename Handler> void serialize(Handler & h)
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{
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h & 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) override;
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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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void visitTyped(ICPackVisitor & visitor) override;
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template <typename Handler> void serialize(Handler & h)
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{
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h & 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) override;
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PlayerColor player;
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QuestInfo quest;
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void visitTyped(ICPackVisitor & visitor) override;
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template <typename Handler> void serialize(Handler & h)
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{
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h & 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::map<ArtifactID, int> allocatedArtifacts;
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void applyGs(CGameState * gs) override;
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void visitTyped(ICPackVisitor & visitor) override;
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template <typename Handler> void serialize(Handler & h)
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{
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h & allocatedArtifacts;
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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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EArmyFormation formation{};
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void applyGs(CGameState * gs) override;
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void visitTyped(ICPackVisitor & visitor) override;
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template <typename Handler> void serialize(Handler & h)
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{
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h & 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 & objectID, const PlayerColor & initiator)
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: objectID(objectID)
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, initiator(initiator)
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{
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}
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void applyGs(CGameState * gs) override;
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void visitTyped(ICPackVisitor & visitor) override;
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/// ID of removed object
|
|
ObjectInstanceID objectID;
|
|
|
|
/// Player that initiated this action, if any
|
|
PlayerColor initiator;
|
|
|
|
template <typename Handler> void serialize(Handler & h)
|
|
{
|
|
h & objectID;
|
|
h & initiator;
|
|
}
|
|
};
|
|
|
|
struct DLL_LINKAGE TryMoveHero : public CPackForClient
|
|
{
|
|
