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- /*
- * 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
- VCMI_LIB_NAMESPACE_BEGIN
- class PlayerColor;
- class ObjectInstanceID;
- 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<std::string> & 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<std::string> words);
- void cheatGiveMachines(PlayerColor player, const CGHeroInstance * hero);
- void cheatGiveArtifacts(PlayerColor player, const CGHeroInstance * hero);
- void cheatLevelup(PlayerColor player, const CGHeroInstance * hero, std::vector<std::string> words);
- void cheatExperience(PlayerColor player, const CGHeroInstance * hero, std::vector<std::string> words);
- void cheatMovement(PlayerColor player, const CGHeroInstance * hero, std::vector<std::string> words);
- void cheatResources(PlayerColor player, std::vector<std::string> 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<CConnection> 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 <typename Handler> void serialize(Handler &h, const int version)
- {
- }
- };
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