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552 lines
18 KiB
C++
552 lines
18 KiB
C++
/*
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* CGameHandler.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 "PlayerMessageProcessor.h"
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#include "../CGameHandler.h"
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#include "../CVCMIServer.h"
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#include "../../lib/serializer/Connection.h"
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#include "../../lib/CGeneralTextHandler.h"
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#include "../../lib/CHeroHandler.h"
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#include "../../lib/modding/IdentifierStorage.h"
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#include "../../lib/CPlayerState.h"
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#include "../../lib/GameConstants.h"
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#include "../../lib/StartInfo.h"
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#include "../../lib/gameState/CGameState.h"
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#include "../../lib/mapObjects/CGTownInstance.h"
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#include "../../lib/modding/IdentifierStorage.h"
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#include "../../lib/modding/ModScope.h"
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#include "../../lib/networkPacks/PacksForClient.h"
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#include "../../lib/networkPacks/StackLocation.h"
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PlayerMessageProcessor::PlayerMessageProcessor()
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:gameHandler(nullptr)
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{
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}
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PlayerMessageProcessor::PlayerMessageProcessor(CGameHandler * gameHandler)
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:gameHandler(gameHandler)
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{
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}
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void PlayerMessageProcessor::playerMessage(PlayerColor player, const std::string &message, ObjectInstanceID currObj)
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{
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if (handleHostCommand(player, message))
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return;
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if (handleCheatCode(message, player, currObj))
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{
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if(!gameHandler->getPlayerSettings(player)->isControlledByAI())
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broadcastSystemMessage(VLC->generaltexth->allTexts[260]);
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if(!player.isSpectator())
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gameHandler->checkVictoryLossConditionsForPlayer(player);//Player enter win code or got required art\creature
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return;
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}
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broadcastMessage(player, message);
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}
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bool PlayerMessageProcessor::handleHostCommand(PlayerColor player, const std::string &message)
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{
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std::vector<std::string> words;
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boost::split(words, message, boost::is_any_of(" "));
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bool isHost = false;
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for(auto & c : gameHandler->connections[player])
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if(gameHandler->gameLobby()->isClientHost(c->connectionID))
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isHost = true;
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if(!isHost || words.size() < 2 || words[0] != "game")
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return false;
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if(words[1] == "exit" || words[1] == "quit" || words[1] == "end")
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{
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broadcastSystemMessage("game was terminated");
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gameHandler->gameLobby()->setState(EServerState::SHUTDOWN);
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return true;
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}
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if(words.size() == 3 && words[1] == "save")
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{
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gameHandler->save("Saves/" + words[2]);
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broadcastSystemMessage("game saved as " + words[2]);
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return true;
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}
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if(words.size() == 3 && words[1] == "kick")
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{
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auto playername = words[2];
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PlayerColor playerToKick(PlayerColor::CANNOT_DETERMINE);
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if(std::all_of(playername.begin(), playername.end(), ::isdigit))
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playerToKick = PlayerColor(std::stoi(playername));
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else
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{
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for(auto & c : gameHandler->connections)
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{
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if(c.first.toString() == playername)
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playerToKick = c.first;
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}
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}
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if(playerToKick != PlayerColor::CANNOT_DETERMINE)
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{
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PlayerCheated pc;
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pc.player = playerToKick;
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pc.losingCheatCode = true;
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gameHandler->sendAndApply(&pc);
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gameHandler->checkVictoryLossConditionsForPlayer(playerToKick);
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}
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return true;
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}
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if(words.size() == 2 && words[1] == "cheaters")
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{
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int playersCheated = 0;
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for (const auto & player : gameHandler->gameState()->players)
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{
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if(player.second.cheated)
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{
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broadcastSystemMessage("Player " + player.first.toString() + " is cheater!");
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playersCheated++;
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}
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}
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if (!playersCheated)
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broadcastSystemMessage("No cheaters registered!");
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return true;
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}
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return false;
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}
