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			1525 lines
		
	
	
		
			37 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			1525 lines
		
	
	
		
			37 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| #ifndef __NETPACKS_H__
 | |
| #define __NETPACKS_H__
 | |
| #include "../global.h"
 | |
| #include "CGameState.h"
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| #include "BattleAction.h"
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| #include "HeroBonus.h"
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| #include <set>
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| 
 | |
| /*
 | |
|  * NetPacks.h, part of VCMI engine
 | |
|  *
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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
 | |
|  * Full text of license available in license.txt file, in main folder
 | |
|  *
 | |
|  */
 | |
| 
 | |
| class CClient;
 | |
| class CGameState;
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| class CGameHandler;
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| class CConnection;
 | |
| 
 | |
| struct CPack
 | |
| {
 | |
| 	ui16 type;
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| 
 | |
| 	CPack(){};
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| 	virtual ~CPack(){};
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| 	ui16 getType() const{return type;}
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
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| 		tlog1 << "CPack serialized... this should not happen!\n";
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| 	}
 | |
| 	DLL_EXPORT void applyGs(CGameState *gs)
 | |
| 	{};
 | |
| };
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| 
 | |
| struct CPackForClient : public CPack
 | |
| {
 | |
| 	CPackForClient(){type = 1;};
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| 
 | |
| 	CGameState* GS(CClient *cl);
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| 	void applyFirstCl(CClient *cl)//called before applying to gs
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| 	{};
 | |
| 	void applyCl(CClient *cl)//called after applying to gs
 | |
| 	{}; 
 | |
| };
 | |
| 
 | |
| struct CPackForServer : public CPack
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| {
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| 	CConnection *c;
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| 	CGameState* GS(CGameHandler *gh);
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| 	CPackForServer()
 | |
| 	{
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| 		type = 2; 
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| 		c = NULL;
 | |
| 	};
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| 
 | |
| 	bool applyGh(CGameHandler *gh);//called after applying to gs
 | |
| };
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| 
 | |
| 
 | |
| struct Query : public CPackForClient
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| {
 | |
| 	ui32 id;
 | |
| };
 | |
| 
 | |
| 
 | |
| struct MetaString : public CPack //2001 helper for object scrips
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| {
 | |
| private:
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| 	enum EMessage {TEXACT_STRING, TLOCAL_STRING, TNUMBER, TREPLACE_ESTRING, TREPLACE_LSTRING, TREPLACE_NUMBER};
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| public:
 | |
| 	enum {GENERAL_TXT=1, XTRAINFO_TXT, OBJ_NAMES, RES_NAMES, ART_NAMES, ARRAY_TXT, CRE_PL_NAMES, CREGENS, MINE_NAMES, 
 | |
| 		MINE_EVNTS, ADVOB_TXT, ART_EVNTS, SPELL_NAME, SEC_SKILL_NAME, CRE_SING_NAMES, CREGENS4, COLOR, ART_DESCR};
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| 
 | |
| 	std::vector<ui8> message; //vector of EMessage
 | |
| 
 | |
| 	std::vector<std::pair<ui8,ui32> > localStrings; //pairs<text handler type, text number>; types: 1 - generaltexthandler->all; 2 - objh->xtrainfo; 3 - objh->names; 4 - objh->restypes; 5 - arth->artifacts[id].name; 6 - generaltexth->arraytxt; 7 - creh->creatures[os->subID].namePl; 8 - objh->creGens; 9 - objh->mines[ID].first; 10 - objh->mines[ID].second; 11 - objh->advobtxt
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| 	std::vector<std::string> exactStrings;
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| 	std::vector<si32> numbers;
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| 
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
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| 		h & exactStrings & localStrings & message & numbers;
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| 	}
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| 	void addTxt(ui8 type, ui32 serial)
 | |
| 	{
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| 		message.push_back(TLOCAL_STRING);
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| 		localStrings.push_back(std::pair<ui8,ui32>(type, serial));
 | |
| 	}
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| 	MetaString& operator<<(const std::pair<ui8,ui32> &txt)
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| 	{
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| 		message.push_back(TLOCAL_STRING);
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| 		localStrings.push_back(txt);
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| 		return *this;
 | |
| 	}
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| 	MetaString& operator<<(const std::string &txt)
 | |
| 	{
 | |
| 		message.push_back(TEXACT_STRING);
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| 		exactStrings.push_back(txt);
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| 		return *this;
 | |
| 	}
 | |
| 	MetaString& operator<<(int txt)
 | |
| 	{
 | |
| 		message.push_back(TNUMBER);
 | |
| 		numbers.push_back(txt);
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| 		return *this;
 | |
| 	}
 | |
| 	void addReplacement(ui8 type, ui32 serial)
 | |
| 	{
 | |
| 		message.push_back(TREPLACE_LSTRING);
 | |
| 		localStrings.push_back(std::pair<ui8,ui32>(type, serial));
 | |
| 	}
 | |
| 	void addReplacement(const std::string &txt)
 | |
| 	{
 | |
| 		message.push_back(TREPLACE_ESTRING);
