mirror of
https://github.com/vcmi/vcmi.git
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25663ce7af
* refactoring
304 lines
8.5 KiB
C++
304 lines
8.5 KiB
C++
#include "StdInc.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/Mapping/CMap.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 \
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do { if(c) { \
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SystemMessage temp_message("You are not allowed to perform this action!"); \
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boost::unique_lock<boost::mutex> lock(*c->wmx); \
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*c << &temp_message; \
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} \
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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 WRONG_PLAYER_MSG(expectedplayer) do {std::ostringstream oss;\
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oss << "You were identified as player " << (int)gh->getPlayerAt(c) << " while expecting " << (int)expectedplayer;\
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tlog1 << oss.str() << std::endl; \
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if(c) { SystemMessage temp_message(oss.str()); boost::unique_lock<boost::mutex> lock(*c->wmx); *c << &temp_message; } } while(0)
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#define ERROR_IF_NOT_OWNS(id) do{if(!PLAYER_OWNS(id)){WRONG_PLAYER_MSG(gh->getOwner(id)); ERROR_AND_RETURN; }}while(0)
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#define ERROR_IF_NOT(player) do{if(player != gh->getPlayerAt(c)){WRONG_PLAYER_MSG(player); ERROR_AND_RETURN; }}while(0)
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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 CommitPackage::applyGh( CGameHandler *gh )
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{
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gh->sendAndApply(packToCommit);
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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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int player = GS(gh)->currentPlayer;
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ERROR_IF_NOT(player);
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if(gh->states.checkFlag(player, &PlayerStatus::engagedIntoBattle))
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COMPLAIN_AND_RETURN("Cannot end turn when in battle!");
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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(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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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 >= GameConstants::PLAYER_LIMIT)
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player = gh->getTile(market->visitablePos())->visitableObjects.back()->tempOwner;
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if(player >= GameConstants::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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ERROR_IF_NOT(player);
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switch(mode)
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{
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case EMarketMode::RESOURCE_RESOURCE:
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return gh->tradeResources(m, val, player, r1, r2);
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case EMarketMode::RESOURCE_PLAYER:
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return gh->sendResources(val, player, static_cast<Res::ERes>(r1), static_cast<Res::ERes>(r2));
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case EMarketMode::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, static_cast<Res::ERes>(r2));
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case EMarketMode::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, static_cast<Res::ERes>(r1), static_cast<Res::ERes>(r2));
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case EMarketMode::ARTIFACT_RESOURCE:
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if(!hero)
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COMPLAIN_AND_RETURN("Only hero can sell artifacts!");
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return gh->sellArtifact(m, hero, r1, static_cast<Res::ERes>(r2));
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case EMarketMode::CREATURE_UNDEAD:
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return gh->transformInUndead(m, hero, r1);
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case EMarketMode::RESOURCE_SKILL:
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return gh->buySecSkill(m, hero, static_cast<SecondarySkill::SecondarySkill>(r2));
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case EMarketMode::CREATURE_EXP:
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return gh->sacrificeCreatures(m, hero, r1, val);
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case EMarketMode::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 == Obj::TOWN)
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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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auto playerToConnection = gh->connections.find(player);
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if(playerToConnection == gh->connections.end())
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COMPLAIN_AND_RETURN("No such player!");
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if(playerToConnection->second != c)
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COMPLAIN_AND_RETURN("Message came from wrong connection!");
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if(qid == -1)
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COMPLAIN_AND_RETURN("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, answer, 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) ERROR_AND_RETURN;
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if(b->tacticDistance)
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{
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if(ba.actionType != Battle::WALK && ba.actionType != Battle::END_TACTIC_PHASE
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&& ba.actionType != Battle::RETREAT && ba.actionType != Battle::SURRENDER)
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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->battleGetStackByID(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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const BattleInfo *b = GS(gh)->curB;
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if(!b) ERROR_AND_RETURN;
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if(b->tacticDistance) ERROR_AND_RETURN;
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const CStack *active = GS(gh)->curB->battleGetStackByID(GS(gh)->curB->activeStack);
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if(!active) ERROR_AND_RETURN;
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if(gh->connections[active->owner] != c) ERROR_AND_RETURN;
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if(ba.actionType != Battle::HERO_SPELL) 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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ERROR_IF_NOT(player);
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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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ERROR_IF_NOT(player);
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if(!gh->getObj(id))
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{
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tlog1 << "No such object...\n";
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ERROR_AND_RETURN;
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}
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gh->sendAndApply(this);
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return true;
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}
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