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