NetPacksServer.cpp 6.5 KB

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  1. #include "stdafx.h"
  2. #include "../lib/NetPacks.h"
  3. #include "CGameHandler.h"
  4. #include "../lib/CObjectHandler.h"
  5. #include "../lib/IGameCallback.h"
  6. #include "../lib/map.h"
  7. #include "../lib/CGameState.h"
  8. #include "../lib/BattleState.h"
  9. #include "../lib/BattleAction.h"
  10. #define PLAYER_OWNS(id) (gh->getPlayerAt(c)==gh->getOwner(id))
  11. #define ERROR_AND_RETURN do {if(c) *c << &SystemMessage("You are not allowed to perform this action!"); \
  12. tlog1<<"Player is not allowed to perform this action!\n"; \
  13. return false;} while(0)
  14. #define ERROR_IF_NOT_OWNS(id) if(!PLAYER_OWNS(id)) ERROR_AND_RETURN
  15. #define COMPLAIN_AND_RETURN(txt) { gh->complain(txt); ERROR_AND_RETURN; }
  16. /*
  17. * NetPacksServer.cpp, part of VCMI engine
  18. *
  19. * Authors: listed in file AUTHORS in main folder
  20. *
  21. * License: GNU General Public License v2.0 or later
  22. * Full text of license available in license.txt file, in main folder
  23. *
  24. */
  25. CGameState* CPackForServer::GS(CGameHandler *gh)
  26. {
  27. return gh->gs;
  28. }
  29. bool SaveGame::applyGh( CGameHandler *gh )
  30. {
  31. //gh->sendMessageTo(*c,"Saving...");
  32. gh->save(fname);
  33. gh->sendMessageTo(*c,"Game has been saved as " + fname);
  34. return true;
  35. }
  36. bool CloseServer::applyGh( CGameHandler *gh )
  37. {
  38. gh->close();
  39. return true;
  40. }
  41. bool EndTurn::applyGh( CGameHandler *gh )
  42. {
  43. if(gh->getPlayerAt(c) != GS(gh)->currentPlayer)
  44. ERROR_AND_RETURN;
  45. gh->states.setFlag(GS(gh)->currentPlayer,&PlayerStatus::makingTurn,false);
  46. return true;
  47. }
  48. bool DismissHero::applyGh( CGameHandler *gh )
  49. {
  50. ERROR_IF_NOT_OWNS(hid);
  51. return gh->removeObject(hid);
  52. }
  53. bool MoveHero::applyGh( CGameHandler *gh )
  54. {
  55. ERROR_IF_NOT_OWNS(hid);
  56. return gh->moveHero(hid,dest,0,gh->getPlayerAt(c));
  57. }
  58. bool CastleTeleportHero::applyGh( CGameHandler *gh )
  59. {
  60. ERROR_IF_NOT_OWNS(hid);
  61. return gh->teleportHero(hid,dest,source,gh->getPlayerAt(c));
  62. }
  63. bool ArrangeStacks::applyGh( CGameHandler *gh )
  64. {
  65. //checks for owning in the gh func
  66. return gh->arrangeStacks(id1,id2,what,p1,p2,val,gh->getPlayerAt(c));
  67. }
  68. bool DisbandCreature::applyGh( CGameHandler *gh )
  69. {
  70. ERROR_IF_NOT_OWNS(id);
  71. return gh->disbandCreature(id,pos);
  72. }
  73. bool BuildStructure::applyGh( CGameHandler *gh )
  74. {
  75. ERROR_IF_NOT_OWNS(tid);
  76. return gh->buildStructure(tid,bid);
  77. }
  78. bool RecruitCreatures::applyGh( CGameHandler *gh )
  79. {
  80. return gh->recruitCreatures(tid,crid,amount,level);
  81. }
  82. bool UpgradeCreature::applyGh( CGameHandler *gh )
  83. {
  84. ERROR_IF_NOT_OWNS(id);
  85. return gh->upgradeCreature(id,pos,cid);
  86. }
  87. bool GarrisonHeroSwap::applyGh( CGameHandler *gh )
  88. {
  89. const CGTownInstance * town = gh->getTown(tid);
  90. if (!PLAYER_OWNS(tid) && !( town->garrisonHero && PLAYER_OWNS(town->garrisonHero->id) ) )
  91. ERROR_AND_RETURN;//neither town nor garrisoned hero (if present) is ours
  92. return gh->garrisonSwap(tid);
  93. }
  94. bool ExchangeArtifacts::applyGh( CGameHandler *gh )
  95. {
  96. ERROR_IF_NOT_OWNS(hid1);//second hero can be ally
  97. return gh->moveArtifact(hid1,hid2,slot1,slot2);
  98. }
  99. bool AssembleArtifacts::applyGh( CGameHandler *gh )
  100. {
  101. ERROR_IF_NOT_OWNS(heroID);
  102. return gh->assembleArtifacts(heroID, artifactSlot, assemble, assembleTo);
  103. }
  104. bool BuyArtifact::applyGh( CGameHandler *gh )
  105. {
  106. ERROR_IF_NOT_OWNS(hid);
  107. return gh->buyArtifact(hid,aid);
  108. }
  109. bool TradeOnMarketplace::applyGh( CGameHandler *gh )