 | |
| 		exactStrings.push_back(txt);
 | |
| 	}
 | |
| 	void addReplacement(int txt)
 | |
| 	{
 | |
| 		message.push_back(TREPLACE_NUMBER);
 | |
| 		numbers.push_back(txt);
 | |
| 	}
 | |
| 	DLL_EXPORT void addReplacement(const CStackInstance &stack); //adds sing or plural name;
 | |
| 	DLL_EXPORT std::string buildList () const;
 | |
| 	void clear()
 | |
| 	{
 | |
| 		exactStrings.clear();
 | |
| 		localStrings.clear();
 | |
| 		message.clear();
 | |
| 		numbers.clear();
 | |
| 	}
 | |
| 	DLL_EXPORT void toString(std::string &dst) const;
 | |
| 	void getLocalString(const std::pair<ui8,ui32> &txt, std::string &dst) const;
 | |
| 
 | |
| 	MetaString()
 | |
| 	{
 | |
| 		type = 2001;
 | |
| 	}
 | |
| }; 
 | |
| 
 | |
| /***********************************************************************************************************/
 | |
| 
 | |
| struct PackageApplied : public CPackForClient //94
 | |
| {
 | |
| 	PackageApplied() {type = 94;}
 | |
| 	PackageApplied(ui8 Result) : result(Result) {type = 94;}
 | |
| 	void applyCl(CClient *cl);
 | |
| 
 | |
| 	ui8 result; //0 - something went wrong, request hasn't been realized; 1 - OK
 | |
| 	ui32 packType; //type id of applied package
 | |
| 
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & result & packType;
 | |
| 	}
 | |
| };
 | |
| 
 | |
| struct SystemMessage : public CPackForClient //95
 | |
| {
 | |
| 	SystemMessage(const std::string Text) : text(Text){type = 95;};
 | |
| 	SystemMessage(){type = 95;};
 | |
| 	void applyCl(CClient *cl);
 | |
| 
 | |
| 	std::string text;
 | |
| 
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & text;
 | |
| 	}
 | |
| };
 | |
| 
 | |
| struct PlayerBlocked : public CPackForClient //96
 | |
| {
 | |
| 	PlayerBlocked(){type = 96;};
 | |
| 	void applyCl(CClient *cl);
 | |
| 
 | |
| 	enum EReason { UPCOMING_BATTLE };
 | |
| 
 | |
| 	ui8 reason;
 | |
| 	ui8 player;
 | |
| 
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & reason & player;
 | |
| 	}
 | |
| };
 | |
| 
 | |
| struct YourTurn : public CPackForClient //100
 | |
| {
 | |
| 	YourTurn(){type = 100;};
 | |
| 	void applyCl(CClient *cl);
 | |
| 	DLL_EXPORT void applyGs(CGameState *gs);
 | |
| 
 | |
| 	ui8 player;
 | |
| 
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & player;
 | |
| 	}
 | |
| };
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| 
 | |
| struct SetResource : public CPackForClient //102
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| {
 | |
| 	SetResource(){type = 102;};
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| 	void applyCl(CClient *cl);
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| 	DLL_EXPORT void applyGs(CGameState *gs);
 | |
| 
 | |
| 	ui8 player, resid;
 | |
| 	si32 val;
 | |
| 
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & player & resid & val;
 | |
| 	}
 | |
| }; 
 | |
|  struct SetResources : public CPackForClient //104
 | |
|  {
 | |
|  	SetResources(){res.resize(RESOURCE_QUANTITY);type = 104;};
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|  	void applyCl(CClient *cl);
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|  	DLL_EXPORT void applyGs(CGameState *gs);
 | |
|  
 | |
|  	ui8 player;
 | |
|  	std::vector<si32> res; //res[resid] => res amount
 | |
|  
 | |
|  	template <typename Handler> void serialize(Handler &h, const int version)
 | |
|  	{
 | |
|  		h & player & res;
 | |
|  	}
 | |
|  };
 | |
| 
 | |
| struct SetPrimSkill : public CPackForClient //105
 | |
| {
 | |
| 	SetPrimSkill(){type = 105;};
 | |
| 	void applyCl(CClient *cl);
 | |
| 	DLL_EXPORT void applyGs(CGameState *gs);
 | |
| 
 | |
| 	ui8 abs; //0 - changes by value; 1 - sets to value
 | |
| 	si32 id;
 | |
| 	ui16 which;
 | |
| 	si64 val;
 | |
| 
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & abs & id & which & val;
 | |
| 	}
 | |
| }; 
 | |
| struct SetSecSkill : public CPackForClient //106
 | |
| {
 | |
| 	SetSecSkill(){type = 106;};
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| 	void applyCl(CClient *cl);
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| 	DLL_EXPORT void applyGs(CGameState *gs);
 | |
| 
 | |
| 	ui8 abs; //0 - changes by value; 1 - sets to value
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| 	si32 id;
 | |
| 	ui16 which, val;
 | |
| 
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & abs & id & which & val;
 | |
| 	}
 | |
| }; 
 | |
| struct HeroVisitCastle : public CPackForClient //108
 | |
| {
 | |
| 	HeroVisitCastle(){flags=0;type = 108;};
 | |
| 	void applyCl(CClient *cl);
 | |
| 	DLL_EXPORT void applyGs(CGameState *gs);
 | |
| 
 | |
| 	ui8 flags; //1 - start, 2 - garrison
 | |
| 	ui32 tid, hid;
 | |
| 
 | |
| 	bool start() //if hero is entering castle (if false - leaving)
 | |
| 	{
 | |
| 		return flags & 1;
 | |
| 	}
 | |
| 	bool garrison() //if hero is entering/leaving garrison (if false - it's only visiting hero)
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| 	{
 | |
| 		return flags & 2;
 | |
| 	}
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & flags & tid & hid;
 | |
| 	}
 | |
| }; 
 | |
| struct ChangeSpells : public CPackForClient //109
 | |
| {
 | |
| 	ChangeSpells(){type = 109;};
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| 	void applyCl(CClient *cl);
 | |
| 	DLL_EXPORT void applyGs(CGameState *gs);
 | |
| 
 | |
| 	ui8 learn; //1 - gives spell, 0 - takes
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| 	ui32 hid;
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| 	std::set<ui32> spells;
 | |
| 
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
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| 	{
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| 		h & learn & hid & spells;
 | |
| 	}
 | |
| }; 
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| 
 | |
| struct SetMana : public CPackForClient //110
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| {
 | |
| 	SetMana(){type = 110;};
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| 	void applyCl(CClient *cl);
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| 	DLL_EXPORT void applyGs(CGameState *gs);
 | |
| 
 | |
| 
 | |
| 	si32 hid, val;