void applyGs(CGameState * gs) override;
|
|
|
|
enum EResult
|
|
{
|
|
FAILED,
|
|
SUCCESS,
|
|
TELEPORTATION,
|
|
BLOCKING_VISIT,
|
|
EMBARK,
|
|
DISEMBARK
|
|
};
|
|
|
|
ObjectInstanceID id;
|
|
ui32 movePoints = 0;
|
|
EResult result = FAILED; //uses EResult
|
|
int3 start; //h3m format
|
|
int3 end;
|
|
std::unordered_set<int3> fowRevealed; //revealed tiles
|
|
std::optional<int3> attackedFrom; // Set when stepping into endangered tile.
|
|
|
|
void visitTyped(ICPackVisitor & visitor) override;
|
|
|
|
bool stopMovement() const
|
|
{
|
|
return result != SUCCESS && result != EMBARK && result != DISEMBARK && result != TELEPORTATION;
|
|
}
|
|
|
|
template <typename Handler> void serialize(Handler & h)
|
|
{
|
|
h & id;
|
|
h & result;
|
|
h & start;
|
|
h & end;
|
|
h & movePoints;
|
|
h & fowRevealed;
|
|
h & attackedFrom;
|
|
}
|
|
};
|
|
|
|
struct DLL_LINKAGE NewStructures : public CPackForClient
|
|
{
|
|
void applyGs(CGameState * gs) override;
|
|
|
|
ObjectInstanceID tid;
|
|
std::set<BuildingID> bid;
|
|
si16 built = 0;
|
|
|
|
void visitTyped(ICPackVisitor & visitor) override;
|
|
|
|
template <typename Handler> void serialize(Handler & h)
|
|
{
|
|
h & tid;
|
|
h & bid;
|
|
h & built;
|
|
}
|
|
};
|
|
|
|
struct DLL_LINKAGE RazeStructures : public CPackForClient
|
|
{
|
|
void applyGs(CGameState * gs) override;
|
|
|
|
ObjectInstanceID tid;
|
|
std::set<BuildingID> bid;
|
|
si16 destroyed = 0;
|
|
|
|
void visitTyped(ICPackVisitor & visitor) override;
|
|
|
|
template <typename Handler> void serialize(Handler & h)
|
|
{
|
|
h & tid;
|
|
h & bid;
|
|
h & destroyed;
|
|
}
|
|
};
|
|
|
|
struct DLL_LINKAGE SetAvailableCreatures : public CPackForClient
|
|
{
|
|
void applyGs(CGameState * gs) override;
|
|
|
|
ObjectInstanceID tid;
|
|
std::vector<std::pair<ui32, std::vector<CreatureID> > > creatures;
|
|
|
|
void visitTyped(ICPackVisitor & visitor) override;
|
|
|
|
template <typename Handler> void serialize(Handler & h)
|
|
{
|
|
h & tid;
|
|
h & creatures;
|
|
}
|
|
};
|
|
|
|
struct DLL_LINKAGE SetHeroesInTown : public CPackForClient
|
|
{
|
|
void applyGs(CGameState * gs) override;
|
|
|
|
ObjectInstanceID tid; //id of town
|
|
ObjectInstanceID visiting; //id of visiting hero
|
|
ObjectInstanceID garrison; //id of hero in garrison
|
|
|
|
void visitTyped(ICPackVisitor & visitor) override;
|
|
|
|
template <typename Handler> void serialize(Handler & h)
|
|
{
|
|
h & tid;
|
|
h & visiting;
|
|
h & garrison;
|
|
}
|
|
};
|
|
|
|
struct DLL_LINKAGE HeroRecruited : public CPackForClient
|
|
{
|
|
void applyGs(CGameState * gs) override;
|
|
|
|
HeroTypeID hid; //subID of hero
|
|
ObjectInstanceID tid;
|
|
ObjectInstanceID boatId;
|
|
int3 tile;
|
|
PlayerColor player;
|
|
|
|
void visitTyped(ICPackVisitor & visitor) override;
|
|
|
|
template <typename Handler> void serialize(Handler & h)
|
|
{
|
|
h & hid;
|
|
h & tid;
|
|
h & boatId;
|
|
h & tile;
|
|
h & player;
|
|
}
|
|
};
|
|
|
|
struct DLL_LINKAGE GiveHero : public CPackForClient
|
|
{
|
|
void applyGs(CGameState * gs) override;
|
|
|
|
ObjectInstanceID id; //object id
|
|
ObjectInstanceID boatId;
|
|
PlayerColor player;
|
|
|
|
void visitTyped(ICPackVisitor & visitor) override;
|
|
|
|
template <typename Handler> void serialize(Handler & h)
|
|
{
|
|
h & id;
|
|
