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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#include "UnsyncedGameCommands.h"
#include "UnsyncedActionExecutor.h"
#include "SyncedGameCommands.h"
#include "SyncedActionExecutor.h"
#include "Game.h"
#include "Action.h"
#include "CameraHandler.h"
#include "ConsoleHistory.h"
#include "CommandMessage.h"
#include "GameSetup.h"
#include "GlobalUnsynced.h"
#include "SelectedUnitsHandler.h"
#include "System/TimeProfiler.h"
#include "IVideoCapturing.h"
#include "WordCompletion.h"
#include "InMapDraw.h"
#include "InMapDrawModel.h"
#ifdef _WIN32
# include "winerror.h" // TODO someone on windows (MinGW? VS?) please check if this is required
#endif
#include "ExternalAI/IAILibraryManager.h"
#include "ExternalAI/SkirmishAIHandler.h"
#include "Game/Players/Player.h"
#include "Game/Players/PlayerHandler.h"
#include "Game/UI/PlayerRoster.h"
#include "Net/GameServer.h"
#include "Map/Ground.h"
#include "Map/MetalMap.h"
#include "Map/ReadMap.h"
#include "Map/SMF/SMFGroundDrawer.h"
#include "Map/SMF/ROAM/Patch.h"
#include "Map/SMF/ROAM/RoamMeshDrawer.h"
#include "Rendering/DebugColVolDrawer.h"
#include "Rendering/DebugDrawerAI.h"
#include "Rendering/IPathDrawer.h"
#include "Rendering/Env/ISky.h"
#include "Rendering/Env/ITreeDrawer.h"
#include "Rendering/Env/IWater.h"
#include "Rendering/Shaders/ShaderHandler.h"
#include "Rendering/FeatureDrawer.h"
#include "Rendering/Fonts/glFont.h"
#include "Rendering/Env/IGroundDecalDrawer.h"
#include "Rendering/HUDDrawer.h"
#include "Rendering/Screenshot.h"
#include "Rendering/ShadowHandler.h"
#include "Rendering/TeamHighlight.h"
#include "Rendering/LuaObjectDrawer.h"
#include "Rendering/UnitDrawer.h"
#include "Rendering/VerticalSync.h"
#include "Rendering/Map/InfoTexture/IInfoTextureHandler.h"
#include "Rendering/Map/InfoTexture/Modern/Path.h"
#include "Lua/LuaOpenGL.h"
#include "Lua/LuaUI.h"
#include "Sim/MoveTypes/MoveDefHandler.h"
#include "Sim/Misc/TeamHandler.h"
#include "Sim/Misc/ModInfo.h"
#include "Sim/Units/UnitDef.h"
#include "Sim/Units/UnitDefHandler.h"
#include "Sim/Units/Scripts/UnitScript.h"
#include "Game/UI/Groups/GroupHandler.h"
#include "Sim/Projectiles/ProjectileHandler.h"
#include "UI/CommandColors.h"
#include "UI/EndGameBox.h"
#include "UI/GameInfo.h"
#include "UI/GuiHandler.h"
#include "UI/InfoConsole.h"
#include "UI/InputReceiver.h"
#include "UI/KeyBindings.h"
#include "UI/KeyCodes.h"
#include "UI/MiniMap.h"
#include "UI/QuitBox.h"
#include "UI/ResourceBar.h"
#include "UI/SelectionKeyHandler.h"
#include "UI/ShareBox.h"
#include "UI/TooltipConsole.h"
#include "UI/UnitTracker.h"
#include "UI/ProfileDrawer.h"
#include "System/Config/ConfigHandler.h"
#include "System/EventHandler.h"
#include "System/Log/ILog.h"
#include "System/GlobalConfig.h"
#include "Net/Protocol/NetProtocol.h"
#include "System/FileSystem/SimpleParser.h"
#include "System/Sound/ISound.h"
#include "System/Sound/ISoundChannels.h"
#include "System/Sync/DumpState.h"
#include "System/Util.h"
#include "System/EventHandler.h"
#include <SDL_events.h>
#include <SDL_video.h>
static std::vector<std::string> _local_strSpaceTokenize(const std::string& text) {
static const char* const SPACE_DELIMS = " \t";
std::vector<std::string> tokens;
// Skip delimiters at beginning.
std::string::size_type lastPos = text.find_first_not_of(SPACE_DELIMS, 0);
// Find first "non-delimiter".
std::string::size_type pos = text.find_first_of(SPACE_DELIMS, lastPos);
while (std::string::npos != pos || std::string::npos != lastPos) {
// Found a token, add it to the vector.
tokens.push_back(text.substr(lastPos, pos - lastPos));
// Skip delimiters. Note the "not_of"
lastPos = text.find_first_not_of(SPACE_DELIMS, pos);
// Find next "non-delimiter"
pos = text.find_first_of(SPACE_DELIMS, lastPos);
}
return tokens;
}
namespace { // prevents linking problems in case of duplicate symbols
/**
* Special case executor which is used for creating aliases to other commands.
