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- #include "StdInc.h"
- #include "../lib/NetPacks.h"
- #include "CGameHandler.h"
- #include "../lib/CObjectHandler.h"
- #include "../lib/IGameCallback.h"
- #include "../lib/Mapping/CMap.h"
- #include "../lib/CGameState.h"
- #include "../lib/BattleState.h"
- #include "../lib/BattleAction.h"
- #define PLAYER_OWNS(id) (gh->getPlayerAt(c)==gh->getOwner(id))
- #define ERROR_AND_RETURN \
- do { if(c) { \
- SystemMessage temp_message("You are not allowed to perform this action!"); \
- boost::unique_lock<boost::mutex> lock(*c->wmx); \
- *c << &temp_message; \
- } \
- tlog1<<"Player is not allowed to perform this action!\n"; \
- return false;} while(0)
- #define WRONG_PLAYER_MSG(expectedplayer) do {std::ostringstream oss;\
- oss << "You were identified as player " << (int)gh->getPlayerAt(c) << " while expecting " << (int)expectedplayer;\
- tlog1 << oss.str() << std::endl; \
- if(c) { SystemMessage temp_message(oss.str()); boost::unique_lock<boost::mutex> lock(*c->wmx); *c << &temp_message; } } while(0)
- #define ERROR_IF_NOT_OWNS(id) do{if(!PLAYER_OWNS(id)){WRONG_PLAYER_MSG(gh->getOwner(id)); ERROR_AND_RETURN; }}while(0)
- #define ERROR_IF_NOT(player) do{if(player != gh->getPlayerAt(c)){WRONG_PLAYER_MSG(player); ERROR_AND_RETURN; }}while(0)
- #define COMPLAIN_AND_RETURN(txt) { gh->complain(txt); ERROR_AND_RETURN; }
- /*
- * NetPacksServer.cpp, part of VCMI engine
- *
- * Authors: listed in file AUTHORS in main folder
- *
- * License: GNU General Public License v2.0 or later
- * Full text of license available in license.txt file, in main folder
- *
- */
- CGameState* CPackForServer::GS(CGameHandler *gh)
- {
- return gh->gs;
- }
- bool SaveGame::applyGh( CGameHandler *gh )
- {
- //gh->sendMessageTo(*c,"Saving...");
- gh->save(fname);
- gh->sendMessageTo(*c,"Game has been saved as " + fname);
- return true;
- }
- bool CommitPackage::applyGh( CGameHandler *gh )
- {
- gh->sendAndApply(packToCommit);
- return true;
- }
- bool CloseServer::applyGh( CGameHandler *gh )
- {
- gh->close();
- return true;
- }
- bool EndTurn::applyGh( CGameHandler *gh )
- {
- int player = GS(gh)->currentPlayer;
- ERROR_IF_NOT(player);
- if(gh->states.checkFlag(player, &PlayerStatus::engagedIntoBattle))
- COMPLAIN_AND_RETURN("Cannot end turn when in battle!");
- gh->states.setFlag(GS(gh)->currentPlayer,&PlayerStatus::makingTurn,false);
- return true;
- }
- bool DismissHero::applyGh( CGameHandler *gh )
- {
- ERROR_IF_NOT_OWNS(hid);
- return gh->removeObject(hid);
- }
- bool MoveHero::applyGh( CGameHandler *gh )
- {
- ERROR_IF_NOT_OWNS(hid);
- return gh->moveHero(hid,dest,0,gh->getPlayerAt(c));
- }
- bool CastleTeleportHero::applyGh( CGameHandler *gh )
- {
- ERROR_IF_NOT_OWNS(hid);
-
- return gh->teleportHero(hid,dest,source,gh->getPlayerAt(c));
- }
- bool ArrangeStacks::applyGh( CGameHandler *gh )
- {
- //checks for owning in the gh func
- return gh->arrangeStacks(id1,id2,what,p1,p2,val,gh->getPlayerAt(c));
- }
- bool DisbandCreature::applyGh( CGameHandler *gh )
- {
- ERROR_IF_NOT_OWNS(id);
- return gh->disbandCreature(id,pos);
- }
- bool BuildStructure::applyGh( CGameHandler *gh )
- {
- ERROR_IF_NOT_OWNS(tid);
- return gh->buildStructure(tid,bid);
- }
- bool RecruitCreatures::applyGh( CGameHandler *gh )
- {
- return gh->recruitCreatures(tid,crid,amount,level);
- }
- bool UpgradeCreature::applyGh( CGameHandler *gh )
- {
- ERROR_IF_NOT_OWNS(id);
- return gh->upgradeCreature(id,pos,cid);
- }
- bool GarrisonHeroSwap::applyGh( CGameHandler *gh )
- {
- const CGTownInstance * town = gh->getTown(tid);
- if (!PLAYER_OWNS(tid) && !( town->garrisonHero && PLAYER_OWNS(town->garrisonHero->id) ) )
- ERROR_AND_RETURN;//neither town nor garrisoned hero (if present) is ours
- return gh->garrisonSwap(tid);
- }
- bool ExchangeArtifacts::applyGh( CGameHandler *gh )
- {
- ERROR_IF_NOT(src.owningPlayer());//second hero can be ally
- return gh->moveArtifact(src, dst);
- }
- bool AssembleArtifacts::applyGh( CGameHandler *gh )
- {
- ERROR_IF_NOT_OWNS(heroID);
- return gh->assembleArtifacts(heroID, artifactSlot, assemble, assembleTo);
- }
- bool BuyArtifact::applyGh( CGameHandler *gh )
- {
- ERROR_IF_NOT_OWNS(hid);
- return gh->buyArtifact(hid,aid);
- }
- bool TradeOnMarketplace::applyGh( CGameHandler *gh )