h & boatId;
|
|
h & player;
|
|
}
|
|
};
|
|
|
|
struct DLL_LINKAGE OpenWindow : public Query
|
|
{
|
|
EOpenWindowMode window;
|
|
ObjectInstanceID object;
|
|
ObjectInstanceID visitor;
|
|
|
|
void visitTyped(ICPackVisitor & visitor) override;
|
|
void applyGs(CGameState *gs) override {}
|
|
|
|
template <typename Handler> void serialize(Handler & h)
|
|
{
|
|
h & queryID;
|
|
h & window;
|
|
h & object;
|
|
h & visitor;
|
|
}
|
|
};
|
|
|
|
struct DLL_LINKAGE NewObject : public CPackForClient
|
|
{
|
|
void applyGs(CGameState * gs) override;
|
|
|
|
/// Object ID to create
|
|
CGObjectInstance * newObject;
|
|
/// Which player initiated creation of this object
|
|
PlayerColor initiator;
|
|
|
|
void visitTyped(ICPackVisitor & visitor) override;
|
|
|
|
template <typename Handler> void serialize(Handler & h)
|
|
{
|
|
h & newObject;
|
|
h & initiator;
|
|
}
|
|
};
|
|
|
|
struct DLL_LINKAGE SetAvailableArtifacts : public CPackForClient
|
|
{
|
|
void applyGs(CGameState * gs) override;
|
|
|
|
//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)
|
|
ObjectInstanceID id;
|
|
std::vector<ArtifactID> arts;
|
|
|
|
void visitTyped(ICPackVisitor & visitor) override;
|
|
|
|
template <typename Handler> void serialize(Handler & h)
|
|
{
|
|
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) override;
|
|
|
|
void visitTyped(ICPackVisitor & visitor) override;
|
|
|
|
template <typename Handler> void serialize(Handler & h)
|
|
{
|
|
h & army;
|
|
h & slot;
|
|
h & count;
|
|
h & absoluteValue;
|
|
}
|
|
};
|
|
|
|
struct DLL_LINKAGE SetStackType : CGarrisonOperationPack
|
|
{
|
|
ObjectInstanceID army;
|
|
SlotID slot;
|
|
CreatureID type;
|
|
|
|
void applyGs(CGameState * gs) override;
|
|
|
|
void visitTyped(ICPackVisitor & visitor) override;
|
|
|
|
template <typename Handler> void serialize(Handler & h)
|
|
{
|
|
h & army;
|
|
h & slot;
|
|
h & type;
|
|
}
|
|
};
|
|
|
|
struct DLL_LINKAGE EraseStack : CGarrisonOperationPack
|
|
{
|
|
ObjectInstanceID army;
|
|
SlotID slot;
|
|
|
|
void applyGs(CGameState * gs) override;
|
|
void visitTyped(ICPackVisitor & visitor) override;
|
|
|
|
template <typename Handler> void serialize(Handler & h)
|
|
{
|
|
h & army;
|
|
h & slot;
|
|
}
|
|
};
|
|
|
|
struct DLL_LINKAGE SwapStacks : CGarrisonOperationPack
|
|
{
|
|
ObjectInstanceID srcArmy;
|
|
ObjectInstanceID dstArmy;
|
|
SlotID srcSlot;
|
|
SlotID dstSlot;
|
|
|
|
void applyGs(CGameState * gs) override;
|
|
void visitTyped(ICPackVisitor & visitor) override;
|
|
|
|
template <typename Handler> void serialize(Handler & h)
|
|
{
|
|
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) override;
|
|
void visitTyped(ICPackVisitor & visitor) override;
|
|
|
|
template <typename Handler> void serialize(Handler & h)
|
|
{
|
|
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) override;
|
|
void visitTyped(ICPackVisitor & visitor) override;
|
|
|
|
template <typename Handler> void serialize(Handler & h)
|
|
{
|
|
h & srcArmy;
|
|
h & dstArmy;
|
|
h & srcSlot;
|
|
h & dstSlot;
|
|
h & count;
|
|
}
|
|
};
|
|
|
|
struct DLL_LINKAGE BulkRebalanceStacks : CGarrisonOperationPack
|
|
{
|
|
std::vector<RebalanceStacks> moves;
|
|
|
|
void applyGs(CGameState * gs) override;
|
|
void visitTyped(ICPackVisitor & visitor) override;
|
|