* The inner executor will be delet'ed in this executors dtor.
*/
class AliasActionExecutor : public IUnsyncedActionExecutor {
public:
AliasActionExecutor(IUnsyncedActionExecutor* innerExecutor, const std::string& commandAlias)
: IUnsyncedActionExecutor(commandAlias, "Alias for command \"" + commandAlias + "\"")
, innerExecutor(innerExecutor)
{
assert(innerExecutor != NULL);
}
virtual ~AliasActionExecutor() {
delete innerExecutor;
}
bool Execute(const UnsyncedAction& action) const {
return innerExecutor->ExecuteAction(action);
}
private:
IUnsyncedActionExecutor* innerExecutor;
};
/**
* Special case executor which allows to combine multiple commands into one,
* by calling them sequentially.
* The inner executors will be delet'ed in this executors dtor.
*/
class SequentialActionExecutor : public IUnsyncedActionExecutor {
public:
SequentialActionExecutor(const std::string& command)
: IUnsyncedActionExecutor(command, "Executes the following commands in order:")
{}
virtual ~SequentialActionExecutor() {
std::vector<IUnsyncedActionExecutor*>::iterator ei;
for (ei = innerExecutors.begin(); ei != innerExecutors.end(); ++ei) {
delete *ei;
}
}
void AddExecutor(IUnsyncedActionExecutor* innerExecutor) {
innerExecutors.push_back(innerExecutor);
SetDescription(GetDescription() + " " + innerExecutor->GetCommand());
}
bool Execute(const UnsyncedAction& action) const {
std::vector<IUnsyncedActionExecutor*>::const_iterator ei;
for (ei = innerExecutors.begin(); ei != innerExecutors.end(); ++ei) {
(*ei)->ExecuteAction(action);
}
return true;
}
private:
std::vector<IUnsyncedActionExecutor*> innerExecutors;
};
class SelectActionExecutor : public IUnsyncedActionExecutor {
public:
SelectActionExecutor() : IUnsyncedActionExecutor("Select",
"<chat command description: Select>") {} // TODO
bool Execute(const UnsyncedAction& action) const {
selectionKeys->DoSelection(action.GetArgs()); //TODO give it a return argument?
return true;
}
};
class SelectUnitsActionExecutor : public IUnsyncedActionExecutor {
public:
SelectUnitsActionExecutor() : IUnsyncedActionExecutor("SelectUnits",
"<chat command description: SelectUnits>") {} // TODO
bool Execute(const UnsyncedAction& action) const {
selectedUnitsHandler.SelectUnits(action.GetArgs()); //TODO give it a return argument?
return true;
}
};
class SelectCycleActionExecutor : public IUnsyncedActionExecutor {
public:
SelectCycleActionExecutor() : IUnsyncedActionExecutor("SelectCycle",
"<chat command description: SelectUnits>") {} // TODO
bool Execute(const UnsyncedAction& action) const {
selectedUnitsHandler.SelectCycle(action.GetArgs()); //TODO give it a return argument?