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| 
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
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| 	{
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| 		h & val & hid;
 | |
| 	}
 | |
| }; 
 | |
| struct SetMovePoints : public CPackForClient //111
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| {
 | |
| 	SetMovePoints(){type = 111;};
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| 	void applyCl(CClient *cl);
 | |
| 	DLL_EXPORT void applyGs(CGameState *gs);
 | |
| 
 | |
| 	ui32 hid, val;
 | |
| 
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & val & hid;
 | |
| 	}
 | |
| }; 
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| struct FoWChange : public CPackForClient //112
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| {
 | |
| 	FoWChange(){type = 112;};
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| 	void applyCl(CClient *cl);
 | |
| 	DLL_EXPORT void applyGs(CGameState *gs);
 | |
| 
 | |
| 	std::set<int3> tiles;
 | |
| 	ui8 player, mode; //mode==0 - hide, mode==1 - reveal
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & tiles & player & mode;
 | |
| 	}
 | |
| }; 
 | |
| 
 | |
| struct SetAvailableHeroes : public CPackForClient //113
 | |
| {
 | |
| 	SetAvailableHeroes(){type = 113;flags=0;};
 | |
| 	void applyCl(CClient *cl);
 | |
| 	DLL_EXPORT void applyGs(CGameState *gs);
 | |
| 
 | |
| 	ui8 player;
 | |
| 	si32 hid1, hid2;
 | |
| 	ui8 flags; //1 - reset army of hero1; 2 - reset army of hero 2
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & player & hid1 & hid2 & flags;
 | |
| 	}
 | |
| };
 | |
| 
 | |
| struct GiveBonus :  public CPackForClient //115
 | |
| {
 | |
| 	GiveBonus(ui8 Who = 0)
 | |
| 	{
 | |
| 		who = Who; 
 | |
| 		type = 115;
 | |
| 	}
 | |
| 
 | |
| 	void applyCl(CClient *cl);
 | |
| 	DLL_EXPORT void applyGs(CGameState *gs);
 | |
| 
 | |
| 	enum {HERO, PLAYER};
 | |
| 	ui8 who; //who receives bonus, uses enum above
 | |
| 	ui32 id; //hero or player id
 | |
| 	HeroBonus bonus;
 | |
| 	MetaString bdescr;
 | |
| 
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & bonus & id & bdescr & who;
 | |
| 	}
 | |
| };
 | |
| 
 | |
| struct ChangeObjPos : public CPackForClient //116
 | |
| {
 | |
| 	ChangeObjPos()
 | |
| 	{
 | |
| 		type = 116; 
 | |
| 		flags = 0;
 | |
| 	}
 | |
| 	void applyFirstCl(CClient *cl);
 | |
| 	void applyCl(CClient *cl);
 | |
| 	DLL_EXPORT void applyGs(CGameState *gs);
 | |
| 
 | |
| 	ui32 objid;
 | |
| 	int3 nPos;
 | |
| 	ui8 flags; //bit flags: 1 - redraw
 | |
| 
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & objid & nPos & flags;
 | |
| 	}
 | |
| };
 | |
| 
 | |
| struct PlayerEndsGame : public CPackForClient //117
 | |
| {
 | |
| 	PlayerEndsGame()
 | |
| 	{
 | |
| 		type = 117;
 | |
| 	}
 | |
| 
 | |
| 	void applyCl(CClient *cl);
 | |
| 	DLL_EXPORT void applyGs(CGameState *gs);
 | |
| 
 | |
| 	ui8 player;
 | |
| 	ui8 victory;
 | |
| 
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & player & victory;
 | |
| 	}
 | |
| };
 | |
| 
 | |
| 
 | |
| struct RemoveBonus :  public CPackForClient //118
 | |
| {
 | |
| 	RemoveBonus(ui8 Who = 0)
 | |
| 	{
 | |
| 		who = Who; 
 | |
| 		type = 118;
 | |
| 	}
 | |
| 
 | |
| 	void applyCl(CClient *cl);
 | |
| 	DLL_EXPORT void applyGs(CGameState *gs);
 | |
| 
 | |
| 	enum {HERO, PLAYER};
 | |
| 	ui8 who; //who receives bonus, uses enum above
 | |
| 	ui32 whoID; //hero or player id
 | |
| 
 | |
| 	//vars to identify bonus: its source
 | |
| 	ui8 source;
 | |
| 	ui32 id; //source id
 | |
| 
 | |
| 	//used locally: copy of removed bonus
 | |
| 	HeroBonus bonus;
 | |
| 
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & source & id & who & whoID;
 | |
| 	}
 | |
| };
 | |
| 
 | |
| struct RemoveObject : public CPackForClient //500
 | |
| {
 | |
| 	RemoveObject(){type = 500;};
 | |
| 	RemoveObject(si32 ID){id = ID;type = 500;};
 | |
| 	void applyFirstCl(CClient *cl);
 | |
| 	void applyCl(CClient *cl);
 | |
| 	DLL_EXPORT void applyGs(CGameState *gs);
 | |
| 
 | |
| 	si32 id;
 | |
| 
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & id;
 | |
| 	}
 | |
| }; 
 | |
| struct TryMoveHero : public CPackForClient //501
 | |
| {
 | |
| 	TryMoveHero(){type = 501;humanKnows=false;};
 | |
| 	void applyFirstCl(CClient *cl);
 | |
| 	void applyCl(CClient *cl);
 | |
| 	void applyGs(CGameState *gs);
 | |
| 
 | |
| 	enum EResult
 | |
| 	{
 | |
| 		FAILED, SUCCESS, TELEPORTATION, RESERVED___, BLOCKING_VISIT, EMBARK, DISEMBARK
 | |
| 	};
 | |
| 
 | |
| 	ui32 id, movePoints;
 | |
| 	ui8 result; //uses EResult
 | |
| 	int3 start, end; //h3m format
 | |
| 	std::set<int3> fowRevealed; //revealed tiles
 | |
| 
 | |
| 	bool humanKnows; //used locally during applying to client
 | |
| 
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & id & result & start & end & movePoints & fowRevealed;
 | |
| 	}
 | |
| }; 
 | |
| struct SetGarrisons : public CPackForClient //502
 | |
| {
 | |
| 	SetGarrisons(){type = 502;};
 | |
| 	void applyCl(CClient *cl);
 | |
| 	DLL_EXPORT void applyGs(CGameState *gs);
 | |
| 
 | |
| 	std::map<ui32,CCreatureSet> garrs;
 | |
| 
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & garrs;
 | |
| 	}
 | |
| }; 
 | |
| struct NewStructures : public CPackForClient //504
 | |
| {
 | |
| 	NewStructures(){type = 504;};
 | |
| 	void applyCl(CClient *cl);
 | |
| 	DLL_EXPORT virtual void applyGs(CGameState *gs);
 | |
| 
 | |
| 	si32 tid;
 | |
| 	std::set<si32> bid;
 | |
| 	si16 builded; 
 | |
| 
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & tid & bid & builded;
 | |
| 	}
 | |
| };
 | |
| struct RazeStructures : public CPackForClient //505
 | |
| {
 | |
| 	RazeStructures() {type = 505;};
 | |
| 	void applyCl (CClient *cl);
 | |
| 	DLL_EXPORT void applyGs(CGameState *gs);
 | |
| 
 | |
| 	si32 tid;
 | |
| 	std::set<si32> bid;
 | |
| 	si16 destroyed; 
 | |
| 
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & tid & bid & destroyed;
 | |
| 	}
 | |
| };
 | |
| struct SetAvailableCreatures : public CPackForClient //506
 | |
| {
 | |
| 	SetAvailableCreatures(){type = 506;};
 | |
| 	void applyCl(CClient *cl);
 | |
| 	DLL_EXPORT void applyGs(CGameState *gs);
 | |