|
|
template <typename Handler>
|
|
void serialize(Handler & h)
|
|
{
|
|
h & moves;
|
|
}
|
|
};
|
|
|
|
struct DLL_LINKAGE BulkSmartRebalanceStacks : CGarrisonOperationPack
|
|
{
|
|
std::vector<RebalanceStacks> moves;
|
|
std::vector<ChangeStackCount> changes;
|
|
|
|
void applyGs(CGameState * gs) override;
|
|
void visitTyped(ICPackVisitor & visitor) override;
|
|
|
|
template <typename Handler>
|
|
void serialize(Handler & h)
|
|
{
|
|
h & moves;
|
|
h & changes;
|
|
}
|
|
};
|
|
|
|
struct DLL_LINKAGE CArtifactOperationPack : CPackForClient
|
|
{
|
|
};
|
|
|
|
struct DLL_LINKAGE PutArtifact : CArtifactOperationPack
|
|
{
|
|
PutArtifact() = default;
|
|
explicit PutArtifact(const ArtifactInstanceID & id, const ArtifactLocation & dst, bool askAssemble = true)
|
|
: al(dst), askAssemble(askAssemble), id(id)
|
|
{
|
|
}
|
|
|
|
ArtifactLocation al;
|
|
bool askAssemble;
|
|
ArtifactInstanceID id;
|
|
|
|
void applyGs(CGameState * gs) override;
|
|
void visitTyped(ICPackVisitor & visitor) override;
|
|
|
|
template <typename Handler> void serialize(Handler & h)
|
|
{
|
|
h & al;
|
|
h & askAssemble;
|
|
h & id;
|
|
}
|
|
};
|
|
|
|
struct DLL_LINKAGE NewArtifact : public CArtifactOperationPack
|
|
{
|
|
ObjectInstanceID artHolder;
|
|
ArtifactID artId;
|
|
SpellID spellId;
|
|
ArtifactPosition pos;
|
|
|
|
void applyGs(CGameState * gs) override;
|
|
void visitTyped(ICPackVisitor & visitor) override;
|
|
|
|
template <typename Handler> void serialize(Handler & h)
|
|
{
|
|
h & artHolder;
|
|
h & artId;
|
|
h & spellId;
|
|
h & pos;
|
|
}
|
|
};
|
|
|
|
struct DLL_LINKAGE BulkEraseArtifacts : CArtifactOperationPack
|
|
{
|
|
ObjectInstanceID artHolder;
|
|
std::vector<ArtifactPosition> posPack;
|
|
std::optional<SlotID> creature;
|
|
|
|
void applyGs(CGameState * gs) override;
|
|
void visitTyped(ICPackVisitor & visitor) override;
|
|
|
|
template <typename Handler> void serialize(Handler & h)
|
|
{
|
|
h & artHolder;
|
|
h & posPack;
|
|
h & creature;
|
|
}
|
|
};
|
|
|
|
struct DLL_LINKAGE BulkMoveArtifacts : CArtifactOperationPack
|
|
{
|
|
struct LinkedSlots
|
|
{
|
|
ArtifactPosition srcPos;
|
|
ArtifactPosition dstPos;
|
|
bool askAssemble;
|
|
|
|
LinkedSlots() = default;
|
|
LinkedSlots(const ArtifactPosition & srcPos, const ArtifactPosition & dstPos, bool askAssemble = false)
|
|
: srcPos(srcPos)
|
|
, dstPos(dstPos)
|
|
, askAssemble(askAssemble)
|
|
{
|
|
}
|
|
template <typename Handler> void serialize(Handler & h)
|
|
{
|
|
h & srcPos;
|
|
h & dstPos;
|
|
h & askAssemble;
|
|
}
|
|
};
|
|
|
|
PlayerColor interfaceOwner;
|
|
ObjectInstanceID srcArtHolder;
|
|
ObjectInstanceID dstArtHolder;
|
|
std::optional<SlotID> srcCreature;
|
|
std::optional<SlotID> dstCreature;
|
|
|
|
BulkMoveArtifacts()
|
|
: interfaceOwner(PlayerColor::NEUTRAL)
|
|
, srcArtHolder(ObjectInstanceID::NONE)
|
|
, dstArtHolder(ObjectInstanceID::NONE)
|
|
, srcCreature(std::nullopt)
|
|
, dstCreature(std::nullopt)
|
|
{
|
|
}
|
|
BulkMoveArtifacts(const PlayerColor & interfaceOwner, const ObjectInstanceID srcArtHolder, const ObjectInstanceID dstArtHolder, bool swap)
|
|
: interfaceOwner(interfaceOwner)
|
|
, srcArtHolder(srcArtHolder)
|
|
, dstArtHolder(dstArtHolder)
|
|
, srcCreature(std::nullopt)
|
|
, dstCreature(std::nullopt)
|
|