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void PlayerMessageProcessor::cheatGiveSpells(PlayerColor player, const CGHeroInstance * hero)
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{
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if (!hero)
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return;
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///Give hero spellbook
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if (!hero->hasSpellbook())
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gameHandler->giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
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///Give all spells with bonus (to allow banned spells)
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GiveBonus giveBonus(GiveBonus::ETarget::OBJECT);
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giveBonus.id = hero->id;
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giveBonus.bonus = Bonus(BonusDuration::PERMANENT, BonusType::SPELLS_OF_LEVEL, BonusSource::OTHER, 0, BonusSourceID());
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//start with level 0 to skip abilities
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for (int level = 1; level <= GameConstants::SPELL_LEVELS; level++)
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{
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giveBonus.bonus.subtype = BonusCustomSubtype::spellLevel(level);
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gameHandler->sendAndApply(&giveBonus);
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}
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///Give mana
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SetMana sm;
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sm.hid = hero->id;
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sm.val = 999;
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sm.absolute = true;
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gameHandler->sendAndApply(&sm);
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}
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void PlayerMessageProcessor::cheatBuildTown(PlayerColor player, const CGTownInstance * town)
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{
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if (!town)
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return;
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for (auto & build : town->town->buildings)
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{
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if (!town->hasBuilt(build.first)
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&& !build.second->getNameTranslated().empty()
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&& build.first != BuildingID::SHIP)
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{
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gameHandler->buildStructure(town->id, build.first, true);
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}
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}
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}
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void PlayerMessageProcessor::cheatGiveArmy(PlayerColor player, const CGHeroInstance * hero, std::vector<std::string> words)
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{
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if (!hero)
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return;
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std::string creatureIdentifier = words.empty() ? "archangel" : words[0];
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std::optional<int> amountPerSlot;
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try
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{
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amountPerSlot = std::stol(words.at(1));
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}
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catch(std::logic_error&)
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{
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}
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std::optional<int32_t> creatureId = VLC->identifiers()->getIdentifier(ModScope::scopeGame(), "creature", creatureIdentifier, false);
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if(creatureId.has_value())
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{
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const auto * creature = CreatureID(creatureId.value()).toCreature();
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for (int i = 0; i < GameConstants::ARMY_SIZE; i++)
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{
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if (!hero->hasStackAtSlot(SlotID(i)))
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{
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if (amountPerSlot.has_value())
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gameHandler->insertNewStack(StackLocation(hero, SlotID(i)), creature, *amountPerSlot);
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else
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gameHandler->insertNewStack(StackLocation(hero, SlotID(i)), creature, 5 * std::pow(10, i));
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}
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}
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}
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}
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void PlayerMessageProcessor::cheatGiveMachines(PlayerColor player, const CGHeroInstance * hero)
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{
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if (!hero)
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return;
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if (!hero->getArt(ArtifactPosition::MACH1))
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gameHandler->giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::BALLISTA], ArtifactPosition::MACH1);
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if (!hero->getArt(ArtifactPosition::MACH2))
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gameHandler->giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::AMMO_CART], ArtifactPosition::MACH2);
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if (!hero->getArt(ArtifactPosition::MACH3))
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gameHandler->giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::FIRST_AID_TENT], ArtifactPosition::MACH3);
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}
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void PlayerMessageProcessor::cheatGiveArtifacts(PlayerColor player, const CGHeroInstance * hero, std::vector<std::string> words)
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{
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if (!hero)
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return;
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if (!words.empty())
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{
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for (auto const & word : words)
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{
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auto artID = VLC->identifiers()->getIdentifier(ModScope::scopeGame(), "artifact", word, false);
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if(artID && VLC->arth->objects[*artID])
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gameHandler->giveHeroNewArtifact(hero, VLC->arth->objects[*artID], ArtifactPosition::FIRST_AVAILABLE);
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}
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}
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else
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{
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for(int g = 7; g < VLC->arth->objects.size(); ++g) //including artifacts from mods
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{
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if(VLC->arth->objects[g]->canBePutAt(hero))
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gameHandler->giveHeroNewArtifact(hero, VLC->arth->objects[g], ArtifactPosition::FIRST_AVAILABLE);
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}
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}
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}