| 
 | |
| 	si32 tid;
 | |
| 	std::vector<std::pair<ui32, std::vector<ui32> > > creatures;
 | |
| 
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & tid & creatures;
 | |
| 	}
 | |
| };  
 | |
| struct SetHeroesInTown : public CPackForClient //508
 | |
| {
 | |
| 	SetHeroesInTown(){type = 508;};
 | |
| 	void applyCl(CClient *cl);
 | |
| 	DLL_EXPORT void applyGs(CGameState *gs);
 | |
| 
 | |
| 	si32 tid, visiting, garrison; //id of town, visiting hero, hero in garrison
 | |
| 
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & tid & visiting & garrison;
 | |
| 	}
 | |
| };  
 | |
| struct SetHeroArtifacts : public CPackForClient //509
 | |
| {
 | |
| 	SetHeroArtifacts(){type = 509;};
 | |
| 	void applyCl(CClient *cl);
 | |
| 	DLL_EXPORT void applyGs(CGameState *gs);
 | |
| 	DLL_EXPORT void setArtAtPos(ui16 pos, int art);
 | |
| 
 | |
| 	si32 hid;
 | |
| 	std::vector<ui32> artifacts; //hero's artifacts from bag
 | |
| 	std::map<ui16,ui32> artifWorn; //map<position,artifact_id>; positions: 0 - head; 1 - shoulders; 2 - neck; 3 - right hand; 4 - left hand; 5 - torso; 6 - right ring; 7 - left ring; 8 - feet; 9 - misc1; 10 - misc2; 11 - misc3; 12 - misc4; 13 - mach1; 14 - mach2; 15 - mach3; 16 - mach4; 17 - spellbook; 18 - misc5
 | |
| 
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & hid & artifacts & artifWorn;
 | |
| 	}
 | |
| 
 | |
| 	std::vector<HeroBonus*> gained, lost; //used locally as hlp when applying
 | |
| };   
 | |
| 
 | |
| struct HeroRecruited : public CPackForClient //515
 | |
| {
 | |
| 	HeroRecruited(){type = 515;};
 | |
| 	void applyCl(CClient *cl);
 | |
| 	DLL_EXPORT void applyGs(CGameState *gs);
 | |
| 
 | |
| 	si32 hid, tid; //subID of hero
 | |
| 	int3 tile;
 | |
| 	ui8 player;
 | |
| 
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & hid & tid & tile & player;
 | |
| 	}
 | |
| };  
 | |
| 
 | |
| struct GiveHero : public CPackForClient //516
 | |
| {
 | |
| 	GiveHero(){type = 516;};
 | |
| 	void applyFirstCl(CClient *cl);
 | |
| 	void applyCl(CClient *cl);
 | |
| 	DLL_EXPORT void applyGs(CGameState *gs);
 | |
| 
 | |
| 	ui32 id; //object id
 | |
| 	ui8 player;
 | |
| 
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & id & player;
 | |
| 	}
 | |
| };  
 | |
| 
 | |
| struct OpenWindow : public CPackForClient //517
 | |
| {
 | |
| 	OpenWindow(){type = 517;};
 | |
| 	void applyCl(CClient *cl);
 | |
| 
 | |
| 	enum EWindow {EXCHANGE_WINDOW, RECRUITMENT_FIRST, RECRUITMENT_ALL, SHIPYARD_WINDOW, THIEVES_GUILD, PUZZLE_MAP};
 | |
| 	ui8 window;
 | |
| 	ui32 id1, id2;
 | |
| 
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & window & id1 & id2;
 | |
| 	}
 | |
| };
 | |
| 
 | |
| struct NewObject  : public CPackForClient //518
 | |
| {
 | |
| 	NewObject(){type = 518;};
 | |
| 	void applyCl(CClient *cl);
 | |
| 	DLL_EXPORT void applyGs(CGameState *gs);
 | |
| 
 | |
| 	ui32 ID, subID;
 | |
| 	int3 pos;
 | |
| 
 | |
| 	int id; //used internally
 | |
| 
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & ID & subID & pos;
 | |
| 	}
 | |
| };
 | |
| 
 | |
| struct NewTurn : public CPackForClient //101
 | |
| {
 | |
| 	DLL_EXPORT void applyGs(CGameState *gs);
 | |
| 
 | |
| 	struct Hero
 | |
| 	{
 | |
| 		ui32 id, move, mana; //id is a general serial id
 | |
| 		template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 		{
 | |
| 			h & id & move & mana;
 | |
| 		}
 | |
| 		bool operator<(const Hero&h)const{return id < h.id;}
 | |
| 	};
 | |
| 
 | |
| 	std::set<Hero> heroes; //updates movement and mana points
 | |
| 	//std::vector<SetResources> res;//resource list
 | |
| 	std::map<ui8, std::vector<si32> > res; //player ID => resource value[res_id]
 | |
| 	std::vector<SetAvailableCreatures> cres;//creatures to be placed in towns
 | |
| 	ui32 day;
 | |
| 	bool resetBuilded;
 | |
| 
 | |
| 	NewTurn(){type = 101;};
 | |
| 
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & heroes & cres & res & day & resetBuilded;
 | |
| 	}
 | |
| }; 
 | |
| 
 | |
| struct Component : public CPack //2002 helper for object scrips informations
 | |
| {
 | |
| 	enum {PRIM_SKILL, SEC_SKILL, RESOURCE, CREATURE, ARTIFACT, EXPERIENCE, SPELL, MORALE=8, LUCK, BUILDING, HERO, FLAG};
 | |
| 	ui16 id, subtype; //id uses ^^^ enums, when id==EXPPERIENCE subtype==0 means exp points and subtype==1 levels)
 | |
| 	si32 val; // + give; - take
 | |
| 	si16 when; // 0 - now; +x - within x days; -x - per x days
 | |
| 
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & id & subtype & val & when;
 | |
| 	}
 | |
| 	Component()
 | |
| 	{
 | |
| 		type = 2002;
 | |
| 	}
 | |
| 	DLL_EXPORT explicit Component(const CStackInstance &stack);
 | |
| 	Component(ui16 Type, ui16 Subtype, si32 Val, si16 When)
 | |
| 		:id(Type),subtype(Subtype),val(Val),when(When)
 | |
| 	{
 | |
| 		type = 2002;
 | |
| 	}
 | |
| };
 | |
| 
 | |
| struct InfoWindow : public CPackForClient //103  - displays simple info window
 | |
| {
 | |
| 	void applyCl(CClient *cl);
 | |
| 
 | |
| 	MetaString text;
 | |
| 	std::vector<Component> components;
 | |
| 	ui8 player;
 | |
| 	ui16 soundID;
 | |
| 
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & text & components & player & soundID;
 | |
| 	}
 | |
| 	InfoWindow() 
 | |
| 	{ 
 | |
| 		type = 103;
 | |
| 		soundID = 0; 
 | |
| 	}
 | |
| };
 | |
| 
 | |
| struct SetObjectProperty : public CPackForClient//1001
 | |
| {
 | |
| 	DLL_EXPORT void applyGs(CGameState *gs);
 | |
| 	void applyCl(CClient *cl);
 | |
| 
 | |
| 	ui32 id;
 | |
| 	ui8 what; //1 - owner; 2 - blockvis; 3 - first stack count; 4 - visitors; 5 - visited; 6 - ID (if 34 then also def is replaced)
 | |
| 	ui32 val;
 | |
| 	SetObjectProperty(){type = 1001;};
 | |
| 	SetObjectProperty(ui32 ID, ui8 What, ui32 Val):id(ID),what(What),val(Val){type = 1001;};
 | |
| 	
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & id & what & val;
 | |
| 	}
 | |
| };
 | |
| 
 | |
| struct SetHoverName : public CPackForClient//1002
 | |
| {
 | |
| 	DLL_EXPORT void applyGs(CGameState *gs);
 | |
| 
 | |
| 	ui32 id;
 | |
| 	MetaString name;
 | |
| 	SetHoverName(){type = 1002;};
 | |
| 	SetHoverName(ui32 ID, MetaString& Name):id(ID),name(Name){type = 1002;};
 | |
| 	
