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vcmi/server/NetPacksServer.cpp
Michał W. Urbańczyk d80afb1902 * server sends confirmation (given later to player interface) after applying request (will be needed for AI)
* created new package for injuring multiple units - needed for area spells (not tested)
* proper screen updating on garrison change
* spell effects will be removed when they time out
* Corpse (Skeleton) will be accessible from all directions
* new objects supported:
- Corpse
- Lean To
- Wagon
- Warrior's Tomb

* several minor improvements
2009-04-16 00:28:54 +00:00

158 lines
3.7 KiB
C++

#include "../lib/NetPacks.h"
#include "CGameHandler.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
/*
* 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 succesfully saved!");
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 ArrangeStacks::applyGh( CGameHandler *gh )
{
//checks for owning in the gh func
return gh->arrangeStacks(id1,id2,what,p1,p2,val);
}
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 )
{
ERROR_IF_NOT_OWNS(tid);
return gh->recruitCreatures(tid,crid,amount);
}
bool UpgradeCreature::applyGh( CGameHandler *gh )
{
ERROR_IF_NOT_OWNS(id);
return gh->upgradeCreature(id,pos,cid);
}
bool GarrisonHeroSwap::applyGh( CGameHandler *gh )
{
ERROR_IF_NOT_OWNS(tid);
return gh->garrisonSwap(tid);
}
bool ExchangeArtifacts::applyGh( CGameHandler *gh )
{
ERROR_IF_NOT_OWNS(hid1);
ERROR_IF_NOT_OWNS(hid2);
return gh->swapArtifacts(hid1,hid2,slot1,slot2);
}
bool BuyArtifact::applyGh( CGameHandler *gh )
{
ERROR_IF_NOT_OWNS(hid);
return gh->buyArtifact(hid,aid);
}
bool TradeOnMarketplace::applyGh( CGameHandler *gh )
{
if(gh->getPlayerAt(c) != player) ERROR_AND_RETURN;
return gh->tradeResources(val,player,r1,r2);
}
bool SetFormation::applyGh( CGameHandler *gh )
{
ERROR_IF_NOT_OWNS(hid);
return gh->setFormation(hid,formation);
}
bool HireHero::applyGh( CGameHandler *gh )
{
ERROR_IF_NOT_OWNS(tid);
return gh->hireHero(tid,hid);
}
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 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;
}