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							- /*
 
-  * ClientCommandManager.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
 
- VCMI_LIB_NAMESPACE_BEGIN
 
- class PlayerColor;
 
- VCMI_LIB_NAMESPACE_END
 
- class CIntObject;
 
- class ClientCommandManager //take mantis #2292 issue about account if thinking about handling cheats from command-line
 
- {
 
- 	bool currentCallFromIngameConsole = false; // commands can come from 2 sources: ingame console (chat) and client console
 
- 	
 
- 	// Quits the game (die, fool command)
 
- 	void handleQuitCommand();
 
- 	// Saves current game under the given filename
 
- 	void handleSaveCommand(std::istringstream & singleWordBuffer);
 
- 	// Loads a game with the given filename
 
- 	void handleLoadCommand(std::istringstream & singleWordBuffer);
 
- 	// AI takes over until the end of turn (unlike original H3 currently causes AI to take over until typed again)
 
- 	void handleGoSoloCommand();
 
- 	// Toggles autoskip mode on and off. In this mode, player turns are automatically skipped and only AI moves.
 
- 	// However, GUI is still present and allows to observe AI moves. After this option is activated, you need to end first turn manually.
 
- 	// Press [Shift] before your turn starts to not skip it.
 
- 	void handleAutoskipCommand();
 
- 	// Gives you control over specified AI player. If none is specified gives you control over all AI players
 
- 	void handleControlaiCommand(std::istringstream& singleWordBuffer);
 
- 	// Change battle AI used by neutral creatures to the one specified. Persists through game quit
 
- 	void handleSetBattleAICommand(std::istringstream& singleWordBuffer);
 
- 	// Redraw the current screen
 
- 	void handleRedrawCommand();
 
- 	// Extracts all translateable game texts into Translation directory, separating files on per-mod basis
 
- 	void handleTranslateGameCommand();
 
- 	// Extracts all translateable texts from maps and campaigns into Translation directory, separating files on per-mod basis
 
- 	void handleTranslateMapsCommand();
 
- 	// Saves current game configuration into extracted/configuration folder
 
- 	void handleGetConfigCommand();
 
- 	// Dumps all scripts in Extracted/Scripts
 
- 	void handleGetScriptsCommand();
 
- 	// Dumps all .txt files from DATA into Extracted/DATA
 
- 	void handleGetTextCommand();
 
- 	// Extract .def animation as BMP files
 
- 	void handleDef2bmpCommand(std::istringstream& singleWordBuffer);
 
- 	// Export file into Extracted directory
 
- 	void handleExtractCommand(std::istringstream& singleWordBuffer);
 
- 	// Print in console the current bonuses for curent army
 
- 	void handleBonusesCommand(std::istringstream & singleWordBuffer);
 
- 	// Get what artifact is present on artifact slot with specified ID for hero with specified ID
 
- 	void handleTellCommand(std::istringstream& singleWordBuffer);
 
- 	// Show current movement points, max movement points on land / max movement points on water.
 
- 	void handleMpCommand();
 
- 	// set <command> <on/off> - sets special temporary settings that reset on game quit.
 
- 	void handleSetCommand(std::istringstream& singleWordBuffer);
 
- 	// Crashes the game forcing an exception
 
- 	void handleCrashCommand();
 
- 	// shows object graph
 
- 	void handleVsLog(std::istringstream & singleWordBuffer);
 
- 	// Prints in Chat the given message
 
- 	void printCommandMessage(const std::string &commandMessage, ELogLevel::ELogLevel messageType = ELogLevel::NOT_SET);
 
- 	void giveTurn(const PlayerColor &color);
 
- public:
 
- 	ClientCommandManager() = default;
 
- 	void processCommand(const std::string & message, bool calledFromIngameConsole);
 
- };
 
 
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