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & id & name;
 | |
| 	}
 | |
| };
 | |
| struct HeroLevelUp : public Query//2000
 | |
| {
 | |
| 	void applyCl(CClient *cl);
 | |
| 	DLL_EXPORT void applyGs(CGameState *gs);
 | |
| 
 | |
| 	si32 heroid;
 | |
| 	ui8 primskill, level;
 | |
| 	std::vector<ui16> skills;
 | |
| 
 | |
| 	HeroLevelUp(){type = 2000;};
 | |
| 	
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & id & heroid & primskill & level & skills;
 | |
| 	}
 | |
| };
 | |
| 
 | |
| struct TradeComponents : public CPackForClient, public CPackForServer
 | |
| {
 | |
| ///used to handle info about components available in shops
 | |
| 	void applyCl(CClient *cl);
 | |
| 	DLL_EXPORT void applyGs(CGameState *gs);
 | |
| 
 | |
| 	si32 heroid;
 | |
| 	ui32 objectid;
 | |
| 	std::map<ui16, Component> available, chosen, bought;
 | |
| 
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & heroid & objectid & available & chosen & bought;
 | |
| 	}
 | |
| 
 | |
| };
 | |
| //A dialog that requires making decision by player - it may contain components to choose between or has yes/no options
 | |
| //Client responds with QueryReply, where answer: 0 - cancel pressed, choice doesn't matter; 1/2/...  - first/second/... component selected and OK pressed
 | |
| //Until sending reply player won't be allowed to take any actions
 | |
| struct BlockingDialog : public Query//2003
 | |
| {
 | |
| 	enum {ALLOW_CANCEL = 1, SELECTION = 2};
 | |
| 
 | |
| 	void applyCl(CClient *cl);
 | |
| 
 | |
| 	MetaString text;
 | |
| 	std::vector<Component> components;
 | |
| 	ui8 player;
 | |
| 	ui8 flags;
 | |
| 	ui16 soundID;
 | |
| 
 | |
| 	bool cancel() const
 | |
| 	{
 | |
| 		return flags & ALLOW_CANCEL;
 | |
| 	}
 | |
| 	bool selection() const
 | |
| 	{
 | |
| 		return flags & SELECTION;
 | |
| 	}
 | |
| 
 | |
| 	BlockingDialog(bool yesno, bool Selection)
 | |
| 	{
 | |
| 		type = 2003;
 | |
| 		flags = 0;
 | |
| 		soundID = 0;
 | |
| 		if(yesno) flags |= ALLOW_CANCEL;
 | |
| 		if(Selection) flags |= SELECTION;
 | |
| 	}
 | |
| 	BlockingDialog()
 | |
| 	{
 | |
| 		type = 2003;
 | |
| 		flags = 0;
 | |
| 		soundID = 0;
 | |
| 	};
 | |
| 
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & id & text & components & player & flags & soundID;
 | |
| 	}
 | |
| };
 | |
| 
 | |
| struct GarrisonDialog : public Query//2004
 | |
| {
 | |
| 	GarrisonDialog(){type = 2004;}
 | |
| 	void applyCl(CClient *cl);
 | |
| 	si32 objid, hid;
 | |
| 	bool removableUnits;
 | |
| 
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & id & objid & hid & removableUnits;
 | |
| 	}
 | |
| };
 | |
| 
 | |
| struct BattleInfo;
 | |
| struct BattleStart : public CPackForClient//3000
 | |
| {
 | |
| 	BattleStart(){type = 3000;};
 | |
| 	void applyCl(CClient *cl);
 | |
| 	DLL_EXPORT void applyGs(CGameState *gs);
 | |
| 
 | |
| 	BattleInfo * info;
 | |
| 
 | |
| 	
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & info;
 | |
| 	}
 | |
| };
 | |
| struct BattleNextRound : public CPackForClient//3001
 | |
| {	
 | |
| 	BattleNextRound(){type = 3001;};
 | |
| 	void applyCl(CClient *cl);
 | |
| 	DLL_EXPORT void applyGs(CGameState *gs);
 | |
| 
 | |
| 	si32 round;
 | |
| 
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & round;
 | |
| 	}
 | |
| };
 | |
| struct BattleSetActiveStack : public CPackForClient//3002
 | |
| {
 | |
| 	BattleSetActiveStack(){type = 3002;};
 | |
| 	void applyCl(CClient *cl);
 | |
| 	DLL_EXPORT void applyGs(CGameState *gs);
 | |
| 
 | |
| 	ui32 stack;
 | |
| 
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & stack;
 | |
| 	}
 | |
| };
 | |
| struct BattleResult : public CPackForClient//3003
 | |
| {
 | |
| 	BattleResult(){type = 3003;};
 | |
| 	void applyFirstCl(CClient *cl);
 | |
| 	void applyGs(CGameState *gs);
 | |
| 
 | |
| 	ui8 result; //0 - normal victory; 1 - escape; 2 - surrender
 | |
| 	ui8 winner; //0 - attacker, 1 - defender, [2 - draw (should be possible?)]
 | |
| 	std::map<ui32,si32> casualties[2]; //first => casualties of attackers - map crid => number
 | |
| 	ui32 exp[2]; //exp for attacker and defender
 | |
| 	std::set<ui32> artifacts; //artifacts taken from loser to winner
 | |
| 
 | |
| 
 | |
| 
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & result & winner & casualties[0] & casualties[1] & exp & artifacts;
 | |
| 	}
 | |
| };
 | |
| 
 | |
| struct BattleStackMoved : public CPackForClient//3004
 | |
| {
 | |
| 	ui32 stack, tile;
 | |
| 	ui8 ending, distance;
 | |
| 	BattleStackMoved(){type = 3004;};
 | |
| 	void applyFirstCl(CClient *cl);
 | |
| 	void applyGs(CGameState *gs);
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & stack & tile & ending & distance;
 | |
| 	}
 | |
| };
 | |
| 
 | |
| struct BattleStackAttacked : public CPackForClient//3005
 | |
| {
 | |
| 	BattleStackAttacked(){flags = 0; type = 3005;};
 | |
| 	void applyCl(CClient *cl);
 | |
| 	DLL_EXPORT void applyGs(CGameState *gs);
 | |
| 
 | |
| 	ui32 stackAttacked, attackerID;
 | |
| 	ui32 newAmount, newHP, killedAmount, damageAmount;
 | |
| 	ui8 flags; //1 - is stack killed; 2 - is there special effect to be shown;
 | |
| 	ui32 effect; //set only if flag 2 is present
 | |
| 
 | |
| 	bool killed() const//if target stack was killed
 | |
| 	{
 | |
| 		return flags & 1;
 | |
| 	}
 | |
| 	bool isEffect() const//if target stack was killed
 | |
| 	{
 | |
| 		return flags & 2;
 | |
| 	}
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & stackAttacked & attackerID & newAmount & newHP & flags & killedAmount & damageAmount & effect;
 | |
| 	}
 | |
| 	bool operator<(const BattleStackAttacked &b) const
 | |
| 	{
 | |
| 		return stackAttacked < b.stackAttacked;
 | |
| 	}
 | |
| };
 | |
| 
 | |
| struct BattleAttack : public CPackForClient//3006
 | |
| {
 | |
| 	BattleAttack(){flags = 0; type = 3006;};
 | |
| 	void applyFirstCl(CClient *cl);
 | |
| 	DLL_EXPORT void applyGs(CGameState *gs);
 | |
| 	void applyCl(CClient *cl);
 | |
| 
 | |
| 	std::vector<BattleStackAttacked> bsa;
 | |
| 	ui32 stackAttacking;
 | |
| 	ui8 flags;
 | |
| 
 | |
| 	bool shot()//distance attack - decrease number of shots
 | |
| 	{
 | |
| 		return flags & 1;
 | |
| 	}
 | |
| 	bool counter()//is it counterattack?
