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vcmi/server/NetPacksServer.cpp

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/*
* 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
*
*/
#include "StdInc.h"
#include "ServerNetPackVisitors.h"
#include "CGameHandler.h"
#include "HeroPoolProcessor.h"
#include "PlayerMessageProcessor.h"
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#include "../lib/IGameCallback.h"
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#include "../lib/mapObjects/CGTownInstance.h"
#include "../lib/gameState/CGameState.h"
#include "../lib/battle/BattleInfo.h"
#include "../lib/battle/BattleAction.h"
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
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#include "../lib/battle/Unit.h"
#include "../lib/serializer/Connection.h"
#include "../lib/spells/CSpellHandler.h"
#include "../lib/spells/ISpellMechanics.h"
#include "../lib/serializer/Cast.h"
void ApplyGhNetPackVisitor::visitSaveGame(SaveGame & pack)
{
gh.save(pack.fname);
logGlobal->info("Game has been saved as %s", pack.fname);
result = true;
}
void ApplyGhNetPackVisitor::visitEndTurn(EndTurn & pack)
{
PlayerColor currentPlayer = gs.currentPlayer;
if(pack.player != currentPlayer)
{
if(gh.getPlayerStatus(pack.player) == EPlayerStatus::INGAME)
gh.throwAndComplain(&pack, "pack.player attempted to end turn for another pack.player!");
logGlobal->debug("pack.player attempted to end turn after game over. Ignoring this request.");
result = true;
return;
}
gh.throwOnWrongPlayer(&pack, pack.player);
if(gh.queries.topQuery(pack.player))
gh.throwAndComplain(&pack, "Cannot end turn before resolving queries!");
gh.states.setFlag(gs.currentPlayer, &PlayerStatus::makingTurn, false);
result = true;
}
void ApplyGhNetPackVisitor::visitDismissHero(DismissHero & pack)
{
gh.throwOnWrongOwner(&pack, pack.hid);
result = gh.removeObject(gh.getObj(pack.hid));
}
void ApplyGhNetPackVisitor::visitMoveHero(MoveHero & pack)
{
gh.throwOnWrongOwner(&pack, pack.hid);
result = gh.moveHero(pack.hid, pack.dest, 0, pack.transit, gh.getPlayerAt(pack.c));
}
void ApplyGhNetPackVisitor::visitCastleTeleportHero(CastleTeleportHero & pack)
{
gh.throwOnWrongOwner(&pack, pack.hid);
result = gh.teleportHero(pack.hid, pack.dest, pack.source, gh.getPlayerAt(pack.c));
}
void ApplyGhNetPackVisitor::visitArrangeStacks(ArrangeStacks & pack)
{
//checks for owning in the gh func
result = gh.arrangeStacks(pack.id1, pack.id2, pack.what, pack.p1, pack.p2, pack.val, gh.getPlayerAt(pack.c));
}
void ApplyGhNetPackVisitor::visitBulkMoveArmy(BulkMoveArmy & pack)
{
result = gh.bulkMoveArmy(pack.srcArmy, pack.destArmy, pack.srcSlot);
}
void ApplyGhNetPackVisitor::visitBulkSplitStack(BulkSplitStack & pack)
{
result = gh.bulkSplitStack(pack.src, pack.srcOwner, pack.amount);
}
void ApplyGhNetPackVisitor::visitBulkMergeStacks(BulkMergeStacks & pack)
{
result = gh.bulkMergeStacks(pack.src, pack.srcOwner);
}
void ApplyGhNetPackVisitor::visitBulkSmartSplitStack(BulkSmartSplitStack & pack)
{
result = gh.bulkSmartSplitStack(pack.src, pack.srcOwner);
}
void ApplyGhNetPackVisitor::visitDisbandCreature(DisbandCreature & pack)
{
gh.throwOnWrongOwner(&pack, pack.id);
result = gh.disbandCreature(pack.id, pack.pos);
}
void ApplyGhNetPackVisitor::visitBuildStructure(BuildStructure & pack)
{
gh.throwOnWrongOwner(&pack, pack.tid);
result = gh.buildStructure(pack.tid, pack.bid);
}
void ApplyGhNetPackVisitor::visitRecruitCreatures(RecruitCreatures & pack)
{
result = gh.recruitCreatures(pack.tid, pack.dst, pack.crid, pack.amount, pack.level);
}
void ApplyGhNetPackVisitor::visitUpgradeCreature(UpgradeCreature & pack)
{
gh.throwOnWrongOwner(&pack, pack.id);
result = gh.upgradeCreature(pack.id, pack.pos, pack.cid);
}
void ApplyGhNetPackVisitor::visitGarrisonHeroSwap(GarrisonHeroSwap & pack)
{
const CGTownInstance * town = gh.getTown(pack.tid);
if(!gh.isPlayerOwns(&pack, pack.tid) && !(town->garrisonHero && gh.isPlayerOwns(&pack, town->garrisonHero->id)))
gh.throwNotAllowedAction(&pack); //neither town nor garrisoned hero (if present) is ours
result = gh.garrisonSwap(pack.tid);
}
void ApplyGhNetPackVisitor::visitExchangeArtifacts(ExchangeArtifacts & pack)
{
gh.throwOnWrongPlayer(&pack, pack.src.owningPlayer()); //second hero can be ally
result = gh.moveArtifact(pack.src, pack.dst);
}
void ApplyGhNetPackVisitor::visitBulkExchangeArtifacts(BulkExchangeArtifacts & pack)