return true;
}
};
class DeselectActionExecutor : public IUnsyncedActionExecutor {
public:
DeselectActionExecutor() : IUnsyncedActionExecutor("Deselect",
"Deselects all currently selected units") {}
bool Execute(const UnsyncedAction& action) const {
selectedUnitsHandler.ClearSelected();
return true;
}
};
class RoamActionExecutor : public IUnsyncedActionExecutor {
public:
RoamActionExecutor() : IUnsyncedActionExecutor("roam",
"Disables/Enables ROAM mesh rendering: 0=off, 1=on") {}
bool Execute(const UnsyncedAction& action) const {
CSMFGroundDrawer* smfGD = dynamic_cast<CSMFGroundDrawer*>(readMap->GetGroundDrawer());
if (!smfGD)
return false;
if (!action.GetArgs().empty()) {
int useRoam = -1;
int roamMode = -1;
sscanf((action.GetArgs()).c_str(), "%i %i", &useRoam, &roamMode);
smfGD->SwitchMeshDrawer(useRoam);
if (useRoam && roamMode >= 0) {
Patch::SwitchRenderMode(roamMode);
}
} else {
smfGD->SwitchMeshDrawer();
}
return true;
}
};
class MapBorderActionExecutor : public IUnsyncedActionExecutor {
public:
MapBorderActionExecutor() : IUnsyncedActionExecutor("MapBorder",
"Set or toggle map border rendering") {}
bool Execute(const UnsyncedAction& action) const {
CSMFGroundDrawer* smfGD = dynamic_cast<CSMFGroundDrawer*>(readMap->GetGroundDrawer());
if (!smfGD)
return false;
if (!action.GetArgs().empty()) {
bool enable = true;
InverseOrSetBool(enable, action.GetArgs());
if (enable != smfGD->ToggleMapBorder())
smfGD->ToggleMapBorder();
} else {
smfGD->ToggleMapBorder();
}
return true;
}
};
class ShadowsActionExecutor : public IUnsyncedActionExecutor {
public:
ShadowsActionExecutor() : IUnsyncedActionExecutor("Shadows",
"Disables/Enables shadows rendering: -1=disabled, 0=off,"
" 1=full shadows, 2=skip terrain shadows") {}
bool Execute(const UnsyncedAction& action) const {
if (shadowHandler->shadowConfig < 0) {
LOG_L(L_WARNING, "Shadows are disabled; change your configuration and restart to use them");
return true;
}
if (!CShadowHandler::ShadowsSupported()) {
LOG_L(L_WARNING, "Your hardware/driver setup does not support shadows");
return true;
}
shadowHandler->Reload(((action.GetArgs()).empty())? NULL: (action.GetArgs()).c_str());
LOG("Set \"shadows\" config-parameter to %i", shadowHandler->shadowConfig);
return true;
}
};
class WaterActionExecutor : public IUnsyncedActionExecutor {
public:
WaterActionExecutor() : IUnsyncedActionExecutor("Water",
"Set water rendering mode: 0=basic, 1=reflective, 2=dynamic"
", 3=reflective&refractive, 4=bump-mapped") {}
bool Execute(const UnsyncedAction& action) const
{
int nextWaterRendererMode = 0;
if (!(action.GetArgs()).empty()) {
nextWaterRendererMode = atoi((action.GetArgs()).c_str());
} else {
nextWaterRendererMode = -1;
}
IWater::PushWaterMode(nextWaterRendererMode);
return true;
}
};
class AdvModelShadingActionExecutor : public IUnsyncedActionExecutor {
public:
AdvModelShadingActionExecutor() : IUnsyncedActionExecutor("AdvModelShading",
"Set or toggle advanced model shading mode") {}
bool Execute(const UnsyncedAction& action) const {
static bool canUseShaders = unitDrawer->UseAdvShading();
if (!canUseShaders)
return false;
InverseOrSetBool(unitDrawer->UseAdvShadingRef(), action.GetArgs());
LogSystemStatus("model shaders", unitDrawer->UseAdvShading());
return true;
}
};
class AdvMapShadingActionExecutor : public IUnsyncedActionExecutor {
public:
AdvMapShadingActionExecutor() : IUnsyncedActionExecutor("AdvMapShading",
"Set or toggle advanced map shading mode") {}
bool Execute(const UnsyncedAction& action) const {
CBaseGroundDrawer* gd = readMap->GetGroundDrawer();
static bool canUseShaders = gd->UseAdvShading();
if (!canUseShaders)
return false;
InverseOrSetBool(gd->UseAdvShadingRef(), action.GetArgs());
LogSystemStatus("map shaders", gd->UseAdvShading());
return true;
}
};
class SayActionExecutor : public IUnsyncedActionExecutor {
public:
SayActionExecutor() : IUnsyncedActionExecutor("Say",