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void PlayerMessageProcessor::cheatLevelup(PlayerColor player, const CGHeroInstance * hero, std::vector<std::string> words)
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{
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if (!hero)
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return;
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int levelsToGain;
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try
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{
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levelsToGain = std::stol(words.at(0));
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}
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catch(std::logic_error&)
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{
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levelsToGain = 1;
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}
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gameHandler->changePrimSkill(hero, PrimarySkill::EXPERIENCE, VLC->heroh->reqExp(hero->level + levelsToGain) - VLC->heroh->reqExp(hero->level));
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}
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void PlayerMessageProcessor::cheatExperience(PlayerColor player, const CGHeroInstance * hero, std::vector<std::string> words)
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{
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if (!hero)
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return;
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int expAmountProcessed;
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try
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{
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expAmountProcessed = std::stol(words.at(0));
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}
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catch(std::logic_error&)
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{
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expAmountProcessed = 10000;
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}
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gameHandler->changePrimSkill(hero, PrimarySkill::EXPERIENCE, expAmountProcessed);
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}
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void PlayerMessageProcessor::cheatMovement(PlayerColor player, const CGHeroInstance * hero, std::vector<std::string> words)
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{
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if (!hero)
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return;
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SetMovePoints smp;
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smp.hid = hero->id;
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try
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{
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smp.val = std::stol(words.at(0));;
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}
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catch(std::logic_error&)
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{
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smp.val = 1000000;
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}
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gameHandler->sendAndApply(&smp);
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GiveBonus gb(GiveBonus::ETarget::OBJECT);
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gb.bonus.type = BonusType::FREE_SHIP_BOARDING;
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gb.bonus.duration = BonusDuration::ONE_DAY;
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gb.bonus.source = BonusSource::OTHER;
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gb.id = hero->id;
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gameHandler->giveHeroBonus(&gb);
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}
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void PlayerMessageProcessor::cheatResources(PlayerColor player, std::vector<std::string> words)
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{
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int baseResourceAmount;
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try
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{
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baseResourceAmount = std::stol(words.at(0));;
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}
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catch(std::logic_error&)
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{
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baseResourceAmount = 100;
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}
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TResources resources;
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resources[EGameResID::GOLD] = baseResourceAmount * 1000;
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for (GameResID i = EGameResID::WOOD; i < EGameResID::GOLD; ++i)
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resources[i] = baseResourceAmount;
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gameHandler->giveResources(player, resources);
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}
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void PlayerMessageProcessor::cheatVictory(PlayerColor player)
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{
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PlayerCheated pc;
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pc.player = player;
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pc.winningCheatCode = true;
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gameHandler->sendAndApply(&pc);
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}
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void PlayerMessageProcessor::cheatDefeat(PlayerColor player)
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{
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PlayerCheated pc;
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pc.player = player;
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pc.losingCheatCode = true;
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gameHandler->sendAndApply(&pc);
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}
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void PlayerMessageProcessor::cheatMapReveal(PlayerColor player, bool reveal)
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{
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FoWChange fc;
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fc.mode = reveal ? ETileVisibility::REVEALED : ETileVisibility::HIDDEN;
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fc.player = player;
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const auto & fowMap = gameHandler->gameState()->getPlayerTeam(player)->fogOfWarMap;
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const auto & mapSize = gameHandler->gameState()->getMapSize();
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auto hlp_tab = new int3[mapSize.x * mapSize.y * mapSize.z];
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int lastUnc = 0;
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for(int z = 0; z < mapSize.z; z++)
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for(int x = 0; x < mapSize.x; x++)
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for(int y = 0; y < mapSize.y; y++)
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if(!(*fowMap)[z][x][y] || fc.mode == ETileVisibility::HIDDEN)
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hlp_tab[lastUnc++] = int3(x, y, z);
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fc.tiles.insert(hlp_tab, hlp_tab + lastUnc);
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delete [] hlp_tab;
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gameHandler->sendAndApply(&fc);
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}
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bool PlayerMessageProcessor::handleCheatCode(const std::string & cheat, PlayerColor player, ObjectInstanceID currObj)
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{
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std::vector<std::string> words;
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boost::split(words, cheat, boost::is_any_of("\t\r\n "));