{
const CGHeroInstance * pSrcHero = gh.getHero(pack.srcHero);
gh.throwOnWrongPlayer(&pack, pSrcHero->getOwner());
result = gh.bulkMoveArtifacts(pack.srcHero, pack.dstHero, pack.swap);
}
void ApplyGhNetPackVisitor::visitAssembleArtifacts(AssembleArtifacts & pack)
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{
gh.throwOnWrongOwner(&pack, pack.heroID);
result = gh.assembleArtifacts(pack.heroID, pack.artifactSlot, pack.assemble, pack.assembleTo);
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}
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void ApplyGhNetPackVisitor::visitEraseArtifactByClient(EraseArtifactByClient & pack)
{
gh.throwOnWrongPlayer(&pack, pack.al.owningPlayer());
result = gh.eraseArtifactByClient(pack.al);
}
void ApplyGhNetPackVisitor::visitBuyArtifact(BuyArtifact & pack)
{
gh.throwOnWrongOwner(&pack, pack.hid);
result = gh.buyArtifact(pack.hid, pack.aid);
}
void ApplyGhNetPackVisitor::visitTradeOnMarketplace(TradeOnMarketplace & pack)
{
const CGObjectInstance * market = gh.getObj(pack.marketId);
if(!market)
gh.throwAndComplain(&pack, "Invalid market object");
const CGHeroInstance * hero = gh.getHero(pack.heroId);
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//market must be owned or visited
const IMarket * m = IMarket::castFrom(market);
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if(!m)
gh.throwAndComplain(&pack, "market is not-a-market! :/");
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PlayerColor player = market->tempOwner;
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if(player >= PlayerColor::PLAYER_LIMIT)
player = gh.getTile(market->visitablePos())->visitableObjects.back()->tempOwner;
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if(player >= PlayerColor::PLAYER_LIMIT)
gh.throwAndComplain(&pack, "No player can use this market!");
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bool allyTownSkillTrade = (pack.mode == EMarketMode::RESOURCE_SKILL && gh.getPlayerRelations(player, hero->tempOwner) == PlayerRelations::ALLIES);
if(hero && (!(player == hero->tempOwner || allyTownSkillTrade)
|| hero->visitablePos() != market->visitablePos()))
gh.throwAndComplain(&pack, "This hero can't use this marketplace!");
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if(!allyTownSkillTrade)
gh.throwOnWrongPlayer(&pack, player);
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result = true;
switch(pack.mode)
{
case EMarketMode::RESOURCE_RESOURCE:
for(int i = 0; i < pack.r1.size(); ++i)
result &= gh.tradeResources(m, pack.val[i], player, pack.r1[i], pack.r2[i]);
break;
case EMarketMode::RESOURCE_PLAYER:
for(int i = 0; i < pack.r1.size(); ++i)
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result &= gh.sendResources(pack.val[i], player, GameResID(pack.r1[i]), PlayerColor(pack.r2[i]));
break;
case EMarketMode::CREATURE_RESOURCE:
for(int i = 0; i < pack.r1.size(); ++i)
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result &= gh.sellCreatures(pack.val[i], m, hero, SlotID(pack.r1[i]), GameResID(pack.r2[i]));
break;
case EMarketMode::RESOURCE_ARTIFACT:
for(int i = 0; i < pack.r1.size(); ++i)
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result &= gh.buyArtifact(m, hero, GameResID(pack.r1[i]), ArtifactID(pack.r2[i]));
break;
case EMarketMode::ARTIFACT_RESOURCE:
for(int i = 0; i < pack.r1.size(); ++i)
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result &= gh.sellArtifact(m, hero, ArtifactInstanceID(pack.r1[i]), GameResID(pack.r2[i]));
break;
case EMarketMode::CREATURE_UNDEAD:
for(int i = 0; i < pack.r1.size(); ++i)
result &= gh.transformInUndead(m, hero, SlotID(pack.r1[i]));
break;
case EMarketMode::RESOURCE_SKILL:
for(int i = 0; i < pack.r2.size(); ++i)
result &= gh.buySecSkill(m, hero, SecondarySkill(pack.r2[i]));
break;
case EMarketMode::CREATURE_EXP:
{
std::vector<SlotID> slotIDs(pack.r1.begin(), pack.r1.end());
std::vector<ui32> count(pack.val.begin(), pack.val.end());
result = gh.sacrificeCreatures(m, hero, slotIDs, count);
return;
}
case EMarketMode::ARTIFACT_EXP:
{
std::vector<ArtifactPosition> positions(pack.r1.begin(), pack.r1.end());
result = gh.sacrificeArtifact(m, hero, positions);
return;
}
default:
gh.throwAndComplain(&pack, "Unknown exchange pack.mode!");
}
}
void ApplyGhNetPackVisitor::visitSetFormation(SetFormation & pack)
{
gh.throwOnWrongOwner(&pack, pack.hid);