"Say something in (public) chat") {}
bool Execute(const UnsyncedAction& action) const {
game->SendNetChat(action.GetArgs());
return true;
}
};
class SayPrivateActionExecutor : public IUnsyncedActionExecutor {
public:
SayPrivateActionExecutor() : IUnsyncedActionExecutor("W",
"Say something in private to a specific player, by player-name") {}
bool Execute(const UnsyncedAction& action) const {
const std::string::size_type pos = action.GetArgs().find_first_of(" ");
if (pos != std::string::npos) {
const std::string name = action.GetArgs().substr(0, pos);
const int playerID = playerHandler->Player(name);
if (playerID >= 0) {
game->SendNetChat(action.GetArgs().substr(pos+1), playerID);
} else {
LOG_L(L_WARNING, "/w: Player not found: %s", name.c_str());
}
} else {
LOG_L(L_WARNING, "/w: wrong syntax (which is '/w %%playername')");
}
return true;
}
};
class SayPrivateByPlayerIDActionExecutor : public IUnsyncedActionExecutor {
public:
SayPrivateByPlayerIDActionExecutor() : IUnsyncedActionExecutor("WByNum",
"Say something in private to a specific player, by player-ID") {}
bool Execute(const UnsyncedAction& action) const {
const std::string::size_type pos = action.GetArgs().find_first_of(" ");
if (pos != std::string::npos) {
std::istringstream buf(action.GetArgs().substr(0, pos));
int playerID;
buf >> playerID;
if (playerID >= 0) {
game->SendNetChat(action.GetArgs().substr(pos+1), playerID);
} else {
LOG_L(L_WARNING, "Player-ID invalid: %i", playerID);
}
} else {
LOG_L(L_WARNING, "/WByNum: wrong syntax (which is '/WByNum %%playerid')");
}
return true;
}
};
class EchoActionExecutor : public IUnsyncedActionExecutor {
public:
EchoActionExecutor() : IUnsyncedActionExecutor("Echo",
"Write a string to the log file") {}
bool Execute(const UnsyncedAction& action) const {
LOG("%s", action.GetArgs().c_str());
return true;
}
};
class SetActionExecutor : public IUnsyncedActionExecutor {
public:
SetActionExecutor() : IUnsyncedActionExecutor("Set",
"Set a config key=value pair") {}
bool Execute(const UnsyncedAction& action) const {
const std::string::size_type pos = action.GetArgs().find_first_of(" ");
if (pos != std::string::npos) {
const std::string varName = action.GetArgs().substr(0, pos);
configHandler->SetString(varName, action.GetArgs().substr(pos+1));
} else {
LOG_L(L_WARNING, "/set: wrong syntax (which is '/set %%cfgtag %%cfgvalue')");
}
return true;
}
};
class SetOverlayActionExecutor : public IUnsyncedActionExecutor {
public:
SetOverlayActionExecutor() : IUnsyncedActionExecutor("TSet",
"Set a config key=value pair in the overlay, meaning it will not be"
" persisted for future games") {}
bool Execute(const UnsyncedAction& action) const {
const std::string::size_type pos = action.GetArgs().find_first_of(" ");
if (pos != std::string::npos) {
const std::string varName = action.GetArgs().substr(0, pos);
configHandler->SetString(varName, action.GetArgs().substr(pos+1), true);
} else {
LOG_L(L_WARNING, "/tset: wrong syntax (which is '/tset %%cfgtag %%cfgvalue')");
}
return true;
}
};
class EnableDrawInMapActionExecutor : public IUnsyncedActionExecutor {
public:
EnableDrawInMapActionExecutor() : IUnsyncedActionExecutor("DrawInMap",
"Enables drawing on the map") {}
bool Execute(const UnsyncedAction& action) const {
inMapDrawer->SetDrawMode(true);
return true;
}
};
class DrawLabelActionExecutor : public IUnsyncedActionExecutor {
public:
DrawLabelActionExecutor() : IUnsyncedActionExecutor("DrawLabel",
"Draws a label on the map at the current mouse-pointer position") {}
bool Execute(const UnsyncedAction& action) const {
const float3 pos = inMapDrawer->GetMouseMapPos();
if (pos.x >= 0) {
inMapDrawer->SetDrawMode(false);
inMapDrawer->PromptLabel(pos);
} else {
LOG_L(L_WARNING, "/DrawLabel: move mouse over the map");
}
return true;
}
};
class MouseActionExecutor : public IUnsyncedActionExecutor {
public:
MouseActionExecutor(int button)
: IUnsyncedActionExecutor("Mouse" + IntToString(button),
"Simulates a mouse button press of button " + IntToString(button))
, button(button)
{}
bool Execute(const UnsyncedAction& action) const {
if (!action.IsRepeat()) {
mouse->MousePress(mouse->lastx, mouse->lasty, button);
}
return true;
}
private:
int button;
};
class ViewSelectionActionExecutor : public IUnsyncedActionExecutor {
public:
ViewSelectionActionExecutor() : IUnsyncedActionExecutor("ViewSelection",
"Moves the camera to the center of the currently selected units") {}
bool Execute(const UnsyncedAction& action) const {
const CUnitSet& selUnits = selectedUnitsHandler.selectedUnits;
if (selUnits.empty())
return false;
// XXX this code is duplicated in CGroup::CalculateCenter(), move to CUnitSet maybe
float3 pos;
CUnitSet::const_iterator ui;
for (ui = selUnits.begin(); ui != selUnits.end(); ++ui) {
pos += (*ui)->midPos;
}
pos /= (float)selUnits.size();
camHandler->CameraTransition(0.6f);
camHandler->GetCurrentController().SetPos(pos);
return true;
}
};
class CameraMoveActionExecutor : public IUnsyncedActionExecutor {
public:
CameraMoveActionExecutor(int moveStateIdx, const std::string& commandPostfix)
: IUnsyncedActionExecutor("Move" + commandPostfix, "Moves the camera " + commandPostfix + " a bit")
, moveStateIdx(moveStateIdx)
{}
bool Execute(const UnsyncedAction& action) const {
camera->SetMovState(moveStateIdx, true);
return true;
}
private:
int moveStateIdx;
};
class AIKillReloadActionExecutor : public IUnsyncedActionExecutor {
public:
/**
* @param kill whether this executor should function as the kill-
* or the reload-AI command
*/
AIKillReloadActionExecutor(bool kill_)
: IUnsyncedActionExecutor((kill_ ? "AIKill" : "AIReload"),
std::string(kill_ ? "Kills" : "Reloads")
+ " the Skirmish AI controlling a specified team")
, kill(kill_)
{}
bool Execute(const UnsyncedAction& action) const {
bool badArgs = false;
const CPlayer* fromPlayer = playerHandler->Player(gu->myPlayerNum);
const int fromTeamId = (fromPlayer != NULL) ? fromPlayer->team : -1;
const bool cheating = gs->cheatEnabled;
const std::vector<std::string>& args = _local_strSpaceTokenize(action.GetArgs());
const bool singlePlayer = (playerHandler->ActivePlayers() <= 1);
const std::string actionName = StringToLower(GetCommand()).substr(2);
if (!args.empty()) {
size_t skirmishAIId = 0; // will only be used if !badArgs
bool share = false;
int teamToReceiveUnitsId = -1;
int teamToKillId = atoi(args[0].c_str());
if ((args.size() >= 2) && kill) {
teamToReceiveUnitsId = atoi(args[1].c_str());
share = true;
}
CTeam* teamToKill = (teamHandler->IsActiveTeam(teamToKillId))? teamHandler->Team(teamToKillId) : NULL;
const CTeam* teamToReceiveUnits = (teamHandler->IsActiveTeam(teamToReceiveUnitsId))? teamHandler->Team(teamToReceiveUnitsId): NULL;
if (teamToKill == NULL) {
LOG_L(L_WARNING, "Team to %s: not a valid team number: \"%s\"", actionName.c_str(), args[0].c_str());
badArgs = true;
}
if (share && teamToReceiveUnits == NULL) {
LOG_L(L_WARNING, "Team to receive units: not a valid team number: \"%s\"", args[1].c_str());
badArgs = true;
}
if (!badArgs && (skirmishAIHandler.GetSkirmishAIsInTeam(teamToKillId).size() == 0)) {
LOG_L(L_WARNING, "Team to %s: not a Skirmish AI team: %i", actionName.c_str(), teamToKillId);
badArgs = true;
} else {
const CSkirmishAIHandler::ids_t skirmishAIIds = skirmishAIHandler.GetSkirmishAIsInTeam(teamToKillId, gu->myPlayerNum);
if (!skirmishAIIds.empty()) {
skirmishAIId = skirmishAIIds[0];
} else {
LOG_L(L_WARNING, "Team to %s: not a local Skirmish AI team: %i", actionName.c_str(), teamToKillId);
badArgs = true;
}
}
if (!badArgs && skirmishAIHandler.GetSkirmishAI(skirmishAIId)->isLuaAI) {
LOG_L(L_WARNING, "Team to %s: it is not yet supported to %s Lua AIs", actionName.c_str(), actionName.c_str());
badArgs = true;
}
if (!badArgs) {
