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21aaad6972
Transit is new option for hero movement. If it passed for movement then hero can get get on tile without visiting of object on it. Currently it's will be only allowed is object under destination is teleport.
290 lines
8.3 KiB
C++
290 lines
8.3 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/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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logNetwork->errorStream()<<"Player is not allowed to perform this action!"; \
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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 " << gh->getPlayerAt(c) << " while expecting " << expectedplayer;\
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logNetwork->errorStream() << oss.str(); \
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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->save(fname);
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logGlobal->infoStream() << "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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PlayerColor player = GS(gh)->currentPlayer;
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ERROR_IF_NOT(player);
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if(gh->queries.topQuery(player))
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COMPLAIN_AND_RETURN("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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ERROR_IF_NOT_OWNS(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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ERROR_IF_NOT_OWNS(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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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,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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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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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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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), PlayerColor(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, SlotID(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), ArtifactID(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, ArtifactInstanceID(r1), static_cast<Res::ERes>(r2));
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case EMarketMode::CREATURE_UNDEAD:
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return gh->transformInUndead(m, hero, SlotID(r1));
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case EMarketMode::RESOURCE_SKILL:
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return gh->buySecSkill(m, hero, SecondarySkill(r2));
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case EMarketMode::CREATURE_EXP:
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return gh->sacrificeCreatures(m, hero, SlotID(r1), val);
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case EMarketMode::ARTIFACT_EXP:
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return gh->sacrificeArtifact(m, hero, ArtifactPosition(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 == QueryID(-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].color] != 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, currObj);
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return true;
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}
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