{
|
|
}
|
|
|
|
void applyGs(CGameState * gs) override;
|
|
|
|
std::vector<LinkedSlots> artsPack0;
|
|
std::vector<LinkedSlots> artsPack1;
|
|
|
|
void visitTyped(ICPackVisitor & visitor) override;
|
|
|
|
template <typename Handler> void serialize(Handler & h)
|
|
{
|
|
h & interfaceOwner;
|
|
h & artsPack0;
|
|
h & artsPack1;
|
|
h & srcArtHolder;
|
|
h & dstArtHolder;
|
|
h & srcCreature;
|
|
h & dstCreature;
|
|
}
|
|
};
|
|
|
|
struct DLL_LINKAGE AssembledArtifact : CArtifactOperationPack
|
|
{
|
|
ArtifactLocation al;
|
|
ArtifactID artId;
|
|
|
|
void applyGs(CGameState * gs) override;
|
|
|
|
void visitTyped(ICPackVisitor & visitor) override;
|
|
|
|
template <typename Handler> void serialize(Handler & h)
|
|
{
|
|
h & al;
|
|
h & artId;
|
|
}
|
|
};
|
|
|
|
struct DLL_LINKAGE DisassembledArtifact : CArtifactOperationPack
|
|
{
|
|
ArtifactLocation al;
|
|
|
|
void applyGs(CGameState * gs) override;
|
|
|
|
void visitTyped(ICPackVisitor & visitor) override;
|
|
|
|
template <typename Handler> void serialize(Handler & h)
|
|
{
|
|
h & al;
|
|
}
|
|
};
|
|
|
|
struct DLL_LINKAGE HeroVisit : public CPackForClient
|
|
{
|
|
PlayerColor player;
|
|
ObjectInstanceID heroId;
|
|
ObjectInstanceID objId;
|
|
|
|
bool starting; //false -> ending
|
|
|
|
void applyGs(CGameState * gs) override;
|
|
|
|
void visitTyped(ICPackVisitor & visitor) override;
|
|
|
|
template <typename Handler> void serialize(Handler & h)
|
|
{
|
|
h & player;
|
|
h & heroId;
|
|
h & objId;
|
|
h & starting;
|
|
}
|
|
};
|
|
|
|
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;
|
|
|
|
void visitTyped(ICPackVisitor & visitor) override;
|
|
void applyGs(CGameState * gs) override {}
|
|
|
|
template <typename Handler> void serialize(Handler & h)
|
|
{
|
|
h & type;
|
|
h & text;
|
|
h & components;
|
|
h & player;
|
|
h & soundID;
|
|
}
|
|
InfoWindow() = default;
|
|
};
|
|
|
|
struct DLL_LINKAGE NewTurn : public CPackForClient
|
|
{
|
|
void applyGs(CGameState * gs) override;
|
|
|
|
void visitTyped(ICPackVisitor & visitor) override;
|
|
|
|
ui32 day = 0;
|
|
CreatureID creatureid; //for creature weeks
|
|
EWeekType specialWeek = EWeekType::NORMAL;
|
|
|
|
std::vector<SetMovePoints> heroesMovement;
|
|
std::vector<SetMana> heroesMana;
|
|
std::vector<SetAvailableCreatures> availableCreatures;
|
|
std::map<PlayerColor, ResourceSet> playerIncome;
|
|
std::optional<RumorState> newRumor; // only on new weeks
|
|
std::optional<InfoWindow> newWeekNotification; // only on new week
|
|
|
|
NewTurn() = default;
|
|
|
|
template <typename Handler> void serialize(Handler & h)
|
|
{
|
|
h & day;
|
|
h & creatureid;
|
|
h & specialWeek;
|
|
h & heroesMovement;
|
|
h & heroesMana;
|
|
h & availableCreatures;
|
|
h & playerIncome;
|
|
h & newRumor;
|
|
h & newWeekNotification;
|
|
}
|
|
};
|
|
|
|
struct DLL_LINKAGE SetObjectProperty : public CPackForClient
|
|
{
|
|
void applyGs(CGameState * gs) override;
|
|
ObjectInstanceID id;
|
|
ObjProperty what{};
|
|
|
|
ObjPropertyID identifier;
|
|
|
|
SetObjectProperty() = default;
|
|
|
|
void visitTyped(ICPackVisitor & visitor) override;
|
|
|
|
template <typename Handler> void serialize(Handler & h)
|
|
{
|
|
h & id;
|
|
h & what;
|
|
h & identifier;
|
|
}
|
|
};
|
|
|
|
struct DLL_LINKAGE ChangeObjectVisitors : public CPackForClient