 | |
| 	{
 | |
| 		return flags & 2;
 | |
| 	}
 | |
| 	bool lucky()
 | |
| 	{
 | |
| 		return flags & 4;
 | |
| 	}
 | |
| 	bool unlucky()
 | |
| 	{
 | |
| 		//TODO: support?
 | |
| 		return flags & 8;
 | |
| 	}
 | |
| 	//bool killed() //if target stack was killed
 | |
| 	//{
 | |
| 	//	return bsa.killed();
 | |
| 	//}
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & bsa & stackAttacking & flags;
 | |
| 	}
 | |
| };
 | |
| 
 | |
| struct StartAction : public CPackForClient//3007
 | |
| {
 | |
| 	StartAction(){type = 3007;};
 | |
| 	StartAction(const BattleAction &act){ba = act; type = 3007;};
 | |
| 	void applyFirstCl(CClient *cl);
 | |
| 	DLL_EXPORT void applyGs(CGameState *gs);
 | |
| 
 | |
| 	BattleAction ba;
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & ba;
 | |
| 	}
 | |
| };
 | |
| 
 | |
| struct EndAction : public CPackForClient//3008
 | |
| {
 | |
| 	EndAction(){type = 3008;};
 | |
| 	void applyCl(CClient *cl);
 | |
| 
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 	}
 | |
| };
 | |
| 
 | |
| struct SpellCast : public CPackForClient//3009
 | |
| {
 | |
| 	SpellCast(){type = 3009;};
 | |
| 	DLL_EXPORT void applyGs(CGameState *gs);
 | |
| 	void applyCl(CClient *cl);
 | |
| 
 | |
| 	si32 dmgToDisplay; //this amount will be displayed as amount of damage dealt by spell
 | |
| 	ui8 side; //which hero did cast spell: 0 - attacker, 1 - defender
 | |
| 	ui32 id; //id of spell
 | |
| 	ui8 skill; //caster's skill level
 | |
| 	ui16 tile; //destination tile (may not be set in some global/mass spells
 | |
| 	std::vector<ui32> resisted; //ids of creatures that resisted this spell
 | |
| 	std::set<ui32> affectedCres; //ids of creatures affected by this spell, generally used if spell does not set any effect (like dispel or cure)
 | |
| 	ui8 castedByHero; //if true - spell has been casted by hero, otherwise by a creature
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & dmgToDisplay & side & id & skill & tile & resisted & affectedCres & castedByHero;
 | |
| 	}
 | |
| };
 | |
| 
 | |
| struct SetStackEffect : public CPackForClient //3010
 | |
| {
 | |
| 	SetStackEffect(){type = 3010;};
 | |
| 	DLL_EXPORT void applyGs(CGameState *gs);
 | |
| 	void applyCl(CClient *cl);
 | |
| 
 | |
| 	std::vector<ui32> stacks; //affected stacks (IDs)
 | |
| 	CStack::StackEffect effect; //type of effect
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & stacks & effect;
 | |
| 	}
 | |
| };
 | |
| 
 | |
| struct StacksInjured : public CPackForClient //3011
 | |
| {
 | |
| 	StacksInjured(){type = 3011;}
 | |
| 	DLL_EXPORT void applyGs(CGameState *gs);
 | |
| 	void applyCl(CClient *cl);
 | |
| 
 | |
| 	std::vector<BattleStackAttacked> stacks;
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & stacks;
 | |
| 	}
 | |
| };
 | |
| 
 | |
| struct BattleResultsApplied : public CPackForClient //3012
 | |
| {
 | |
| 	BattleResultsApplied(){type = 3012;}
 | |
| 
 | |
| 	ui8 player1, player2;
 | |
| 
 | |
| 	void applyCl(CClient *cl);
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & player1 & player2;
 | |
| 	}
 | |
| };
 | |
| 
 | |
| struct StacksHealedOrResurrected : public CPackForClient //3013
 | |
| {
 | |
| 	StacksHealedOrResurrected(){type = 3013;}
 | |
| 
 | |
| 	DLL_EXPORT void applyGs(CGameState *gs);
 | |
| 	void applyCl(CClient *cl);
 | |
| 
 | |
| 	struct HealInfo
 | |
| 	{
 | |
| 		ui32 stackID;
 | |
| 		ui32 healedHP;
 | |
| 		ui8 lowLevelResurrection; //in case this stack is resurrected by this heal, it will be marked as SUMMONED
 | |
| 		template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 		{
 | |
| 			h & stackID & healedHP & lowLevelResurrection;
 | |
| 		}
 | |
| 	};
 | |
| 
 | |
| 	std::vector<HealInfo> healedStacks;
 | |
| 
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & healedStacks;
 | |
| 	}
 | |
| };
 | |
| 
 | |
| struct ObstaclesRemoved : public CPackForClient //3014
 | |
| {
 | |
| 	ObstaclesRemoved(){type = 3014;}
 | |
| 
 | |
| 	DLL_EXPORT void applyGs(CGameState *gs);
 | |
| 	void applyCl(CClient *cl);
 | |
| 
 | |
| 	std::set<si32> obstacles; //uniqueIDs of removed obstacles
 | |
| 
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & obstacles;
 | |
| 	}
 | |
| };
 | |
| 
 | |
| struct CatapultAttack : public CPackForClient //3015
 | |
| {
 | |
| 	CatapultAttack(){type = 3015;}
 | |
| 
 | |
| 	DLL_EXPORT void applyGs(CGameState *gs);
 | |
| 	void applyCl(CClient *cl);
 | |
| 
 | |
| 	std::set< std::pair< std::pair< ui8, si16 >, ui8> > attackedParts; // < <attackedPartOfWall, attacked hex >, damageDealt>
 | |
| 	//attackedPartOfWall; //[0] - keep, [1] - bottom tower, [2] - bottom wall, [3] - below gate, [4] - over gate, [5] - upper wall, [6] - uppert tower, [7] - gate;
 | |
| 	//damageDealt;
 | |
| 
 | |
| 	int attacker; //if -1, then a spell caused this
 | |
| 
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & attackedParts & attacker;
 | |
| 	}
 | |
| };
 | |
| 
 | |
| struct BattleStacksRemoved : public CPackForClient //3016
 | |
| {
 | |
| 	BattleStacksRemoved(){type = 3016;}
 | |
| 
 | |
| 	DLL_EXPORT void applyGs(CGameState *gs);
 | |
| 	void applyCl(CClient *cl);
