mirror of
https://github.com/vcmi/vcmi.git
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389 lines
11 KiB
C++
389 lines
11 KiB
C++
/*
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* NetPacksServer.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "../lib/NetPacks.h"
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#include "CGameHandler.h"
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#include "../lib/IGameCallback.h"
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#include "../lib/mapping/CMap.h"
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#include "../lib/CGameState.h"
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#include "../lib/battle/BattleInfo.h"
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#include "../lib/battle/BattleAction.h"
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#include "../lib/battle/Unit.h"
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#include "../lib/serializer/Connection.h"
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#include "../lib/spells/CSpellHandler.h"
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#include "../lib/spells/ISpellMechanics.h"
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#include "../lib/serializer/Cast.h"
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bool CPackForServer::isPlayerOwns(CGameHandler * gh, ObjectInstanceID id)
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{
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return gh->getPlayerAt(c) == gh->getOwner(id);
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}
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void CPackForServer::throwNotAllowedAction()
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{
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if(c)
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{
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SystemMessage temp_message("You are not allowed to perform this action!");
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c->sendPack(&temp_message);
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}
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logNetwork->error("Player is not allowed to perform this action!");
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throw ExceptionNotAllowedAction();
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}
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void CPackForServer::wrongPlayerMessage(CGameHandler * gh, PlayerColor expectedplayer)
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{
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std::ostringstream oss;
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oss << "You were identified as player " << gh->getPlayerAt(c) << " while expecting " << expectedplayer;
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logNetwork->error(oss.str());
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if(c)
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{
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SystemMessage temp_message(oss.str());
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c->sendPack(&temp_message);
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}
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}
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void CPackForServer::throwOnWrongOwner(CGameHandler * gh, ObjectInstanceID id)
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{
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if(!isPlayerOwns(gh, id))
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{
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wrongPlayerMessage(gh, gh->getOwner(id));
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throwNotAllowedAction();
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}
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}
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void CPackForServer::throwOnWrongPlayer(CGameHandler * gh, PlayerColor player)
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{
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if(!gh->hasPlayerAt(player, c) && player != gh->getPlayerAt(c))
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{
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wrongPlayerMessage(gh, player);
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throwNotAllowedAction();
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}
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}
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void CPackForServer::throwAndComplain(CGameHandler * gh, std::string txt)
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{
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gh->complain(txt);
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throwNotAllowedAction();
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}
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CGameState * CPackForServer::GS(CGameHandler * gh)
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{
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return gh->gs;
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}
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bool SaveGame::applyGh(CGameHandler * gh)
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{
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gh->save(fname);
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logGlobal->info("Game has been saved as %s", fname);
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return true;
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}
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bool EndTurn::applyGh(CGameHandler * gh)
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{
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PlayerColor player = GS(gh)->currentPlayer;
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throwOnWrongPlayer(gh, player);
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if(gh->queries.topQuery(player))
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throwAndComplain(gh, "Cannot end turn before resolving queries!");
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gh->states.setFlag(GS(gh)->currentPlayer, &PlayerStatus::makingTurn, false);
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return true;
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}
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bool DismissHero::applyGh(CGameHandler * gh)
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{
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throwOnWrongOwner(gh, hid);
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return gh->removeObject(gh->getObj(hid));
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}
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bool MoveHero::applyGh(CGameHandler * gh)
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{
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throwOnWrongOwner(gh, hid);
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return gh->moveHero(hid, dest, 0, transit, gh->getPlayerAt(c));
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}
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bool CastleTeleportHero::applyGh(CGameHandler * gh)
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{
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throwOnWrongOwner(gh, hid);
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return gh->teleportHero(hid, dest, source, gh->getPlayerAt(c));
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}
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bool ArrangeStacks::applyGh(CGameHandler * gh)
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{
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//checks for owning in the gh func
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return gh->arrangeStacks(id1, id2, what, p1, p2, val, gh->getPlayerAt(c));
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}
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bool BulkMoveArmy::applyGh(CGameHandler * gh)
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{
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return gh->bulkMoveArmy(srcArmy, destArmy, srcSlot);
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}
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bool BulkSplitStack::applyGh(CGameHandler * gh)
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{
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return gh->bulkSplitStack(src, srcOwner, amount);
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}
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bool BulkMergeStacks::applyGh(CGameHandler* gh)
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{
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return gh->bulkMergeStacks(src, srcOwner);
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}
