/* * CGameHandler.h, 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 * */ #pragma once #include "../../lib/GameConstants.h" VCMI_LIB_NAMESPACE_BEGIN class CGHeroInstance; class CGTownInstance; class CConnection; VCMI_LIB_NAMESPACE_END class CGameHandler; class PlayerMessageProcessor { void executeCheatCode(const std::string & cheatName, PlayerColor player, ObjectInstanceID currObj, const std::vector & arguments ); bool handleCheatCode(const std::string & cheatFullCommand, PlayerColor player, ObjectInstanceID currObj); bool handleHostCommand(PlayerColor player, const std::string & message); void cheatGiveSpells(PlayerColor player, const CGHeroInstance * hero); void cheatBuildTown(PlayerColor player, const CGTownInstance * town); void cheatGiveArmy(PlayerColor player, const CGHeroInstance * hero, std::vector words); void cheatGiveMachines(PlayerColor player, const CGHeroInstance * hero); void cheatGiveArtifacts(PlayerColor player, const CGHeroInstance * hero, std::vector words); void cheatLevelup(PlayerColor player, const CGHeroInstance * hero, std::vector words); void cheatExperience(PlayerColor player, const CGHeroInstance * hero, std::vector words); void cheatMovement(PlayerColor player, const CGHeroInstance * hero, std::vector words); void cheatResources(PlayerColor player, std::vector words); void cheatVictory(PlayerColor player); void cheatDefeat(PlayerColor player); void cheatMapReveal(PlayerColor player, bool reveal); public: CGameHandler * gameHandler; PlayerMessageProcessor(); PlayerMessageProcessor(CGameHandler * gameHandler); /// incoming NetPack handling void playerMessage(PlayerColor player, const std::string & message, ObjectInstanceID currObj); /// Send message to specific client with "System" as sender void sendSystemMessage(std::shared_ptr connection, const std::string & message); /// Send message to all players with "System" as sender void broadcastSystemMessage(const std::string & message); /// Send message from specific player to all other players void broadcastMessage(PlayerColor playerSender, const std::string & message); template void serialize(Handler &h, const int version) { } };