|
|
{
|
|
enum VisitMode
|
|
{
|
|
VISITOR_ADD_HERO, // mark hero as one that have visited this object
|
|
VISITOR_ADD_PLAYER, // mark player as one that have visited this object instance
|
|
VISITOR_GLOBAL, // mark player as one that have visited object of this type
|
|
VISITOR_SCOUTED, // marks targeted team as having scouted this object
|
|
VISITOR_CLEAR, // clear all visitors from this object (object reset)
|
|
};
|
|
VisitMode 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) override;
|
|
|
|
void visitTyped(ICPackVisitor & visitor) override;
|
|
|
|
ChangeObjectVisitors() = default;
|
|
|
|
ChangeObjectVisitors(VisitMode mode, const ObjectInstanceID & object, const ObjectInstanceID & heroID = ObjectInstanceID(-1))
|
|
: mode(mode)
|
|
, object(object)
|
|
, hero(heroID)
|
|
{
|
|
}
|
|
|
|
template <typename Handler> void serialize(Handler & h)
|
|
{
|
|
h & object;
|
|
h & hero;
|
|
h & mode;
|
|
}
|
|
};
|
|
|
|
struct DLL_LINKAGE ChangeArtifactsCostume : public CPackForClient
|
|
{
|
|
std::map<ArtifactPosition, ArtifactID> costumeSet;
|
|
uint32_t costumeIdx = 0;
|
|
const PlayerColor player = PlayerColor::NEUTRAL;
|
|
|
|
void applyGs(CGameState * gs) override;
|
|
void visitTyped(ICPackVisitor & visitor) override;
|
|
|
|
ChangeArtifactsCostume() = default;
|
|
ChangeArtifactsCostume(const PlayerColor & player, const uint32_t costumeIdx)
|
|
: costumeIdx(costumeIdx)
|
|
, player(player)
|
|
{
|
|
}
|
|
|
|
template <typename Handler> void serialize(Handler & h)
|
|
{
|
|
h & costumeSet;
|
|
h & costumeIdx;
|
|
h & player;
|
|
}
|
|
};
|
|
|
|
struct DLL_LINKAGE HeroLevelUp : public Query
|
|
{
|
|
PlayerColor player;
|
|
ObjectInstanceID heroId;
|
|
|
|
PrimarySkill primskill = PrimarySkill::ATTACK;
|
|
std::vector<SecondarySkill> skills;
|
|
|
|
void applyGs(CGameState * gs) override;
|
|
|
|
void visitTyped(ICPackVisitor & visitor) override;
|
|
|
|
template <typename Handler> void serialize(Handler & h)
|
|
{
|
|
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) override;
|
|
|
|
void visitTyped(ICPackVisitor & visitor) override;
|
|
|
|
template <typename Handler> void serialize(Handler & h)
|
|
{
|
|
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, SAFE_TO_AUTOACCEPT = 4 };
|
|
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;
|
|
}
|
|
|
|
bool safeToAutoaccept() const
|
|
{
|
|
return flags & SAFE_TO_AUTOACCEPT;
|
|
}
|
|
|
|
BlockingDialog(bool yesno, bool Selection)
|
|
{
|
|
if(yesno) flags |= ALLOW_CANCEL;
|
|
if(Selection) flags |= SELECTION;
|
|
}
|
|
BlockingDialog() = default;
|
|
|
|
void visitTyped(ICPackVisitor & visitor) override;
|
|
void applyGs(CGameState * gs) override {}
|
|
|
|
template <typename Handler> void serialize(Handler & h)
|
|
{
|
|
h & queryID;
|
|
h & text;
|
|
h & components;
|
|
h & player;
|
|
h & flags;
|
|
h & soundID;
|
|
}
|
|
};
|
|
|
|
struct DLL_LINKAGE GarrisonDialog : public Query
|
|
{
|
|
ObjectInstanceID objid;
|
|
ObjectInstanceID hid;
|
|
bool removableUnits = false;
|
|
|
|
void visitTyped(ICPackVisitor & visitor) override;
|
|
void applyGs(CGameState * gs) override {}
|
|
|
|
template <typename Handler> void serialize(Handler & h)
|
|
{
|
|
h & queryID;
|
|
h & objid;
|
|
h & hid;
|
|
h & removableUnits;
