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HSHandlerWeapon.cpp
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HSHandlerWeapon.cpp
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#include "pch.h"
#include "hsutils.h"
#include "HSPackets.h"
#include "hsserver.h"
#include "HSNetwork.h"
#include "hsweapon.h"
#include "HSHandlerWeapon.h"
HS_BOOL8 CHSHandlerWeapon::Initialize()
{
// Register handlers.
REGISTER_PACKET_HANDLER(PT_GET_WEAPON_LIST,
&CHSHandlerWeapon::HandleGetWeaponList, true);
REGISTER_PACKET_HANDLER(PT_GET_WEAPON_DATA,
&CHSHandlerWeapon::HandleGetWeaponData, true);
REGISTER_PACKET_HANDLER(PT_SET_WEAPON_DATA,
&CHSHandlerWeapon::HandleSetWeaponData, true);
REGISTER_PACKET_HANDLER(PT_CREATE_WEAPON,
&CHSHandlerWeapon::HandleCreateWeapon, true);
return true;
}
void CHSHandlerWeapon::HandleGetWeaponList(CHSPacket * pPacket)
{
hs_log("ADMIN SERVER: Handle packet GetWeaponList");
CHSPGetWeaponList *cmdGetList =
static_cast < CHSPGetWeaponList * >(pPacket);
// Create a class list packet as a response.
CHSPWeaponList cmdList;
cmdList.SetPacketAddress(cmdGetList->GetPacketAddress());
CHSWeaponData *pData;
for (pData = waWeapons.GetFirstWeapon(); pData;
pData = waWeapons.GetNextWeapon())
{
CHSPWeaponList::THSWeapon tWeapon;
tWeapon.uiWeaponID = pData->TypeID();
tWeapon.strName = pData->Name();
tWeapon.uiType = (unsigned int) (pData->WeaponClass());
cmdList.AddWeapon(tWeapon);
}
HSNetwork.SendPacket(cmdList);
}
void CHSHandlerWeapon::HandleGetWeaponData(CHSPacket * pPacket)
{
hs_log("ADMIN SERVER: Handle packet GetWeaponData");
CHSPGetWeaponData *cmdGetData =
static_cast < CHSPGetWeaponData * >(pPacket);
// Create a response.
CHSPWeaponData cmdData;
cmdData.SetPacketAddress(cmdGetData->GetPacketAddress());
cmdData.m_uiWeaponID = cmdGetData->m_uiWeaponID;
// Find the weapon in question.
CHSWeaponData *pData = waWeapons.GetWeapon(cmdGetData->m_uiWeaponID);
if (!pData)
{
cmdData.m_bBadQuery = true;
}
else
{
// Got the weapon. Add all of the attributes.
CHSAttributeList listAttributes;
pData->GetAttributeList(listAttributes);
while (!listAttributes.empty())
{
CHSPWeaponData::THSWeaponAttribute tAttribute;
tAttribute.strAttributeName = listAttributes.front();
tAttribute.strValue =
pData->GetAttributeValue(listAttributes.front().c_str());
cmdData.AddAttribute(tAttribute);
listAttributes.pop_front();
}
}
HSNetwork.SendPacket(cmdData);
}
void CHSHandlerWeapon::HandleSetWeaponData(CHSPacket * pPacket)
{
CHSPSetWeaponData *cmdSetData =
static_cast < CHSPSetWeaponData * >(pPacket);
CHSPSetWeaponDataResponse cmdResponse;
cmdResponse.SetPacketAddress(cmdSetData->GetPacketAddress());
cmdResponse.m_uiWeaponID = cmdSetData->m_uiWeaponID;
// Find the weapon in question.
CHSWeaponData *pData = waWeapons.GetWeapon(cmdSetData->m_uiWeaponID);
if (!pData)
{
cmdResponse.m_bSuccess = false;
}
else
{
cmdResponse.m_bSuccess = true;
// Run through the attributes contained in the packet.
CHSPSetWeaponData::THSWeaponAttribute * pAttribute;
for (pAttribute = cmdSetData->GetFirstAttr(); pAttribute;
pAttribute = cmdSetData->GetNextAttr())
{
if (!pData->
SetAttributeValue(pAttribute->strAttributeName.c_str(),
pAttribute->strValue.c_str()))
{
cmdResponse.m_bSuccess = false;
}
}
}
HSNetwork.SendPacket(cmdResponse);
}
void CHSHandlerWeapon::HandleCreateWeapon(CHSPacket * pPacket)
{
CHSPCreateWeapon *cmdCreate = static_cast < CHSPCreateWeapon * >(pPacket);
CHSPCreateWeaponResponse cmdResponse;
cmdResponse.SetPacketAddress(cmdCreate->GetPacketAddress());
// Do we have a valid weapon name?
if (cmdCreate->m_strWeaponName.length() > 0)
{
// Try to create the new weapon data.
CHSWeaponData *pData =
CHSWeaponData::CreateFromClass((EHSWeaponClass) cmdCreate->
m_uiType);
if (pData)
{
pData->Name(cmdCreate->m_strWeaponName.c_str());
waWeapons.AddWeapon(pData, true);
cmdResponse.m_bCreateSucceeded = true;
cmdResponse.m_uiWeaponID = pData->TypeID();
}
else
{
cmdResponse.m_bCreateSucceeded = false;
}
}
else
{
cmdResponse.m_bCreateSucceeded = false;
}
HSNetwork.SendPacket(cmdResponse);
}