mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-24 22:14:36 +02:00
259 lines
6.5 KiB
C++
259 lines
6.5 KiB
C++
#include "stdafx.h"
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#include "../lib/NetPacks.h"
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#include "CGameHandler.h"
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#include "../lib/CObjectHandler.h"
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#include "../lib/IGameCallback.h"
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#include "../lib/map.h"
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#include "../lib/CGameState.h"
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#include "../lib/BattleState.h"
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#include "../lib/BattleAction.h"
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#define PLAYER_OWNS(id) (gh->getPlayerAt(c)==gh->getOwner(id))
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#define ERROR_AND_RETURN do {if(c) *c << &SystemMessage("You are not allowed to perform this action!"); \
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tlog1<<"Player is not allowed to perform this action!\n"; \
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return false;} while(0)
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#define ERROR_IF_NOT_OWNS(id) if(!PLAYER_OWNS(id)) ERROR_AND_RETURN
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#define COMPLAIN_AND_RETURN(txt) { gh->complain(txt); ERROR_AND_RETURN; }
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/*
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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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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->sendMessageTo(*c,"Saving...");
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gh->save(fname);
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gh->sendMessageTo(*c,"Game has been saved as " + fname);
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return true;
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}
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bool CloseServer::applyGh( CGameHandler *gh )
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{
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gh->close();
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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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if(gh->getPlayerAt(c) != GS(gh)->currentPlayer)
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ERROR_AND_RETURN;
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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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ERROR_IF_NOT_OWNS(hid);
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return gh->removeObject(hid);
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}
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bool MoveHero::applyGh( CGameHandler *gh )
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{
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ERROR_IF_NOT_OWNS(hid);
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return gh->moveHero(hid,dest,0,gh->getPlayerAt(c));
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}
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bool CastleTeleportHero::applyGh( CGameHandler *gh )
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{
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ERROR_IF_NOT_OWNS(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 DisbandCreature::applyGh( CGameHandler *gh )
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{
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ERROR_IF_NOT_OWNS(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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ERROR_IF_NOT_OWNS(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,crid,amount,level);
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}
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bool UpgradeCreature::applyGh( CGameHandler *gh )
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{
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ERROR_IF_NOT_OWNS(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 (!PLAYER_OWNS(tid) && !( town->garrisonHero && PLAYER_OWNS(town->garrisonHero->id) ) )
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ERROR_AND_RETURN;//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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ERROR_IF_NOT_OWNS(hid1);//second hero can be ally
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return gh->moveArtifact(hid1,hid2,slot1,slot2);
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}
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bool AssembleArtifacts::applyGh( CGameHandler *gh )
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{
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ERROR_IF_NOT_OWNS(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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ERROR_IF_NOT_OWNS(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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//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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COMPLAIN_AND_RETURN("market is not-a-market! :/");
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ui8 player = market->tempOwner;
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if(player >= PLAYER_LIMIT)
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player = gh->getTile(market->visitablePos())->visitableObjects.back()->tempOwner;
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if(player >= PLAYER_LIMIT)
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COMPLAIN_AND_RETURN("No player can use this market!");
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if(hero && (player != hero->tempOwner || hero->visitablePos() != market->visitablePos()))
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COMPLAIN_AND_RETURN("This hero can't use this marketplace!");
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if(gh->getPlayerAt(c) != player)
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ERROR_AND_RETURN;
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switch(mode)
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{
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case RESOURCE_RESOURCE:
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return gh->tradeResources(m, val, player, r1, r2);
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case RESOURCE_PLAYER:
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return gh->sendResources(val, player, r1, r2);
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case CREATURE_RESOURCE:
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if(!hero)
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COMPLAIN_AND_RETURN("Only hero can sell creatures!");
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return gh->sellCreatures(val, m, hero, r1, r2);
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case RESOURCE_ARTIFACT:
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if(!hero)
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COMPLAIN_AND_RETURN("Only hero can buy artifacts!");
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return gh->buyArtifact(m, hero, r1, r2);
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case CREATURE_UNDEAD:
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return gh->transformInUndead(m, hero, r1);
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case RESOURCE_SKILL:
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return gh->buySecSkill(m, hero, r2);
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case CREATURE_EXP:
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return gh->sacrificeCreatures(m, hero, r1, val);
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case ARTIFACT_EXP:
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return gh->sacrificeArtifact(m, hero, r1);
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default:
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COMPLAIN_AND_RETURN("Unknown exchange mode!");
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}
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}
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bool SetFormation::applyGh( CGameHandler *gh )
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{
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ERROR_IF_NOT_OWNS(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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if(obj->ID == TOWNI_TYPE)
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ERROR_IF_NOT_OWNS(tid);
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//TODO check for visiting hero
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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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ERROR_IF_NOT_OWNS(objid);
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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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//TODO - check if player matches the query
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return gh->queryReply(qid,answer);
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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) ERROR_AND_RETURN;
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if(b->tacticDistance)
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{
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if(ba.actionType != BattleAction::WALK && ba.actionType != BattleAction::END_TACTIC_PHASE)
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ERROR_AND_RETURN;
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if(gh->connections[b->sides[b->tacticsSide]] != c)
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ERROR_AND_RETURN;
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}
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else if(gh->connections[b->getStack(b->activeStack)->owner] != c)
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ERROR_AND_RETURN;
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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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if(!GS(gh)->curB) ERROR_AND_RETURN;
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if(gh->connections[GS(gh)->curB->getStack(GS(gh)->curB->activeStack)->owner] != c) ERROR_AND_RETURN;
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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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ERROR_IF_NOT_OWNS(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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ERROR_IF_NOT_OWNS(hid);
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return gh->castSpell(gh->getHero(hid), sid, pos);
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}
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bool PlayerMessage::applyGh( CGameHandler *gh )
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{
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if(gh->getPlayerAt(c) != player) ERROR_AND_RETURN;
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gh->playerMessage(player,text);
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return true;
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}
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bool SetSelection::applyGh( CGameHandler *gh )
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{
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if(gh->getPlayerAt(c) != player) ERROR_AND_RETURN;
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if(!gh->getObj(id)) ERROR_AND_RETURN;
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gh->sendAndApply(this);
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return true;
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} |