NetPacksServer.cpp 7.3 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 \
  12. do { if(c) { \
  13. SystemMessage temp_message("You are not allowed to perform this action!"); \
  14. *c << &temp_message; \
  15. } \
  16. tlog1<<"Player is not allowed to perform this action!\n"; \
  17. return false;} while(0)
  18. #define WRONG_PLAYER_MSG(expectedplayer) do {std::ostringstream oss;\
  19. oss << "You were identified as player " << (int)gh->getPlayerAt(c) << " while expecting " << (int)expectedplayer;\
  20. tlog1 << oss.str() << std::endl; \
  21. if(c) { SystemMessage temp_message(oss.str()); *c << &temp_message; } } while(0)
  22. #define ERROR_IF_NOT_OWNS(id) do{if(!PLAYER_OWNS(id)){WRONG_PLAYER_MSG(gh->getOwner(id)); ERROR_AND_RETURN; }}while(0)
  23. #define ERROR_IF_NOT(player) do{if(player != gh->getPlayerAt(c)){WRONG_PLAYER_MSG(player); ERROR_AND_RETURN; }}while(0)
  24. #define COMPLAIN_AND_RETURN(txt) { gh->complain(txt); ERROR_AND_RETURN; }
  25. /*
  26. * NetPacksServer.cpp, part of VCMI engine
  27. *
  28. * Authors: listed in file AUTHORS in main folder
  29. *
  30. * License: GNU General Public License v2.0 or later
  31. * Full text of license available in license.txt file, in main folder
  32. *
  33. */
  34. CGameState* CPackForServer::GS(CGameHandler *gh)
  35. {
  36. return gh->gs;
  37. }
  38. bool SaveGame::applyGh( CGameHandler *gh )
  39. {
  40. //gh->sendMessageTo(*c,"Saving...");
  41. gh->save(fname);
  42. gh->sendMessageTo(*c,"Game has been saved as " + fname);
  43. return true;
  44. }
  45. bool CommitPackage::applyGh( CGameHandler *gh )
  46. {
  47. gh->sendAndApply(packToCommit);
  48. return true;
  49. }
  50. bool CloseServer::applyGh( CGameHandler *gh )
  51. {
  52. gh->close();
  53. return true;
  54. }
  55. bool EndTurn::applyGh( CGameHandler *gh )
  56. {
  57. ERROR_IF_NOT(GS(gh)->currentPlayer);
  58. gh->states.setFlag(GS(gh)->currentPlayer,&PlayerStatus::makingTurn,false);
  59. return true;
  60. }
  61. bool DismissHero::applyGh( CGameHandler *gh )
  62. {
  63. ERROR_IF_NOT_OWNS(hid);
  64. return gh->removeObject(hid);
  65. }
  66. bool MoveHero::applyGh( CGameHandler *gh )
  67. {
  68. ERROR_IF_NOT_OWNS(hid);
  69. return gh->moveHero(hid,dest,0,gh->getPlayerAt(c));
  70. }
  71. bool CastleTeleportHero::applyGh( CGameHandler *gh )
  72. {
  73. ERROR_IF_NOT_OWNS(hid);
  74. return gh->teleportHero(hid,dest,source,gh->getPlayerAt(c));
  75. }
  76. bool ArrangeStacks::applyGh( CGameHandler *gh )
  77. {
  78. //checks for owning in the gh func
  79. return gh->arrangeStacks(id1,id2,what,p1,p2,val,gh->getPlayerAt(c));
  80. }
  81. bool DisbandCreature::applyGh( CGameHandler *gh )
  82. {
  83. ERROR_IF_NOT_OWNS(id);
  84. return gh->disbandCreature(id,pos);
  85. }
  86. bool BuildStructure::applyGh( CGameHandler *gh )
  87. {
  88. ERROR_IF_NOT_OWNS(tid);
  89. return gh->buildStructure(tid,bid);
  90. }
  91. bool RecruitCreatures::applyGh( CGameHandler *gh )
  92. {
  93. return gh->recruitCreatures(tid,crid,amount,level);
  94. }
  95. bool UpgradeCreature::applyGh( CGameHandler *gh )
  96. {
  97. ERROR_IF_NOT_OWNS(id);
  98. return gh->upgradeCreature(id,pos,cid);
  99. }
  100. bool GarrisonHeroSwap::applyGh( CGameHandler *gh )
  101. {
  102. const CGTownInstance * town = gh->getTown(tid);
  103. if (!PLAYER_OWNS(tid) && !( town->garrisonHero && PLAYER_OWNS(town->garrisonHero->id) ) )
  104. ERROR_AND_RETURN;//neither town nor garrisoned hero (if present) is ours
  105. return gh->garrisonSwap(tid);
  106. }
  107. bool ExchangeArtifacts::applyGh( CGameHandler *gh )
  108. {
  109. ERROR_IF_NOT_OWNS(hid1);//second hero can be ally
  110. return gh->moveArtifact(hid1,hid2,slot1,slot2);
  111. }
  112. bool AssembleArtifacts::applyGh( CGameHandler *gh )
  113. {
  114. ERROR_IF_NOT_OWNS(heroID);
  115. return gh->assembleArtifacts(heroID, artifactSlot, assemble, assembleTo);
  116. }
  117. bool BuyArtifact::applyGh( CGameHandler *gh )
  118. {
  119. ERROR_IF_NOT_OWNS(hid);
  120. return gh->buyArtifact(hid,aid);
  121. }