  110. {
  111. //market must be owned or visited
  112. const IMarket *m = IMarket::castFrom(market);
  113. if(!m)
  114. COMPLAIN_AND_RETURN("market is not-a-market! :/");
  115. ui8 player = market->tempOwner;
  116. if(player >= PLAYER_LIMIT)
  117. player = gh->getTile(market->visitablePos())->visitableObjects.back()->tempOwner;
  118. if(player >= PLAYER_LIMIT)
  119. COMPLAIN_AND_RETURN("No player can use this market!");
  120. if(hero && (player != hero->tempOwner || hero->visitablePos() != market->visitablePos()))
  121. COMPLAIN_AND_RETURN("This hero can't use this marketplace!");
  122. if(gh->getPlayerAt(c) != player)
  123. ERROR_AND_RETURN;
  124. switch(mode)
  125. {
  126. case RESOURCE_RESOURCE:
  127. return gh->tradeResources(m, val, player, r1, r2);
  128. case RESOURCE_PLAYER:
  129. return gh->sendResources(val, player, r1, r2);
  130. case CREATURE_RESOURCE:
  131. if(!hero)
  132. COMPLAIN_AND_RETURN("Only hero can sell creatures!");
  133. return gh->sellCreatures(val, m, hero, r1, r2);
  134. case RESOURCE_ARTIFACT:
  135. if(!hero)
  136. COMPLAIN_AND_RETURN("Only hero can buy artifacts!");
  137. return gh->buyArtifact(m, hero, r1, r2);
  138. case CREATURE_UNDEAD:
  139. return gh->transformInUndead(m, hero, r1);
  140. case RESOURCE_SKILL:
  141. return gh->buySecSkill(m, hero, r2);
  142. case CREATURE_EXP:
  143. return gh->sacrificeCreatures(m, hero, r1, val);
  144. case ARTIFACT_EXP:
  145. return gh->sacrificeArtifact(m, hero, r1);
  146. default:
  147. COMPLAIN_AND_RETURN("Unknown exchange mode!");
  148. }
  149. }
  150. bool SetFormation::applyGh( CGameHandler *gh )
  151. {
  152. ERROR_IF_NOT_OWNS(hid);
  153. return gh->setFormation(hid,formation);
  154. }
  155. bool HireHero::applyGh( CGameHandler *gh )
  156. {
  157. const CGObjectInstance *obj = gh->getObj(tid);
  158. if(obj->ID == TOWNI_TYPE)
  159. ERROR_IF_NOT_OWNS(tid);
  160. //TODO check for visiting hero
  161. return gh->hireHero(obj, hid,player);
  162. }
  163. bool BuildBoat::applyGh( CGameHandler *gh )
  164. {
  165. ERROR_IF_NOT_OWNS(objid);
  166. return gh->buildBoat(objid);
  167. }
  168. bool QueryReply::applyGh( CGameHandler *gh )
  169. {
  170. //TODO - check if player matches the query
  171. return gh->queryReply(qid,answer);
  172. }
  173. bool MakeAction::applyGh( CGameHandler *gh )
  174. {
  175. const BattleInfo *b = GS(gh)->curB;
  176. if(!b) ERROR_AND_RETURN;
  177. if(b->tacticDistance)
  178. {
  179. if(ba.actionType != BattleAction::WALK && ba.actionType != BattleAction::END_TACTIC_PHASE)
  180. ERROR_AND_RETURN;
  181. if(gh->connections[b->sides[b->tacticsSide]] != c)
  182. ERROR_AND_RETURN;
  183. }
  184. else if(gh->connections[b->getStack(b->activeStack)->owner] != c)
  185. ERROR_AND_RETURN;
  186. return gh->makeBattleAction(ba);
  187. }
  188. bool MakeCustomAction::applyGh( CGameHandler *gh )
  189. {
  190. if(!GS(gh)->curB) ERROR_AND_RETURN;
  191. if(gh->connections[GS(gh)->curB->getStack(GS(gh)->curB->activeStack)->owner] != c) ERROR_AND_RETURN;
  192. return gh->makeCustomAction(ba);
  193. }
  194. bool DigWithHero::applyGh( CGameHandler *gh )
  195. {
  196. ERROR_IF_NOT_OWNS(id);
  197. return gh->dig(gh->getHero(id));
  198. }
  199. bool CastAdvSpell::applyGh( CGameHandler *gh )
  200. {
  201. ERROR_IF_NOT_OWNS(hid);
  202. return gh->castSpell(gh->getHero(hid), sid, pos);
  203. }
  204. bool PlayerMessage::applyGh( CGameHandler *gh )
  205. {
  206. if(gh->getPlayerAt(c) != player) ERROR_AND_RETURN;
  207. gh->playerMessage(player,text);
  208. return true;
  209. }
  210. bool SetSelection::applyGh( CGameHandler *gh )
  211. {
  212. if(gh->getPlayerAt(c) != player) ERROR_AND_RETURN;
  213. if(!gh->getObj(id)) ERROR_AND_RETURN;
  214. gh->sendAndApply(this);
  215. return true;
  216. }