|
|
}
|
|
};
|
|
|
|
struct DLL_LINKAGE ExchangeDialog : public Query
|
|
{
|
|
PlayerColor player;
|
|
|
|
ObjectInstanceID hero1;
|
|
ObjectInstanceID hero2;
|
|
|
|
void visitTyped(ICPackVisitor & visitor) override;
|
|
void applyGs(CGameState * gs) override {}
|
|
|
|
template <typename Handler> void serialize(Handler & h)
|
|
{
|
|
h & queryID;
|
|
h & player;
|
|
h & hero1;
|
|
h & hero2;
|
|
}
|
|
};
|
|
|
|
struct DLL_LINKAGE TeleportDialog : public Query
|
|
{
|
|
TeleportDialog() = default;
|
|
|
|
TeleportDialog(const ObjectInstanceID & hero, const TeleportChannelID & Channel)
|
|
: hero(hero)
|
|
, channel(Channel)
|
|
{
|
|
}
|
|
ObjectInstanceID hero;
|
|
TeleportChannelID channel;
|
|
TTeleportExitsList exits;
|
|
bool impassable = false;
|
|
|
|
void visitTyped(ICPackVisitor & visitor) override;
|
|
void applyGs(CGameState * gs) override {}
|
|
|
|
template <typename Handler> void serialize(Handler & h)
|
|
{
|
|
h & queryID;
|
|
h & hero;
|
|
h & channel;
|
|
h & exits;
|
|
h & impassable;
|
|
}
|
|
};
|
|
|
|
struct DLL_LINKAGE MapObjectSelectDialog : public Query
|
|
{
|
|
PlayerColor player;
|
|
Component icon;
|
|
MetaString title;
|
|
MetaString description;
|
|
std::vector<ObjectInstanceID> objects;
|
|
|
|
void visitTyped(ICPackVisitor & visitor) override;
|
|
void applyGs(CGameState * gs) override {}
|
|
|
|
template <typename Handler> void serialize(Handler & h)
|
|
{
|
|
h & queryID;
|
|
h & player;
|
|
h & icon;
|
|
h & title;
|
|
h & description;
|
|
h & objects;
|
|
}
|
|
};
|
|
|
|
struct DLL_LINKAGE AdvmapSpellCast : public CPackForClient
|
|
{
|
|
ObjectInstanceID casterID;
|
|
SpellID spellID;
|
|
template <typename Handler> void serialize(Handler & h)
|
|
{
|
|
h & casterID;
|
|
h & spellID;
|
|
}
|
|
|
|
protected:
|
|
void visitTyped(ICPackVisitor & visitor) override;
|
|
void applyGs(CGameState * gs) override {}
|
|
};
|
|
|
|
struct DLL_LINKAGE ShowWorldViewEx : public CPackForClient
|
|
{
|
|
PlayerColor player;
|
|
bool showTerrain; // TODO: send terrain state
|
|
|
|
std::vector<ObjectPosInfo> objectPositions;
|
|
|
|
void applyGs(CGameState * gs) override {}
|
|
|
|
template <typename Handler> void serialize(Handler & h)
|
|
{
|
|
h & player;
|
|
h & showTerrain;
|
|
h & objectPositions;
|
|
}
|
|
|
|
protected:
|
|
void visitTyped(ICPackVisitor & visitor) override;
|
|
};
|
|
|
|
struct DLL_LINKAGE PlayerMessageClient : public CPackForClient
|
|
{
|
|
PlayerMessageClient() = default;
|
|
PlayerMessageClient(const PlayerColor & Player, std::string Text)
|
|
: player(Player)
|
|
, text(std::move(Text))
|
|
{
|
|
}
|
|
void visitTyped(ICPackVisitor & visitor) override;
|
|
void applyGs(CGameState * gs) override {}
|
|
|
|
PlayerColor player;
|
|
std::string text;
|
|
|
|
template <typename Handler> void serialize(Handler & h)
|
|
{
|
|
h & player;
|
|
h & text;
|
|
}
|
|
};
|
|
|
|
struct DLL_LINKAGE CenterView : public CPackForClient
|
|
{
|
|
PlayerColor player;
|
|
int3 pos;
|
|
ui32 focusTime = 0; //ms
|
|
|
|
void visitTyped(ICPackVisitor & visitor) override;
|
|
void applyGs(CGameState * gs) override {}
|
|
|
|
template <typename Handler> void serialize(Handler & h)
|
|
{
|
|
h & pos;
|
|
h & player;
|
|
h & focusTime;
|
|
}
|
|
};
|
|
|
|
VCMI_LIB_NAMESPACE_END
|