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bool BulkSmartSplitStack::applyGh(CGameHandler * gh)
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{
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return gh->bulkSmartSplitStack(src, srcOwner);
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}
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bool DisbandCreature::applyGh(CGameHandler * gh)
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{
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throwOnWrongOwner(gh, id);
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return gh->disbandCreature(id, pos);
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}
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bool BuildStructure::applyGh(CGameHandler * gh)
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{
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throwOnWrongOwner(gh, tid);
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return gh->buildStructure(tid, bid);
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}
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bool RecruitCreatures::applyGh(CGameHandler * gh)
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{
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return gh->recruitCreatures(tid, dst, crid, amount, level);
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}
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bool UpgradeCreature::applyGh(CGameHandler * gh)
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{
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throwOnWrongOwner(gh, id);
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return gh->upgradeCreature(id, pos, cid);
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}
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bool GarrisonHeroSwap::applyGh(CGameHandler * gh)
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{
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const CGTownInstance * town = gh->getTown(tid);
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if(!isPlayerOwns(gh, tid) && !(town->garrisonHero && isPlayerOwns(gh, town->garrisonHero->id)))
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throwNotAllowedAction(); //neither town nor garrisoned hero (if present) is ours
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return gh->garrisonSwap(tid);
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}
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bool ExchangeArtifacts::applyGh(CGameHandler * gh)
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{
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throwOnWrongPlayer(gh, src.owningPlayer()); //second hero can be ally
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return gh->moveArtifact(src, dst);
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}
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bool AssembleArtifacts::applyGh(CGameHandler * gh)
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{
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throwOnWrongOwner(gh, heroID);
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return gh->assembleArtifacts(heroID, artifactSlot, assemble, assembleTo);
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}
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bool BuyArtifact::applyGh(CGameHandler * gh)
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{
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throwOnWrongOwner(gh, hid);
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return gh->buyArtifact(hid, aid);
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}
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bool TradeOnMarketplace::applyGh(CGameHandler * gh)
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{
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const CGObjectInstance * market = gh->getObj(marketId);
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if(!market)
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throwAndComplain(gh, "Invalid market object");
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const CGHeroInstance * hero = gh->getHero(heroId);
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//market must be owned or visited
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const IMarket * m = IMarket::castFrom(market);
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if(!m)
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throwAndComplain(gh, "market is not-a-market! :/");
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PlayerColor player = market->tempOwner;
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if(player >= PlayerColor::PLAYER_LIMIT)
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player = gh->getTile(market->visitablePos())->visitableObjects.back()->tempOwner;
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if(player >= PlayerColor::PLAYER_LIMIT)
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throwAndComplain(gh, "No player can use this market!");
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bool allyTownSkillTrade = (mode == EMarketMode::RESOURCE_SKILL && gh->getPlayerRelations(player, hero->tempOwner) == PlayerRelations::ALLIES);
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if(hero && (!(player == hero->tempOwner || allyTownSkillTrade)
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|| hero->visitablePos() != market->visitablePos()))
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throwAndComplain(gh, "This hero can't use this marketplace!");
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if(!allyTownSkillTrade)
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throwOnWrongPlayer(gh, player);
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bool result = true;
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switch(mode)
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{
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case EMarketMode::RESOURCE_RESOURCE:
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for(int i = 0; i < r1.size(); ++i)
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result &= gh->tradeResources(m, val[i], player, r1[i], r2[i]);
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break;
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case EMarketMode::RESOURCE_PLAYER:
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for(int i = 0; i < r1.size(); ++i)
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result &= gh->sendResources(val[i], player, static_cast<Res::ERes>(r1[i]), PlayerColor(r2[i]));
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break;
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case EMarketMode::CREATURE_RESOURCE:
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for(int i = 0; i < r1.size(); ++i)
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result &= gh->sellCreatures(val[i], m, hero, SlotID(r1[i]), static_cast<Res::ERes>(r2[i]));
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break;
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case EMarketMode::RESOURCE_ARTIFACT:
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for(int i = 0; i < r1.size(); ++i)
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result &= gh->buyArtifact(m, hero, static_cast<Res::ERes>(r1[i]), ArtifactID(r2[i]));
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break;
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case EMarketMode::ARTIFACT_RESOURCE:
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for(int i = 0; i < r1.size(); ++i)
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result &= gh->sellArtifact(m, hero, ArtifactInstanceID(r1[i]), static_cast<Res::ERes>(r2[i]));
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break;
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case EMarketMode::CREATURE_UNDEAD:
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for(int i = 0; i < r1.size(); ++i)
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result &= gh->transformInUndead(m, hero, SlotID(r1[i]));
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break;
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case EMarketMode::RESOURCE_SKILL:
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for(int i = 0; i < r2.size(); ++i)
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result &= gh->buySecSkill(m, hero, SecondarySkill(r2[i]));
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break;
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case EMarketMode::CREATURE_EXP:
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{
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std::vector<SlotID> slotIDs(r1.begin(), r1.end());
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std::vector<ui32> count(val.begin(), val.end());
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return gh->sacrificeCreatures(m, hero, slotIDs, count);
