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vcmi/server/NetPacksServer.cpp
DjWarmonger 0f314e106c Artifacts will now be handled by pointers.
Assembling & disassembling combos may be buggy, but it's already been before.
2010-10-03 07:07:53 +00:00

241 lines
6.1 KiB
C++

#include "../lib/NetPacks.h"
#include "CGameHandler.h"
#include "../hch/CObjectHandler.h"
#include "../lib/IGameCallback.h"
#include "../lib/map.h"
#define PLAYER_OWNS(id) (gh->getPlayerAt(c)==gh->getOwner(id))
#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 false;}
#define ERROR_IF_NOT_OWNS(id) if(!PLAYER_OWNS(id)) ERROR_AND_RETURN
#define COMPLAIN_AND_RETURN(txt) { gh->complain(txt); ERROR_AND_RETURN }
/*
* NetPacksServer.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
CGameState* CPackForServer::GS(CGameHandler *gh)
{
return gh->gs;
}
bool SaveGame::applyGh( CGameHandler *gh )
{
//gh->sendMessageTo(*c,"Saving...");
gh->save(fname);
gh->sendMessageTo(*c,"Game has been saved as " + fname);
return true;
}
bool CloseServer::applyGh( CGameHandler *gh )
{
gh->close();
return true;
}
bool EndTurn::applyGh( CGameHandler *gh )
{
gh->states.setFlag(GS(gh)->currentPlayer,&PlayerStatus::makingTurn,false);
return true;
}
bool DismissHero::applyGh( CGameHandler *gh )
{
ERROR_IF_NOT_OWNS(hid);
return gh->removeObject(hid);
}
bool MoveHero::applyGh( CGameHandler *gh )
{
ERROR_IF_NOT_OWNS(hid);
return gh->moveHero(hid,dest,0,gh->getPlayerAt(c));
}
bool CastleTeleportHero::applyGh( CGameHandler *gh )
{
ERROR_IF_NOT_OWNS(hid);
return gh->teleportHero(hid,dest,source,gh->getPlayerAt(c));
}
bool ArrangeStacks::applyGh( CGameHandler *gh )
{
//checks for owning in the gh func
return gh->arrangeStacks(id1,id2,what,p1,p2,val,gh->getPlayerAt(c));
}
bool DisbandCreature::applyGh( CGameHandler *gh )
{
ERROR_IF_NOT_OWNS(id);
return gh->disbandCreature(id,pos);
}
bool BuildStructure::applyGh( CGameHandler *gh )
{
ERROR_IF_NOT_OWNS(tid);
return gh->buildStructure(tid,bid);
}
bool RecruitCreatures::applyGh( CGameHandler *gh )
{
return gh->recruitCreatures(tid,crid,amount,level);
}
bool UpgradeCreature::applyGh( CGameHandler *gh )
{
ERROR_IF_NOT_OWNS(id);
return gh->upgradeCreature(id,pos,cid);
}
bool GarrisonHeroSwap::applyGh( CGameHandler *gh )
{
const CGTownInstance * town = gh->getTown(tid);
if (!PLAYER_OWNS(tid) && !( town->garrisonHero && PLAYER_OWNS(town->garrisonHero->id) ) )
ERROR_AND_RETURN;//neither town nor garrisoned hero (if present) is ours
return gh->garrisonSwap(tid);
}
bool ExchangeArtifacts::applyGh( CGameHandler *gh )
{
ERROR_IF_NOT_OWNS(hid1);//second hero can be ally
return gh->swapArtifacts(hid1,hid2,slot1,slot2);
}
bool AssembleArtifacts::applyGh( CGameHandler *gh )
{
ERROR_IF_NOT_OWNS(heroID);
return gh->assembleArtifacts(heroID, artifactSlot, assemble, assembleTo);
}
bool BuyArtifact::applyGh( CGameHandler *gh )
{
ERROR_IF_NOT_OWNS(hid);
return gh->buyArtifact(hid,aid);
}