  122. bool TradeOnMarketplace::applyGh( CGameHandler *gh )
  123. {
  124. //market must be owned or visited
  125. const IMarket *m = IMarket::castFrom(market);
  126. if(!m)
  127. COMPLAIN_AND_RETURN("market is not-a-market! :/");
  128. ui8 player = market->tempOwner;
  129. if(player >= PLAYER_LIMIT)
  130. player = gh->getTile(market->visitablePos())->visitableObjects.back()->tempOwner;
  131. if(player >= PLAYER_LIMIT)
  132. COMPLAIN_AND_RETURN("No player can use this market!");
  133. if(hero && (player != hero->tempOwner || hero->visitablePos() != market->visitablePos()))
  134. COMPLAIN_AND_RETURN("This hero can't use this marketplace!");
  135. ERROR_IF_NOT(player);
  136. switch(mode)
  137. {
  138. case RESOURCE_RESOURCE:
  139. return gh->tradeResources(m, val, player, r1, r2);
  140. case RESOURCE_PLAYER:
  141. return gh->sendResources(val, player, r1, r2);
  142. case CREATURE_RESOURCE:
  143. if(!hero)
  144. COMPLAIN_AND_RETURN("Only hero can sell creatures!");
  145. return gh->sellCreatures(val, m, hero, r1, r2);
  146. case RESOURCE_ARTIFACT:
  147. if(!hero)
  148. COMPLAIN_AND_RETURN("Only hero can buy artifacts!");
  149. return gh->buyArtifact(m, hero, r1, r2);
  150. case ARTIFACT_RESOURCE:
  151. if(!hero)
  152. COMPLAIN_AND_RETURN("Only hero can sell artifacts!");
  153. return gh->sellArtifact(m, hero, r1, r2);
  154. case CREATURE_UNDEAD:
  155. return gh->transformInUndead(m, hero, r1);
  156. case RESOURCE_SKILL:
  157. return gh->buySecSkill(m, hero, r2);
  158. case CREATURE_EXP:
  159. return gh->sacrificeCreatures(m, hero, r1, val);
  160. case ARTIFACT_EXP:
  161. return gh->sacrificeArtifact(m, hero, r1);
  162. default:
  163. COMPLAIN_AND_RETURN("Unknown exchange mode!");
  164. }
  165. }
  166. bool SetFormation::applyGh( CGameHandler *gh )
  167. {
  168. ERROR_IF_NOT_OWNS(hid);
  169. return gh->setFormation(hid,formation);
  170. }
  171. bool HireHero::applyGh( CGameHandler *gh )
  172. {
  173. const CGObjectInstance *obj = gh->getObj(tid);
  174. if(obj->ID == TOWNI_TYPE)
  175. ERROR_IF_NOT_OWNS(tid);
  176. //TODO check for visiting hero
  177. return gh->hireHero(obj, hid,player);
  178. }
  179. bool BuildBoat::applyGh( CGameHandler *gh )
  180. {
  181. ERROR_IF_NOT_OWNS(objid);
  182. return gh->buildBoat(objid);
  183. }
  184. bool QueryReply::applyGh( CGameHandler *gh )
  185. {
  186. //TODO - check if player matches the query
  187. return gh->queryReply(qid,answer);
  188. }
  189. bool MakeAction::applyGh( CGameHandler *gh )
  190. {
  191. const BattleInfo *b = GS(gh)->curB;
  192. if(!b) ERROR_AND_RETURN;
  193. if(b->tacticDistance)
  194. {
  195. if(ba.actionType != BattleAction::WALK && ba.actionType != BattleAction::END_TACTIC_PHASE)
  196. ERROR_AND_RETURN;
  197. if(gh->connections[b->sides[b->tacticsSide]] != c)
  198. ERROR_AND_RETURN;
  199. }
  200. else if(gh->connections[b->getStack(b->activeStack)->owner] != c)
  201. ERROR_AND_RETURN;
  202. return gh->makeBattleAction(ba);
  203. }
  204. bool MakeCustomAction::applyGh( CGameHandler *gh )
  205. {
  206. if(!GS(gh)->curB) ERROR_AND_RETURN;
  207. if(gh->connections[GS(gh)->curB->getStack(GS(gh)->curB->activeStack)->owner] != c) ERROR_AND_RETURN;
  208. return gh->makeCustomAction(ba);
  209. }
  210. bool DigWithHero::applyGh( CGameHandler *gh )
  211. {
  212. ERROR_IF_NOT_OWNS(id);
  213. return gh->dig(gh->getHero(id));
  214. }
  215. bool CastAdvSpell::applyGh( CGameHandler *gh )
  216. {
  217. ERROR_IF_NOT_OWNS(hid);
  218. return gh->castSpell(gh->getHero(hid), sid, pos);
  219. }
  220. bool PlayerMessage::applyGh( CGameHandler *gh )
  221. {
  222. ERROR_IF_NOT(player);
  223. if(gh->getPlayerAt(c) != player) ERROR_AND_RETURN;
  224. gh->playerMessage(player,text);
  225. return true;
  226. }
  227. bool SetSelection::applyGh( CGameHandler *gh )
  228. {
  229. ERROR_IF_NOT(player);
  230. if(!gh->getObj(id))
  231. {
  232. tlog1 << "No such object...\n";
  233. ERROR_AND_RETURN;
  234. }
  235. gh->sendAndApply(this);
  236. return true;
  237. }