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if (words.empty())
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return false;
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//Make cheat name case-insensitive, but keep words/parameters (e.g. creature name) as it
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std::string cheatName = boost::to_lower_copy(words[0]);
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words.erase(words.begin());
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std::vector<std::string> townTargetedCheats = { "vcmiarmenelos", "vcmibuild", "nwczion" };
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std::vector<std::string> playerTargetedCheats = {
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"vcmiformenos", "vcmiresources", "nwctheconstruct",
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"vcmimelkor", "vcmilose", "nwcbluepill",
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"vcmisilmaril", "vcmiwin", "nwcredpill",
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"vcmieagles", "vcmimap", "nwcwhatisthematrix",
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"vcmiungoliant", "vcmihidemap", "nwcignoranceisbliss"
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};
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std::vector<std::string> heroTargetedCheats = {
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"vcmiainur", "vcmiarchangel", "nwctrinity",
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"vcmiangband", "vcmiblackknight", "nwcagents",
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"vcmiglaurung", "vcmicrystal", "vcmiazure",
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"vcmifaerie", "vcmiarmy", "vcminissi",
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"vcmiistari", "vcmispells", "nwcthereisnospoon",
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"vcminoldor", "vcmimachines", "nwclotsofguns",
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"vcmiglorfindel", "vcmilevel", "nwcneo",
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"vcminahar", "vcmimove", "nwcnebuchadnezzar",
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"vcmiforgeofnoldorking", "vcmiartifacts",
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"vcmiolorin", "vcmiexp",
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};
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if (!vstd::contains(townTargetedCheats, cheatName) && !vstd::contains(playerTargetedCheats, cheatName) && !vstd::contains(heroTargetedCheats, cheatName))
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return false;
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bool playerTargetedCheat = false;
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for (const auto & i : gameHandler->gameState()->players)
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{
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if (words.empty())
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break;
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if (i.first == PlayerColor::NEUTRAL)
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continue;
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if (words.front() == "ai" && i.second.human)
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continue;
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if (words.front() != "all" && words.front() != i.first.toString())
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continue;
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std::vector<std::string> parameters = words;
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PlayerCheated pc;
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pc.player = i.first;
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gameHandler->sendAndApply(&pc);
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playerTargetedCheat = true;
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parameters.erase(parameters.begin());
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if (vstd::contains(playerTargetedCheats, cheatName))
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executeCheatCode(cheatName, i.first, ObjectInstanceID::NONE, parameters);
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if (vstd::contains(townTargetedCheats, cheatName))
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for (const auto & t : i.second.towns)
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executeCheatCode(cheatName, i.first, t->id, parameters);
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if (vstd::contains(heroTargetedCheats, cheatName))
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for (const auto & h : i.second.heroes)
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executeCheatCode(cheatName, i.first, h->id, parameters);
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}
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PlayerCheated pc;
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pc.player = player;
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gameHandler->sendAndApply(&pc);
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if (!playerTargetedCheat)
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executeCheatCode(cheatName, player, currObj, words);
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return true;
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}
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void PlayerMessageProcessor::executeCheatCode(const std::string & cheatName, PlayerColor player, ObjectInstanceID currObj, const std::vector<std::string> & words)
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{
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const CGHeroInstance * hero = gameHandler->getHero(currObj);
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const CGTownInstance * town = gameHandler->getTown(currObj);
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if (!town && hero)
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town = hero->visitedTown;
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const auto & doCheatGiveSpells = [&]() { cheatGiveSpells(player, hero); };
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const auto & doCheatBuildTown = [&]() { cheatBuildTown(player, town); };
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const auto & doCheatGiveArmyCustom = [&]() { cheatGiveArmy(player, hero, words); };
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const auto & doCheatGiveArmyFixed = [&](std::vector<std::string> customWords) { cheatGiveArmy(player, hero, customWords); };
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const auto & doCheatGiveMachines = [&]() { cheatGiveMachines(player, hero); };
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const auto & doCheatGiveArtifacts = [&]() { cheatGiveArtifacts(player, hero, words); };
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const auto & doCheatLevelup = [&]() { cheatLevelup(player, hero, words); };
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const auto & doCheatExperience = [&]() { cheatExperience(player, hero, words); };
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const auto & doCheatMovement = [&]() { cheatMovement(player, hero, words); };
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const auto & doCheatResources = [&]() { cheatResources(player, words); };
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const auto & doCheatVictory = [&]() { cheatVictory(player); };
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const auto & doCheatDefeat = [&]() { cheatDefeat(player); };
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const auto & doCheatMapReveal = [&]() { cheatMapReveal(player, true); };
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const auto & doCheatMapHide = [&]() { cheatMapReveal(player, false); };
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// Unimplemented H3 cheats:
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// nwcfollowthewhiterabbit - The currently selected hero permanently gains maximum luck.
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// nwcmorpheus - The currently selected hero permanently gains maximum morale.
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// nwcoracle - The puzzle map is permanently revealed.
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// nwcphisherprice - Changes and brightens the game colors.