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}
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case EMarketMode::ARTIFACT_EXP:
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{
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std::vector<ArtifactPosition> positions(r1.begin(), r1.end());
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return gh->sacrificeArtifact(m, hero, positions);
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}
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default:
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throwAndComplain(gh, "Unknown exchange mode!");
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}
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return result;
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}
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bool SetFormation::applyGh(CGameHandler * gh)
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{
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throwOnWrongOwner(gh, hid);
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return gh->setFormation(hid, formation);
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}
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bool HireHero::applyGh(CGameHandler * gh)
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{
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const CGObjectInstance * obj = gh->getObj(tid);
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const CGTownInstance * town = dynamic_ptr_cast<CGTownInstance>(obj);
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if(town && PlayerRelations::ENEMIES == gh->getPlayerRelations(obj->tempOwner, gh->getPlayerAt(c)))
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throwAndComplain(gh, "Can't buy hero in enemy town!");
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return gh->hireHero(obj, hid, player);
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}
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bool BuildBoat::applyGh(CGameHandler * gh)
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{
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if(gh->getPlayerRelations(gh->getOwner(objid), gh->getPlayerAt(c)) == PlayerRelations::ENEMIES)
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throwAndComplain(gh, "Can't build boat at enemy shipyard");
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return gh->buildBoat(objid);
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}
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bool QueryReply::applyGh(CGameHandler * gh)
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{
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auto playerToConnection = gh->connections.find(player);
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if(playerToConnection == gh->connections.end())
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throwAndComplain(gh, "No such player!");
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if(!vstd::contains(playerToConnection->second, c))
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throwAndComplain(gh, "Message came from wrong connection!");
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if(qid == QueryID(-1))
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throwAndComplain(gh, "Cannot answer the query with id -1!");
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assert(vstd::contains(gh->states.players, player));
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return gh->queryReply(qid, reply, player);
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}
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bool MakeAction::applyGh(CGameHandler * gh)
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{
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const BattleInfo * b = GS(gh)->curB;
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if(!b)
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throwNotAllowedAction();
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if(b->tacticDistance)
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{
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if(ba.actionType != EActionType::WALK && ba.actionType != EActionType::END_TACTIC_PHASE
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&& ba.actionType != EActionType::RETREAT && ba.actionType != EActionType::SURRENDER)
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throwNotAllowedAction();
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if(!vstd::contains(gh->connections[b->sides[b->tacticsSide].color], c))
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throwNotAllowedAction();
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}
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else
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{
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auto active = b->battleActiveUnit();
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if(!active)
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throwNotAllowedAction();
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auto unitOwner = b->battleGetOwner(active);
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if(!vstd::contains(gh->connections[unitOwner], c))
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throwNotAllowedAction();
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}
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return gh->makeBattleAction(ba);
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}
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bool MakeCustomAction::applyGh(CGameHandler * gh)
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{
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const BattleInfo * b = GS(gh)->curB;
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if(!b)
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throwNotAllowedAction();
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if(b->tacticDistance)
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throwNotAllowedAction();
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auto active = b->battleActiveUnit();
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if(!active)
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throwNotAllowedAction();
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auto unitOwner = b->battleGetOwner(active);
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if(!vstd::contains(gh->connections[unitOwner], c))
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throwNotAllowedAction();
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if(ba.actionType != EActionType::HERO_SPELL)
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throwNotAllowedAction();
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return gh->makeCustomAction(ba);
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}
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bool DigWithHero::applyGh(CGameHandler * gh)
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{
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throwOnWrongOwner(gh, id);
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return gh->dig(gh->getHero(id));
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}
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bool CastAdvSpell::applyGh(CGameHandler * gh)
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{
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throwOnWrongOwner(gh, hid);
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const CSpell * s = sid.toSpell();
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if(!s)
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throwNotAllowedAction();
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const CGHeroInstance * h = gh->getHero(hid);
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if(!h)
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throwNotAllowedAction();
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AdventureSpellCastParameters p;
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p.caster = h;
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p.pos = pos;
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return s->adventureCast(gh->spellEnv, p);
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}
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bool PlayerMessage::applyGh(CGameHandler * gh)
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{
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if(!player.isSpectator()) // TODO: clearly not a great way to verify permissions
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throwOnWrongPlayer(gh, player);
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gh->playerMessage(player, text, currObj);
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return true;
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}
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