| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240 | #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);}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 ){	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 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, 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;}
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