bool TradeOnMarketplace::applyGh( CGameHandler *gh )
{
//market must be owned or visited
const IMarket *m = IMarket::castFrom(market);
if(!m)
COMPLAIN_AND_RETURN("market is not-a-market! :/");
ui8 player = market->tempOwner;
if(player >= PLAYER_LIMIT)
player = gh->getTile(market->visitablePos())->visitableObjects.back()->tempOwner;
if(player >= PLAYER_LIMIT)
COMPLAIN_AND_RETURN("No player can use this market!");
if(hero && (player != hero->tempOwner || hero->visitablePos() != market->visitablePos()))
COMPLAIN_AND_RETURN("This hero can't use this marketplace!");
if(gh->getPlayerAt(c) != player)
ERROR_AND_RETURN;
switch(mode)
{
case RESOURCE_RESOURCE:
return gh->tradeResources(m, val, player, r1, r2);
case RESOURCE_PLAYER:
return gh->sendResources(val, player, r1, r2);
case CREATURE_RESOURCE:
if(!hero)
COMPLAIN_AND_RETURN("Only hero can sell creatures!");
return gh->sellCreatures(val, m, hero, r1, r2);
case RESOURCE_ARTIFACT:
if(!hero)
COMPLAIN_AND_RETURN("Only hero can buy artifacts!");
return gh->buyArtifact(m, hero, r1, r2);
case CREATURE_UNDEAD:
return gh->transformInUndead(m, hero, r1);
case RESOURCE_SKILL:
return gh->buySecSkill(m, hero, r2);
case CREATURE_EXP:
return gh->sacrificeCreatures(m, hero, r1, val);
case ARTIFACT_EXP:
return gh->sacrificeArtifact(m, hero, hero->getArtAtPos(r1));
default:
COMPLAIN_AND_RETURN("Unknown exchange mode!");
}
}
bool SetFormation::applyGh( CGameHandler *gh )
{
ERROR_IF_NOT_OWNS(hid);
return gh->setFormation(hid,formation);
}
bool HireHero::applyGh( CGameHandler *gh )
{
const CGObjectInstance *obj = gh->getObj(tid);
if(obj->ID == TOWNI_TYPE)
ERROR_IF_NOT_OWNS(tid);
//TODO check for visiting hero
return gh->hireHero(obj, hid,player);
}
bool BuildBoat::applyGh( CGameHandler *gh )
{
ERROR_IF_NOT_OWNS(objid);
return gh->buildBoat(objid);
}
bool QueryReply::applyGh( CGameHandler *gh )
{
//TODO - check if player matches the query
return gh->queryReply(qid,answer);
}
bool MakeAction::applyGh( CGameHandler *gh )
{
if(!GS(gh)->curB) ERROR_AND_RETURN;
if(gh->connections[GS(gh)->curB->getStack(GS(gh)->curB->activeStack)->owner] != c) ERROR_AND_RETURN;
return gh->makeBattleAction(ba);
}
bool MakeCustomAction::applyGh( CGameHandler *gh )
{
if(!GS(gh)->curB) ERROR_AND_RETURN;
if(gh->connections[GS(gh)->curB->getStack(GS(gh)->curB->activeStack)->owner] != c) ERROR_AND_RETURN;
return gh->makeCustomAction(ba);
}
bool DigWithHero::applyGh( CGameHandler *gh )
{
ERROR_IF_NOT_OWNS(id);
return gh->dig(gh->getHero(id));
}
bool CastAdvSpell::applyGh( CGameHandler *gh )
{
ERROR_IF_NOT_OWNS(hid);
return gh->castSpell(gh->getHero(hid), sid, pos);
}
bool PlayerMessage::applyGh( CGameHandler *gh )
{
if(gh->getPlayerAt(c) != player) ERROR_AND_RETURN;
gh->playerMessage(player,text);
return true;
}
bool SetSelection::applyGh( CGameHandler *gh )
{
if(gh->getPlayerAt(c) != player) ERROR_AND_RETURN;
if(!gh->getObj(id)) ERROR_AND_RETURN;
gh->sendAndApply(this);
return true;
}