- {
- //market must be owned or visited
- const IMarket *m = IMarket::castFrom(market);
- if(!m)
- COMPLAIN_AND_RETURN("market is not-a-market! :/");
- ui8 player = market->tempOwner;
- if(player >= GameConstants::PLAYER_LIMIT)
- player = gh->getTile(market->visitablePos())->visitableObjects.back()->tempOwner;
- if(player >= GameConstants::PLAYER_LIMIT)
- COMPLAIN_AND_RETURN("No player can use this market!");
- if(hero && (player != hero->tempOwner || hero->visitablePos() != market->visitablePos()))
- COMPLAIN_AND_RETURN("This hero can't use this marketplace!");
- ERROR_IF_NOT(player);
- switch(mode)
- {
- case EMarketMode::RESOURCE_RESOURCE:
- return gh->tradeResources(m, val, player, r1, r2);
- case EMarketMode::RESOURCE_PLAYER:
- return gh->sendResources(val, player, r1, r2);
- case EMarketMode::CREATURE_RESOURCE:
- if(!hero)
- COMPLAIN_AND_RETURN("Only hero can sell creatures!");
- return gh->sellCreatures(val, m, hero, r1, r2);
- case EMarketMode::RESOURCE_ARTIFACT:
- if(!hero)
- COMPLAIN_AND_RETURN("Only hero can buy artifacts!");
- return gh->buyArtifact(m, hero, r1, r2);
- case EMarketMode::ARTIFACT_RESOURCE:
- if(!hero)
- COMPLAIN_AND_RETURN("Only hero can sell artifacts!");
- return gh->sellArtifact(m, hero, r1, r2);
- case EMarketMode::CREATURE_UNDEAD:
- return gh->transformInUndead(m, hero, r1);
- case EMarketMode::RESOURCE_SKILL:
- return gh->buySecSkill(m, hero, r2);
- case EMarketMode::CREATURE_EXP:
- return gh->sacrificeCreatures(m, hero, r1, val);
- case EMarketMode::ARTIFACT_EXP:
- return gh->sacrificeArtifact(m, hero, r1);
- default:
- COMPLAIN_AND_RETURN("Unknown exchange mode!");
- }
- }
- bool SetFormation::applyGh( CGameHandler *gh )
- {
- ERROR_IF_NOT_OWNS(hid);
- return gh->setFormation(hid,formation);
- }
- bool HireHero::applyGh( CGameHandler *gh )
- {
- const CGObjectInstance *obj = gh->getObj(tid);
- if(obj->ID == Obj::TOWN)
- ERROR_IF_NOT_OWNS(tid);
- //TODO check for visiting hero
- return gh->hireHero(obj, hid,player);
- }
- bool BuildBoat::applyGh( CGameHandler *gh )
- {
- ERROR_IF_NOT_OWNS(objid);
- return gh->buildBoat(objid);
- }
- bool QueryReply::applyGh( CGameHandler *gh )
- {
- auto playerToConnection = gh->connections.find(player);
- if(playerToConnection == gh->connections.end())
- COMPLAIN_AND_RETURN("No such player!");
- if(playerToConnection->second != c)
- COMPLAIN_AND_RETURN("Message came from wrong connection!");
- if(qid == -1)
- COMPLAIN_AND_RETURN("Cannot answer the query with id -1!");
- assert(vstd::contains(gh->states.players, player));
- return gh->queryReply(qid, answer, player);
- }
- bool MakeAction::applyGh( CGameHandler *gh )
- {
- const BattleInfo *b = GS(gh)->curB;
- if(!b) ERROR_AND_RETURN;
-
- if(b->tacticDistance)
- {
- if(ba.actionType != Battle::WALK && ba.actionType != Battle::END_TACTIC_PHASE
- && ba.actionType != Battle::RETREAT && ba.actionType != Battle::SURRENDER)
- ERROR_AND_RETURN;
- if(gh->connections[b->sides[b->tacticsSide]] != c)
- ERROR_AND_RETURN;
- }
- else if(gh->connections[b->battleGetStackByID(b->activeStack)->owner] != c)
- ERROR_AND_RETURN;
- return gh->makeBattleAction(ba);
- }
- bool MakeCustomAction::applyGh( CGameHandler *gh )
- {
- const BattleInfo *b = GS(gh)->curB;
- if(!b) ERROR_AND_RETURN;
- if(b->tacticDistance) ERROR_AND_RETURN;
- const CStack *active = GS(gh)->curB->battleGetStackByID(GS(gh)->curB->activeStack);
- if(!active) ERROR_AND_RETURN;
- if(gh->connections[active->owner] != c) ERROR_AND_RETURN;
- if(ba.actionType != Battle::HERO_SPELL) ERROR_AND_RETURN;
- return gh->makeCustomAction(ba);
- }
- bool DigWithHero::applyGh( CGameHandler *gh )
- {
- ERROR_IF_NOT_OWNS(id);
- return gh->dig(gh->getHero(id));
- }
- bool CastAdvSpell::applyGh( CGameHandler *gh )
- {
- ERROR_IF_NOT_OWNS(hid);
- return gh->castSpell(gh->getHero(hid), sid, pos);
- }
- bool PlayerMessage::applyGh( CGameHandler *gh )
- {
- ERROR_IF_NOT(player);
- if(gh->getPlayerAt(c) != player) ERROR_AND_RETURN;
- gh->playerMessage(player,text);
- return true;
- }
- bool SetSelection::applyGh( CGameHandler *gh )
- {
- ERROR_IF_NOT(player);
- if(!gh->getObj(id))
- {
- tlog1 << "No such object...\n";
- ERROR_AND_RETURN;
- }
- gh->sendAndApply(this);
- return true;
- }
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