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std::map<std::string, std::function<void()>> callbacks = {
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{"vcmiainur", [&] () {doCheatGiveArmyFixed({ "archangel", "5" });} },
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{"nwctrinity", [&] () {doCheatGiveArmyFixed({ "archangel", "5" });} },
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{"vcmiangband", [&] () {doCheatGiveArmyFixed({ "blackKnight", "10" });} },
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{"vcmiglaurung", [&] () {doCheatGiveArmyFixed({ "crystalDragon", "5000" });} },
|
|
{"vcmiarchangel", [&] () {doCheatGiveArmyFixed({ "archangel", "5" });} },
|
|
{"nwcagents", [&] () {doCheatGiveArmyFixed({ "blackKnight", "10" });} },
|
|
{"vcmiblackknight", [&] () {doCheatGiveArmyFixed({ "blackKnight", "10" });} },
|
|
{"vcmicrystal", [&] () {doCheatGiveArmyFixed({ "crystalDragon", "5000" });} },
|
|
{"vcmiazure", [&] () {doCheatGiveArmyFixed({ "azureDragon", "5000" });} },
|
|
{"vcmifaerie", [&] () {doCheatGiveArmyFixed({ "fairieDragon", "5000" });} },
|
|
{"vcmiarmy", doCheatGiveArmyCustom },
|
|
{"vcminissi", doCheatGiveArmyCustom },
|
|
{"vcmiistari", doCheatGiveSpells },
|
|
{"vcmispells", doCheatGiveSpells },
|
|
{"nwcthereisnospoon", doCheatGiveSpells },
|
|
{"vcmiarmenelos", doCheatBuildTown },
|
|
{"vcmibuild", doCheatBuildTown },
|
|
{"nwczion", doCheatBuildTown },
|
|
{"vcminoldor", doCheatGiveMachines },
|
|
{"vcmimachines", doCheatGiveMachines },
|
|
{"nwclotsofguns", doCheatGiveMachines },
|
|
{"vcmiforgeofnoldorking", doCheatGiveArtifacts },
|
|
{"vcmiartifacts", doCheatGiveArtifacts },
|
|
{"vcmiglorfindel", doCheatLevelup },
|
|
{"vcmilevel", doCheatLevelup },
|
|
{"nwcneo", doCheatLevelup },
|
|
{"vcmiolorin", doCheatExperience },
|
|
{"vcmiexp", doCheatExperience },
|
|
{"vcminahar", doCheatMovement },
|
|
{"vcmimove", doCheatMovement },
|
|
{"nwcnebuchadnezzar", doCheatMovement },
|
|
{"vcmiformenos", doCheatResources },
|
|
{"vcmiresources", doCheatResources },
|
|
{"nwctheconstruct", doCheatResources },
|
|
{"nwcbluepill", doCheatDefeat },
|
|
{"vcmimelkor", doCheatDefeat },
|
|
{"vcmilose", doCheatDefeat },
|
|
{"nwcredpill", doCheatVictory },
|
|
{"vcmisilmaril", doCheatVictory },
|
|
{"vcmiwin", doCheatVictory },
|
|
{"nwcwhatisthematrix", doCheatMapReveal },
|
|
{"vcmieagles", doCheatMapReveal },
|
|
{"vcmimap", doCheatMapReveal },
|
|
{"vcmiungoliant", doCheatMapHide },
|
|
{"vcmihidemap", doCheatMapHide },
|
|
{"nwcignoranceisbliss", doCheatMapHide },
|
|
};
|
|
|
|
assert(callbacks.count(cheatName));
|
|
if (callbacks.count(cheatName))
|
|
callbacks.at(cheatName)();
|
|
}
|
|
|
|
void PlayerMessageProcessor::sendSystemMessage(std::shared_ptr<CConnection> connection, const std::string & message)
|
|
{
|
|
SystemMessage sm;
|
|
sm.text = message;
|
|
connection->sendPack(&sm);
|
|
}
|
|
|
|
void PlayerMessageProcessor::broadcastSystemMessage(const std::string & message)
|
|
{
|
|
SystemMessage sm;
|
|
sm.text = message;
|
|
gameHandler->sendToAllClients(&sm);
|
|
}
|
|
|
|
void PlayerMessageProcessor::broadcastMessage(PlayerColor playerSender, const std::string & message)
|
|
{
|
|
PlayerMessageClient temp_message(playerSender, message);
|
|
gameHandler->sendAndApply(&temp_message);
|
|
}
|