const bool weAreAllied = teamHandler->AlliedTeams(fromTeamId, teamToKillId);
const bool weAreAIHost = (skirmishAIHandler.GetSkirmishAI(skirmishAIId)->hostPlayer == gu->myPlayerNum);
const bool weAreLeader = (teamToKill->GetLeader() == gu->myPlayerNum);
if (!(weAreAIHost || weAreLeader || singlePlayer || (weAreAllied && cheating))) {
LOG_L(L_WARNING, "Team to %s: player %s is not allowed to %s Skirmish AI controlling team %i (try with /cheat)",
actionName.c_str(), fromPlayer->name.c_str(), actionName.c_str(), teamToKillId);
badArgs = true;
}
}
if (!badArgs && teamToKill->isDead) {
LOG_L(L_WARNING, "Team to %s: is a dead team already: %i", actionName.c_str(), teamToKillId);
badArgs = true;
}
if (!badArgs) {
if (kill) {
if (share) {
clientNet->Send(CBaseNetProtocol::Get().SendGiveAwayEverything(gu->myPlayerNum, teamToReceiveUnitsId, teamToKillId));
// when the AIs team has no units left,
// the AI will be destroyed automatically
} else {
const SkirmishAIData* sai = skirmishAIHandler.GetSkirmishAI(skirmishAIId);
const bool isLocalSkirmishAI = (sai->hostPlayer == gu->myPlayerNum);
if (isLocalSkirmishAI) {
skirmishAIHandler.SetLocalSkirmishAIDieing(skirmishAIId, 3 /* = AI killed */);
}
}
} else {
// reload
clientNet->Send(CBaseNetProtocol::Get().SendAIStateChanged(gu->myPlayerNum, skirmishAIId, SKIRMAISTATE_RELOADING));
}
LOG("Skirmish AI controlling team %i is beeing %sed ...", teamToKillId, actionName.c_str());
}
} else {
LOG_L(L_WARNING, "/%s: missing mandatory argument \"teamTo%s\"", GetCommand().c_str(), actionName.c_str());
badArgs = true;
}
if (badArgs) {
if (kill) {
LOG("description: "
"Kill a Skirmish AI controlling a team. The team itsself will remain alive, "
"unless a second argument is given, which specifies an active team "
"that will receive all the units of the AI team.");
LOG("usage: /%s teamToKill [teamToReceiveUnits]", GetCommand().c_str());
} else {
// reload
LOG("description: "
"Reload a Skirmish AI controlling a team."
"The team itsself will remain alive during the process.");
LOG("usage: /%s teamToReload", GetCommand().c_str());
}
}
return true;
}
private:
bool kill;
};
class AIControlActionExecutor : public IUnsyncedActionExecutor {
public:
AIControlActionExecutor() : IUnsyncedActionExecutor("AIControl",
"Creates a new instance of a Skirmish AI, to let it controll"
" a specific team") {}
bool Execute(const UnsyncedAction& action) const {
bool badArgs = false;
const CPlayer* fromPlayer = playerHandler->Player(gu->myPlayerNum);
const int fromTeamId = (fromPlayer != NULL) ? fromPlayer->team : -1;
const bool cheating = gs->cheatEnabled;
const bool singlePlayer = (playerHandler->ActivePlayers() <= 1);
const std::vector<std::string>& args = _local_strSpaceTokenize(action.GetArgs());
if (!args.empty()) {
std::string aiShortName;
std::string aiVersion;
std::string aiName;
std::map<std::string, std::string> aiOptions;
const int teamToControlId = atoi(args[0].c_str());
const CTeam* teamToControl = teamHandler->IsActiveTeam(teamToControlId) ?
teamHandler->Team(teamToControlId) : NULL;
if (args.size() >= 2) {
aiShortName = args[1];
} else {
LOG_L(L_WARNING, "/%s: missing mandatory argument \"aiShortName\"", GetCommand().c_str());
}
if (args.size() >= 3) {
aiVersion = args[2];
}
if (args.size() >= 4) {
aiName = args[3];
}
if (teamToControl == NULL) {
LOG_L(L_WARNING, "Team to control: not a valid team number: \"%s\"", args[0].c_str());
badArgs = true;
}
if (!badArgs) {
const bool weAreAllied = teamHandler->AlliedTeams(fromTeamId, teamToControlId);
const bool weAreLeader = (teamToControl->GetLeader() == gu->myPlayerNum);
const bool noLeader = (!teamToControl->HasLeader());
if (!(weAreLeader || singlePlayer || (weAreAllied && (cheating || noLeader)))) {
LOG_L(L_WARNING, "Team to control: player %s is not allowed to let a Skirmish AI take over control of team %i (try with /cheat)",