 | |
| 
 | |
| 	std::set<ui32> stackIDs; //IDs of removed stacks
 | |
| 
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & stackIDs;
 | |
| 	}
 | |
| };
 | |
| 
 | |
| struct ShowInInfobox : public CPackForClient //107
 | |
| {
 | |
| 	ShowInInfobox(){type = 107;};
 | |
| 	ui8 player;
 | |
| 	Component c;
 | |
| 	MetaString text;
 | |
| 
 | |
| 	void applyCl(CClient *cl);
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & player & c & text;
 | |
| 	}
 | |
| };
 | |
| 
 | |
| 
 | |
| /***********************************************************************************************************/
 | |
| 
 | |
| struct CloseServer : public CPackForServer
 | |
| {
 | |
| 	bool applyGh(CGameHandler *gh);
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{}
 | |
| };
 | |
| 
 | |
| struct EndTurn : public CPackForServer
 | |
| {
 | |
| 	bool applyGh(CGameHandler *gh);
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{}
 | |
| };
 | |
| 
 | |
| struct DismissHero : public CPackForServer
 | |
| {
 | |
| 	DismissHero(){};
 | |
| 	DismissHero(si32 HID) : hid(HID) {};
 | |
| 	si32 hid;
 | |
| 
 | |
| 	bool applyGh(CGameHandler *gh);
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & hid;
 | |
| 	}
 | |
| };
 | |
| 
 | |
| struct MoveHero : public CPackForServer
 | |
| {
 | |
| 	MoveHero(){};
 | |
| 	MoveHero(const int3 &Dest, si32 HID) : dest(Dest), hid(HID){};
 | |
| 	int3 dest;
 | |
| 	si32 hid;
 | |
| 
 | |
| 	bool applyGh(CGameHandler *gh);
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & dest & hid;
 | |
| 	}
 | |
| };
 | |
| 
 | |
| struct ArrangeStacks : public CPackForServer
 | |
| {
 | |
| 	ArrangeStacks(){};
 | |
| 	ArrangeStacks(ui8 W, ui8 P1, ui8 P2, si32 ID1, si32 ID2, si32 VAL)
 | |
| 		:what(W),p1(P1),p2(P2),id1(ID1),id2(ID2),val(VAL) {};
 | |
| 
 | |
| 	ui8 what; //1 - swap; 2 - merge; 3 - split
 | |
| 	ui8 p1, p2; //positions of first and second stack
 | |
| 	si32 id1, id2; //ids of objects with garrison
 | |
| 	si32 val;
 | |
| 	bool applyGh(CGameHandler *gh);
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & what & p1 & p2 & id1 & id2 & val;
 | |
| 	}
 | |
| };
 | |
| 
 | |
| struct DisbandCreature : public CPackForServer
 | |
| {
 | |
| 	DisbandCreature(){};
 | |
| 	DisbandCreature(ui8 Pos, si32 ID):pos(Pos),id(ID){};
 | |
| 	ui8 pos; //stack pos
 | |
| 	si32 id; //object id
 | |
| 
 | |
| 	bool applyGh(CGameHandler *gh);
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & pos & id;
 | |
| 	}
 | |
| };
 | |
| 
 | |
| struct BuildStructure : public CPackForServer
 | |
| {
 | |
| 	BuildStructure(){};
 | |
| 	BuildStructure(si32 TID, si32 BID):bid(BID),tid(TID){};
 | |
| 	si32 bid, tid; //structure and town ids
 | |
| 
 | |
| 	bool applyGh(CGameHandler *gh);
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & tid & bid;
 | |
| 	}
 | |
| };
 | |
| struct RazeStructure : public BuildStructure
 | |
| {
 | |
| 	RazeStructure(){};
 | |
| 	//RazeStructure(si32 TID, si32 BID):bid(BID),tid(TID){};
 | |
| 
 | |
| 	bool applyGh(CGameHandler *gh);
 | |
| };
 | |
| struct RecruitCreatures : public CPackForServer
 | |
| {
 | |
| 	RecruitCreatures(){};
 | |
| 	RecruitCreatures(si32 TID, si32 CRID, si32 Amount):tid(TID),crid(CRID),amount(Amount){};
 | |
| 	si32 tid; //town id
 | |
| 	ui32 crid, amount;//creature ID and amount
 | |
| 
 | |
| 	bool applyGh(CGameHandler *gh);
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & tid & crid & amount;
 | |
| 	}
 | |
| };
 | |
| 
 | |
| struct UpgradeCreature : public CPackForServer
 | |
| {
 | |
| 	UpgradeCreature(){};
 | |
| 	UpgradeCreature(ui8 Pos, si32 ID, si32 CRID):pos(Pos),id(ID), cid(CRID){};
 | |
| 	ui8 pos; //stack pos
 | |
| 	si32 id; //object id
 | |
| 	si32 cid; //id of type to which we want make upgrade
 | |
| 
 | |
| 	bool applyGh(CGameHandler *gh);
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & pos & id & cid;
 | |
| 	}
 | |
| };
 | |
| 
 | |
| struct GarrisonHeroSwap : public CPackForServer
 | |
| {
 | |
| 	GarrisonHeroSwap(){};
 | |
| 	GarrisonHeroSwap(si32 TID):tid(TID){};
 | |
| 	si32 tid; 
 | |
| 
 | |
| 	bool applyGh(CGameHandler *gh);
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & tid;
 | |
| 	}
 | |
| };
 | |
| 
 | |
| struct ExchangeArtifacts : public CPackForServer
 | |
| {
 | |
| 	ExchangeArtifacts(){};
 | |
| 	ExchangeArtifacts(si32 H1, si32 H2, ui16 S1, ui16 S2)
 | |
| 		:hid1(H1),hid2(H2),slot1(S1),slot2(S2){};
 | |
| 	si32 hid1, hid2;
 | |
| 	ui16 slot1, slot2;
 | |
| 
 | |
| 	bool applyGh(CGameHandler *gh);
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & hid1 & hid2 & slot1 & slot2;
 | |
| 	}
 | |
| };
 | |
| 
 | |
| struct AssembleArtifacts : public CPackForServer
 | |
| {
 | |
| 	AssembleArtifacts(){};
 | |
| 	AssembleArtifacts(si32 _heroID, ui16 _artifactSlot, bool _assemble, ui32 _assembleTo)
 | |
| 		: heroID(_heroID), artifactSlot(_artifactSlot), assemble(_assemble), assembleTo(_assembleTo){};
 | |
| 	si32 heroID;
 | |
| 	ui16 artifactSlot;
 | |
| 	bool assemble; // True to assemble artifact, false to disassemble.
 | |
| 	ui32 assembleTo; // Artifact to assemble into.