result = gh.setFormation(pack.hid, pack.formation);
}
void ApplyGhNetPackVisitor::visitHireHero(HireHero & pack)
{
if (!gh.hasPlayerAt(pack.player, pack.c))
gh.throwAndComplain(&pack, "No such pack.player!");
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result = gh.heroPool->hireHero(pack.tid, pack.hid, pack.player);
}
void ApplyGhNetPackVisitor::visitBuildBoat(BuildBoat & pack)
{
if(gh.getPlayerRelations(gh.getOwner(pack.objid), gh.getPlayerAt(pack.c)) == PlayerRelations::ENEMIES)
gh.throwAndComplain(&pack, "Can't build boat at enemy shipyard");
result = gh.buildBoat(pack.objid, gh.getPlayerAt(pack.c));
}
void ApplyGhNetPackVisitor::visitQueryReply(QueryReply & pack)
{
auto playerToConnection = gh.connections.find(pack.player);
if(playerToConnection == gh.connections.end())
gh.throwAndComplain(&pack, "No such pack.player!");
if(!vstd::contains(playerToConnection->second, pack.c))
gh.throwAndComplain(&pack, "Message came from wrong connection!");
if(pack.qid == QueryID(-1))
gh.throwAndComplain(&pack, "Cannot answer the query with pack.id -1!");
assert(vstd::contains(gh.states.players, pack.player));
result = gh.queryReply(pack.qid, pack.reply, pack.player);
}
void ApplyGhNetPackVisitor::visitMakeAction(MakeAction & pack)
{
boost::unique_lock lock(gh.battleActionMutex);
const BattleInfo * b = gs.curB;
if(!b)
gh.throwAndComplain(&pack, "Can not make action - there is no battle ongoing!");
if(b->tacticDistance)
{
if(pack.ba.actionType != EActionType::WALK && pack.ba.actionType != EActionType::END_TACTIC_PHASE
&& pack.ba.actionType != EActionType::RETREAT && pack.ba.actionType != EActionType::SURRENDER)
gh.throwAndComplain(&pack, "Can not make actions while in tactics mode!");
if(!vstd::contains(gh.connections[b->sides[b->tacticsSide].color], pack.c))
gh.throwAndComplain(&pack, "Can not make actions in battles you are not part of!");
}
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
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else
{
auto active = b->battleActiveUnit();
if(!active)
gh.throwAndComplain(&pack, "No active unit in battle!");
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
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auto unitOwner = b->battleGetOwner(active);
if(!vstd::contains(gh.connections[unitOwner], pack.c))
gh.throwAndComplain(&pack, "Can not make actions in battles you are not part of!");
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
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}
result = gh.makeBattleAction(pack.ba);
}
void ApplyGhNetPackVisitor::visitMakeCustomAction(MakeCustomAction & pack)
{
boost::unique_lock lock(gh.battleActionMutex);
const BattleInfo * b = gs.curB;
if(!b)
gh.throwNotAllowedAction(&pack);
if(b->tacticDistance)
gh.throwNotAllowedAction(&pack);
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
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auto active = b->battleActiveUnit();
if(!active)
gh.throwNotAllowedAction(&pack);
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
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auto unitOwner = b->battleGetOwner(active);
if(!vstd::contains(gh.connections[unitOwner], pack.c))
gh.throwNotAllowedAction(&pack);
if(pack.ba.actionType != EActionType::HERO_SPELL)
gh.throwNotAllowedAction(&pack);
result = gh.makeCustomAction(pack.ba);
}
void ApplyGhNetPackVisitor::visitDigWithHero(DigWithHero & pack)
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{
gh.throwOnWrongOwner(&pack, pack.id);
result = gh.dig(gh.getHero(pack.id));
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}
void ApplyGhNetPackVisitor::visitCastAdvSpell(CastAdvSpell & pack)
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{
gh.throwOnWrongOwner(&pack, pack.hid);
const CSpell * s = pack.sid.toSpell();
if(!s)
gh.throwNotAllowedAction(&pack);
const CGHeroInstance * h = gh.getHero(pack.hid);
if(!h)
gh.throwNotAllowedAction(&pack);
AdventureSpellCastParameters p;
p.caster = h;
p.pos = pack.pos;
result = s->adventureCast(gh.spellEnv, p);
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}
void ApplyGhNetPackVisitor::visitPlayerMessage(PlayerMessage & pack)
{
if(!pack.player.isSpectator()) // TODO: clearly not a great way to verify permissions
gh.throwOnWrongPlayer(&pack, pack.player);
gh.playerMessages->playerMessage(pack.player, pack.text, pack.currObj);
result = true;
}