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1aa391fdf8
All text processing code is now located in lib/texts. No changes other than code being moved around and adjustment of includes Moved without changes: Languages.h -> texts/Languages.h MetaString.* -> texts/MetaString.* TextOperations.* -> texts/TextOperations.* Split into parts: CGeneralTextHandler.* -> texts/CGeneralTextHandler.* -> texts/CLegacyConfigParser.* -> texts/TextLocalizationContainer.* -> texts/TextIdentifier.h
110 lines
3.2 KiB
C++
110 lines
3.2 KiB
C++
/*
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* GameChatHandler.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "GameChatHandler.h"
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#include "CServerHandler.h"
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#include "CPlayerInterface.h"
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#include "PlayerLocalState.h"
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#include "globalLobby/GlobalLobbyClient.h"
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#include "lobby/CLobbyScreen.h"
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#include "adventureMap/CInGameConsole.h"
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#include "../CCallback.h"
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#include "../lib/networkPacks/PacksForLobby.h"
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#include "../lib/mapObjects/CArmedInstance.h"
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#include "../lib/CConfigHandler.h"
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#include "../lib/VCMI_Lib.h"
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#include "../lib/texts/CGeneralTextHandler.h"
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#include "../lib/texts/TextOperations.h"
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const std::vector<GameChatMessage> & GameChatHandler::getChatHistory() const
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{
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return chatHistory;
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}
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void GameChatHandler::resetMatchState()
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{
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chatHistory.clear();
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}
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void GameChatHandler::sendMessageGameplay(const std::string & messageText)
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{
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LOCPLINT->cb->sendMessage(messageText, LOCPLINT->localState->getCurrentArmy());
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CSH->getGlobalLobby().sendMatchChatMessage(messageText);
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}
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void GameChatHandler::sendMessageLobby(const std::string & senderName, const std::string & messageText)
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{
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LobbyChatMessage lcm;
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MetaString txt;
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txt.appendRawString(messageText);
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lcm.message = txt;
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lcm.playerName = senderName;
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CSH->sendLobbyPack(lcm);
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CSH->getGlobalLobby().sendMatchChatMessage(messageText);
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}
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void GameChatHandler::onNewLobbyMessageReceived(const std::string & senderName, const std::string & messageText)
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{
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if (!SEL)
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{
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logGlobal->debug("Received chat message for lobby but lobby not yet exists!");
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return;
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}
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auto * lobby = dynamic_cast<CLobbyScreen*>(SEL);
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// FIXME: when can this happen?
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assert(lobby);
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assert(lobby->card);
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if(lobby && lobby->card)
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{
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MetaString formatted = MetaString::createFromRawString("[%s] %s: %s");
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formatted.replaceRawString(TextOperations::getCurrentFormattedTimeLocal());
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formatted.replaceRawString(senderName);
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formatted.replaceRawString(messageText);
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lobby->card->chat->addNewMessage(formatted.toString());
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if (!lobby->card->showChat)
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lobby->toggleChat();
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}
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chatHistory.push_back({senderName, messageText, TextOperations::getCurrentFormattedTimeLocal()});
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}
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void GameChatHandler::onNewGameMessageReceived(PlayerColor sender, const std::string & messageText)
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{
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std::string timeFormatted = TextOperations::getCurrentFormattedTimeLocal();
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std::string playerName = "<UNKNOWN>";
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if (sender.isValidPlayer())
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playerName = LOCPLINT->cb->getStartInfo()->playerInfos.at(sender).name;
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if (sender.isSpectator())
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playerName = "Spectator"; // FIXME: translate? Provide nickname somewhere?
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chatHistory.push_back({playerName, messageText, timeFormatted});
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LOCPLINT->cingconsole->addMessage(timeFormatted, playerName, messageText);
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}
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void GameChatHandler::onNewSystemMessageReceived(const std::string & messageText)
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{
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chatHistory.push_back({"System", messageText, TextOperations::getCurrentFormattedTimeLocal()});
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if(LOCPLINT && !settings["session"]["hideSystemMessages"].Bool())
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LOCPLINT->cingconsole->addMessage(TextOperations::getCurrentFormattedTimeLocal(), "System", messageText);
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}
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