 | |
| 
 | |
| 	bool applyGh(CGameHandler *gh);
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & heroID & artifactSlot & assemble & assembleTo;
 | |
| 	}
 | |
| };
 | |
| 
 | |
| struct BuyArtifact : public CPackForServer
 | |
| {
 | |
| 	BuyArtifact(){};
 | |
| 	BuyArtifact(si32 HID, si32 AID):hid(HID),aid(AID){};
 | |
| 	si32 hid, aid; //hero and artifact id
 | |
| 
 | |
| 	bool applyGh(CGameHandler *gh);
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & hid & aid;
 | |
| 	}
 | |
| };
 | |
| 
 | |
| struct TradeOnMarketplace : public CPackForServer
 | |
| {
 | |
| 	TradeOnMarketplace(){};
 | |
| 	TradeOnMarketplace(ui8 Player, ui8 Mode, /*si32 ID, */ui32 R1, ui32 R2, ui32 Val)
 | |
| 		:player(Player),mode(Mode),/*id(ID),*/r1(R1),r2(R2),val(Val){};
 | |
| 	ui8 player;
 | |
| 	ui8 mode;//0 - res<->res; 
 | |
| 	//si32 id; //object id
 | |
| 	ui32 r1, r2; //mode 0: r1 - sold resource, r2 - bought res
 | |
| 	ui32 val; //units of sold resource
 | |
| 
 | |
| 	bool applyGh(CGameHandler *gh);
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & player & mode & /*id & */r1 & r2 & val;
 | |
| 	}
 | |
| };
 | |
| 
 | |
| struct SetFormation : public CPackForServer
 | |
| {
 | |
| 	SetFormation(){};
 | |
| 	SetFormation(si32 HID, ui8 Formation):hid(HID),formation(Formation){};
 | |
| 	si32 hid;
 | |
| 	ui8 formation;
 | |
| 
 | |
| 	bool applyGh(CGameHandler *gh);
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & hid & formation;
 | |
| 	}
 | |
| };
 | |
| 
 | |
| struct HireHero : public CPackForServer
 | |
| {
 | |
| 	HireHero(){};
 | |
| 	HireHero(si32 HID, si32 TID):hid(HID),tid(TID){};
 | |
| 	si32 hid, tid; //available hero serial and town id
 | |
| 
 | |
| 	bool applyGh(CGameHandler *gh);
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & hid & tid;
 | |
| 	}
 | |
| };
 | |
| 
 | |
| struct BuildBoat : public CPackForServer 
 | |
| {
 | |
| 	BuildBoat(){};
 | |
| 	si32 objid; //where player wants to buy a boat
 | |
| 
 | |
| 	bool applyGh(CGameHandler *gh);
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & objid;
 | |
| 	}
 | |
| 
 | |
| };
 | |
| 
 | |
| struct QueryReply : public CPackForServer
 | |
| {
 | |
| 	QueryReply(){type = 6000;};
 | |
| 	QueryReply(ui32 QID, ui32 Answer):qid(QID),answer(Answer){type = 6000;};
 | |
| 	ui32 qid, answer; //hero and artifact id
 | |
| 
 | |
| 	bool applyGh(CGameHandler *gh);
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & qid & answer;
 | |
| 	}
 | |
| };
 | |
| 
 | |
| struct MakeAction : public CPackForServer
 | |
| {
 | |
| 	MakeAction(){};
 | |
| 	MakeAction(const BattleAction &BA):ba(BA){};
 | |
| 	BattleAction ba;
 | |
| 
 | |
| 	bool applyGh(CGameHandler *gh);
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & ba;
 | |
| 	}
 | |
| };
 | |
| 
 | |
| struct MakeCustomAction : public CPackForServer
 | |
| {
 | |
| 	MakeCustomAction(){};
 | |
| 	MakeCustomAction(const BattleAction &BA):ba(BA){};
 | |
| 	BattleAction ba;
 | |
| 
 | |
| 	bool applyGh(CGameHandler *gh);
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & ba;
 | |
| 	}
 | |
| };
 | |
| 
 | |
| struct DigWithHero : public CPackForServer
 | |
| {
 | |
| 	DigWithHero(){}
 | |
| 	si32 id; //digging hero id
 | |
| 
 | |
| 	bool applyGh(CGameHandler *gh);
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & id;
 | |
| 	}
 | |
| };
 | |
| 
 | |
| struct CastAdvSpell : public CPackForServer
 | |
| {
 | |
| 	CastAdvSpell(){}
 | |
| 	si32 hid; //hero id
 | |
| 	ui32 sid; //spell id
 | |
| 	int3 pos; //selected tile (not always used)
 | |
| 
 | |
| 	bool applyGh(CGameHandler *gh);
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & hid & sid & pos;
 | |
| 	}
 | |
| };
 | |
| 
 | |
| /***********************************************************************************************************/
 | |
| 
 | |
| struct SaveGame : public CPackForClient, public CPackForServer
 | |
| {
 | |
| 	SaveGame(){};
 | |
| 	SaveGame(const std::string &Fname) :fname(Fname){};
 | |
| 	std::string fname;
 | |
| 
 | |
| 	void applyCl(CClient *cl);
 | |
| 	void applyGs(CGameState *gs){};
 | |
| 	bool applyGh(CGameHandler *gh);
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & fname;
 | |
| 	}
 | |
| };
 | |
| 
 | |
| struct PlayerMessage : public CPackForClient, public CPackForServer //513
 | |
| {
 | |
| 	PlayerMessage(){CPackForClient::type = 513;};
 | |
| 	PlayerMessage(ui8 Player, const std::string &Text)
 | |
| 		:player(Player),text(Text)
 | |
| 	{CPackForClient::type = 513;};
 | |
| 	void applyCl(CClient *cl);
 | |
| 	void applyGs(CGameState *gs){};
 | |
| 	bool applyGh(CGameHandler *gh);
 | |
| 
 | |
| 	ui8 player;
 | |
| 	std::string text;
 | |
| 
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & text & player;
 | |
| 	}
 | |
| }; 
 | |
| 
 | |
| 
 | |
| struct SetSelection : public CPackForClient, public CPackForServer //514
 | |
| {
 | |
| 	SetSelection(){CPackForClient::type = 514;};
 | |
| 	DLL_EXPORT void applyGs(CGameState *gs);
 | |
| 	bool applyGh(CGameHandler *gh);
 | |
| 	void applyCl(CClient *cl);
 | |
| 
 | |
| 	ui8 player;
 | |
| 	ui32 id;
 | |
| 
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & id & player;
 | |
| 	}
 | |
| };
 | |
| 
 | |
| struct CenterView : public CPackForClient//515
 | |
| {
 | |
| 	CenterView(){CPackForClient::type = 515;};
 | |
| 	void applyCl(CClient *cl);
 | |
| 
 | |
| 	ui8 player;
 | |
| 	int3 pos;
 | |
| 	ui32 focusTime; //ms
 | |
| 
 | |
| 	template <typename Handler> void serialize(Handler &h, const int version)
 | |
| 	{
 | |
| 		h & pos & player & focusTime;
 | |
| 	}
 | |
| };
 | |
| 
 | |
| 
 | |
| #endif //__NETPACKS_H__
 |