#include "StdInc.h" #include "../lib/NetPacks.h" #include "CGameHandler.h" #include "../lib/CObjectHandler.h" #include "../lib/IGameCallback.h" #include "../lib/map.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!"); \ *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()); *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_OWNS(hid1);//second hero can be ally if (hid1) { //TODO: polymorph if (hid2) return gh->moveArtifact(hid1,hid2,slot1,slot2); else return gh->moveArtifact(hid1,s2,slot1,slot2); } else { if (hid2) return gh->moveArtifact(s1,hid2,slot1,slot2); else return gh->moveArtifact(s1,s2,slot1,slot2); } } 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 == GameConstants::TOWNI_TYPE) 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 ) { ERROR_IF_NOT(player); 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 != BattleAction::WALK && ba.actionType != BattleAction::END_TACTIC_PHASE && ba.actionType != BattleAction::RETREAT && ba.actionType != BattleAction::SURRENDER) ERROR_AND_RETURN; if(gh->connections[b->sides[b->tacticsSide]] != c) ERROR_AND_RETURN; } else if(gh->connections[b->getStack(b->activeStack)->owner] != c) ERROR_AND_RETURN; return gh->makeBattleAction(ba); } bool MakeCustomAction::applyGh( CGameHandler *gh ) { if(!GS(gh)->curB) ERROR_AND_RETURN; if(gh->connections[GS(gh)->curB->getStack(GS(gh)->curB->activeStack)->owner] != c) 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; }