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vcmi/server/NetPacksServer.cpp

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#include "../lib/NetPacks.h"
#include "CGameHandler.h"
#define PLAYER_OWNS(id) (gh->getPlayerAt(c)==gh->getOwner(id))
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#define ERROR_AND_RETURN {if(c) *c << &SystemMessage("You are not allowed to perform this action!"); \
tlog1<<"Player is not allowed to perform this action!\n"; \
return;}
#define ERROR_IF_NOT_OWNS(id) if(!PLAYER_OWNS(id)) ERROR_AND_RETURN
CGameState* CPackForServer::GS(CGameHandler *gh)
{
return gh->gs;
}
void SaveGame::applyGh( CGameHandler *gh )
{
gh->sendMessageTo(*c,"Saving...");
gh->save(fname);
gh->sendMessageTo(*c,"Game has been succesfully saved!");
}
void CloseServer::applyGh( CGameHandler *gh )
{
gh->close();
}
void EndTurn::applyGh( CGameHandler *gh )
{
gh->states.setFlag(GS(gh)->currentPlayer,&PlayerStatus::makingTurn,false);
}
void DismissHero::applyGh( CGameHandler *gh )
{
ERROR_IF_NOT_OWNS(hid);
gh->removeObject(hid);
}
void MoveHero::applyGh( CGameHandler *gh )
{
ERROR_IF_NOT_OWNS(hid);
gh->moveHero(hid,dest,0,gh->getPlayerAt(c));
}
void ArrangeStacks::applyGh( CGameHandler *gh )
{
ERROR_IF_NOT_OWNS(id1);
ERROR_IF_NOT_OWNS(id2);
gh->arrangeStacks(id1,id2,what,p1,p2,val);
}
void DisbandCreature::applyGh( CGameHandler *gh )
{
ERROR_IF_NOT_OWNS(id);
gh->disbandCreature(id,pos);
}
void BuildStructure::applyGh( CGameHandler *gh )
{
ERROR_IF_NOT_OWNS(tid);
gh->buildStructure(tid,bid);
}
void RecruitCreatures::applyGh( CGameHandler *gh )
{
ERROR_IF_NOT_OWNS(tid);
gh->recruitCreatures(tid,crid,amount);
}
void UpgradeCreature::applyGh( CGameHandler *gh )
{
ERROR_IF_NOT_OWNS(id);
gh->upgradeCreature(id,pos,cid);
}
void GarrisonHeroSwap::applyGh( CGameHandler *gh )
{
ERROR_IF_NOT_OWNS(tid);
gh->garrisonSwap(tid);
}
void ExchangeArtifacts::applyGh( CGameHandler *gh )
{
ERROR_IF_NOT_OWNS(hid1);
ERROR_IF_NOT_OWNS(hid2);
gh->swapArtifacts(hid1,hid2,slot1,slot2);
}
void BuyArtifact::applyGh( CGameHandler *gh )
{
ERROR_IF_NOT_OWNS(hid);
gh->buyArtifact(hid,aid);
}
void TradeOnMarketplace::applyGh( CGameHandler *gh )
{
if(gh->getPlayerAt(c) != player) ERROR_AND_RETURN;
gh->tradeResources(val,player,r1,r2);
}
void SetFormation::applyGh( CGameHandler *gh )
{
ERROR_IF_NOT_OWNS(hid);
gh->setFormation(hid,formation);
}
void HireHero::applyGh( CGameHandler *gh )
{
ERROR_IF_NOT_OWNS(tid);
gh->hireHero(tid,hid);
}
void QueryReply::applyGh( CGameHandler *gh )
{
gh->queryReply(qid,answer);
}
void MakeAction::applyGh( CGameHandler *gh )
{
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if(gh->connections[GS(gh)->curB->getStack(GS(gh)->curB->activeStack)->owner] != c) ERROR_AND_RETURN;
gh->makeBattleAction(ba);
}
void MakeCustomAction::applyGh( CGameHandler *gh )
{
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if(gh->connections[GS(gh)->curB->getStack(GS(gh)->curB->activeStack)->owner] != c) ERROR_AND_RETURN;
gh->makeCustomAction(ba);
}
void PlayerMessage::applyGh( CGameHandler *gh )
{
if(gh->getPlayerAt(c) != player) ERROR_AND_RETURN;
gh->playerMessage(player,text);
}
void SetSelection::applyGh( CGameHandler *gh )
{
if(gh->getPlayerAt(c) != player) ERROR_AND_RETURN;
gh->sendAndApply(this);
}