fromPlayer->name.c_str(), teamToControlId);
badArgs = true;
}
}
if (!badArgs && teamToControl->isDead) {
LOG_L(L_WARNING, "Team to control: is a dead team: %i", teamToControlId);
badArgs = true;
}
// TODO remove this, if support for multiple Skirmish AIs per team is in place
if (!badArgs && (!skirmishAIHandler.GetSkirmishAIsInTeam(teamToControlId).empty())) {
LOG_L(L_WARNING, "Team to control: there is already an AI controlling this team: %i", teamToControlId);
badArgs = true;
}
if (!badArgs && (skirmishAIHandler.GetLocalSkirmishAIInCreation(teamToControlId) != NULL)) {
LOG_L(L_WARNING, "Team to control: there is already an AI beeing created for team: %i", teamToControlId);
badArgs = true;
}
if (!badArgs) {
const std::set<std::string>& luaAIImplShortNames = skirmishAIHandler.GetLuaAIImplShortNames();
if (luaAIImplShortNames.find(aiShortName) != luaAIImplShortNames.end()) {
LOG_L(L_WARNING, "Team to control: it is currently not supported to initialize Lua AIs mid-game");
badArgs = true;
}
}
if (!badArgs) {
SkirmishAIKey aiKey(aiShortName, aiVersion);
aiKey = aiLibManager->ResolveSkirmishAIKey(aiKey);
if (aiKey.IsUnspecified()) {
LOG_L(L_WARNING, "Skirmish AI: not a valid Skirmish AI: %s %s",
aiShortName.c_str(), aiVersion.c_str());
badArgs = true;
} else {
const CSkirmishAILibraryInfo& aiLibInfo = aiLibManager->GetSkirmishAIInfos().find(aiKey)->second;
SkirmishAIData aiData;
aiData.name = (aiName != "") ? aiName : aiShortName;
aiData.team = teamToControlId;
aiData.hostPlayer = gu->myPlayerNum;
aiData.shortName = aiShortName;
aiData.version = aiVersion;
for (auto o = aiOptions.cbegin(); o != aiOptions.cend(); ++o)
aiData.optionKeys.push_back(o->first);
aiData.options = aiOptions;
aiData.isLuaAI = aiLibInfo.IsLuaAI();
skirmishAIHandler.CreateLocalSkirmishAI(aiData);
}
}
} else {
LOG_L(L_WARNING, "/%s: missing mandatory arguments \"teamToControl\" and \"aiShortName\"", GetCommand().c_str());
badArgs = true;
}
if (badArgs) {
LOG("description: Let a Skirmish AI take over control of a team.");
LOG("usage: /%s teamToControl aiShortName [aiVersion] [name] [options...]", GetCommand().c_str());
LOG("example: /%s 1 RAI 0.601 my_RAI_Friend difficulty=2 aggressiveness=3", GetCommand().c_str());
}
return true;
}
};
class AIListActionExecutor : public IUnsyncedActionExecutor {
public:
AIListActionExecutor() : IUnsyncedActionExecutor("AIList",
"Prints a list of all currently active Skirmish AIs") {}
bool Execute(const UnsyncedAction& action) const {
const CSkirmishAIHandler::id_ai_t& ais = skirmishAIHandler.GetAllSkirmishAIs();
CSkirmishAIHandler::id_ai_t::const_iterator ai;
if (!ais.empty()) {
LOG("%s | %s | %s | %s | %s | %s",
"ID",
"Team",
"Local",
"Lua",
"Name",
"(Hosting player name) or (Short name & Version)");
for (ai = ais.begin(); ai != ais.end(); ++ai) {
const bool isLocal = (ai->second.hostPlayer == gu->myPlayerNum);
std::string lastPart;
if (isLocal) {
lastPart = "(Key:) " + ai->second.shortName + " " + ai->second.version;
} else {
lastPart = "(Host:) " + playerHandler->Player(gu->myPlayerNum)->name;
}
LOG("%i | %i | %s | %s | %s | %s",
ai->first,
ai->second.team,
(isLocal ? "yes" : "no "),
(ai->second.isLuaAI ? "yes" : "no "),
ai->second.name.c_str(),
lastPart.c_str());
}
} else {
LOG("<There are no active Skirmish AIs in this game>");
}
return true;
}
};
class TeamActionExecutor : public IUnsyncedActionExecutor {
public:
TeamActionExecutor() : IUnsyncedActionExecutor("Team",
"Lets the local user change to another team", true) {}
bool Execute(const UnsyncedAction& action) const {
const int teamId = atoi(action.GetArgs().c_str());
if (teamHandler->IsValidTeam(teamId)) {
clientNet->Send(CBaseNetProtocol::Get().SendJoinTeam(gu->myPlayerNum, teamId));
} else {
LOG_L(L_WARNING, "/Team: wrong syntax (which is '/Team %%teamid')");
}
return true;
}
};
class SpectatorActionExecutor : public IUnsyncedActionExecutor {
public:
SpectatorActionExecutor() : IUnsyncedActionExecutor("Spectator",
"Lets the local user give up controll over a team, and start spectating") {}
bool Execute(const UnsyncedAction& action) const {
if (gu->spectating)
return false;
clientNet->Send(CBaseNetProtocol::Get().SendResign(gu->myPlayerNum));
return true;
}
};
class SpecTeamActionExecutor : public IUnsyncedActionExecutor {
public:
SpecTeamActionExecutor() : IUnsyncedActionExecutor("SpecTeam",
"Lets the local user specify the team to follow, if he is a spectator") {}
bool Execute(const UnsyncedAction& action) const {
if (!gu->spectating)
return false;
const int teamId = atoi(action.GetArgs().c_str());
if (!teamHandler->IsValidTeam(teamId))
return false;
gu->myTeam = teamId;
gu->myAllyTeam = teamHandler->AllyTeam(teamId);
CLuaUI::UpdateTeams();
return true;
}
};
class SpecFullViewActionExecutor : public IUnsyncedActionExecutor {
public:
SpecFullViewActionExecutor() : IUnsyncedActionExecutor("SpecFullView",
"Sets or toggles between full LOS or ally-team LOS, if the local"
" user is a spectator") {}
bool Execute(const UnsyncedAction& action) const {
if (!gu->spectating)
return false;
if (!action.GetArgs().empty()) {
const int mode = atoi(action.GetArgs().c_str());
gu->spectatingFullView = !!(mode & 1);
gu->spectatingFullSelect = !!(mode & 2);
} else {
gu->spectatingFullView = !gu->spectatingFullView;
gu->spectatingFullSelect = gu->spectatingFullView;
}
CLuaUI::UpdateTeams();
// NOTE: unsynced, so do not inform via eventHandler
unitDrawer->PlayerChanged(gu->myPlayerNum);
return true;
}
};
class AllyActionExecutor : public IUnsyncedActionExecutor {
public:
AllyActionExecutor() : IUnsyncedActionExecutor("Ally",
"Starts/Ends alliance of the local players ally-team with another ally-team") {}
bool Execute(const UnsyncedAction& action) const {
if (gu->spectating)
return false;
if (action.GetArgs().size() > 0) {
if (!gameSetup->fixedAllies) {
std::istringstream is(action.GetArgs());
int otherAllyTeam = -1;
is >> otherAllyTeam;
int state = -1;
is >> state;
if (state >= 0 && state < 2 && otherAllyTeam >= 0 && otherAllyTeam != gu->myAllyTeam)
clientNet->Send(CBaseNetProtocol::Get().SendSetAllied(gu->myPlayerNum, otherAllyTeam, state));
else
LOG_L(L_WARNING, "/%s: wrong parameters (usage: /%s <other team> [0|1])", GetCommand().c_str(), GetCommand().c_str());
}
else {
LOG_L(L_WARNING, "In-game alliances are not allowed");
}
} else {
LOG_L(L_WARNING, "/%s: wrong parameters (usage: /%s <other team> [0|1])", GetCommand().c_str(), GetCommand().c_str());
}
return true;
}
};
class GroupActionExecutor : public IUnsyncedActionExecutor {
public:
GroupActionExecutor() : IUnsyncedActionExecutor("Group",
"Allows modifying the members of a group") {}
bool Execute(const UnsyncedAction& action) const {
const char firstChar = action.GetArgs()[0];
if ((firstChar >= '0') && (firstChar <= '9')) {
const int teamId = (int) (firstChar - '0');
size_t firstCmdChar = action.GetArgs().find_first_not_of(" \t\n\r", 1);
if (firstCmdChar != std::string::npos) {
const std::string command = action.GetArgs().substr(firstCmdChar);
grouphandlers[gu->myTeam]->GroupCommand(teamId, command);
} else {
LOG_L(L_WARNING, "/%s: wrong syntax", GetCommand().c_str());
}
} else {
LOG_L(L_WARNING, "/%s: wrong groupid", GetCommand().c_str());
}
return true;
}
};
class GroupIDActionExecutor : public IUnsyncedActionExecutor {
public:
GroupIDActionExecutor(int groupId)
: IUnsyncedActionExecutor("Group" + IntToString(groupId),
"Allows modifying the members of group " + IntToString(groupId))
, groupId(groupId)
{}
bool Execute(const UnsyncedAction& action) const {
if (!action.IsRepeat()) {
return grouphandlers[gu->myTeam]->GroupCommand(groupId);
}
return false;
}
private:
int groupId;
};
class LastMessagePositionActionExecutor : public IUnsyncedActionExecutor {
public:
LastMessagePositionActionExecutor() : IUnsyncedActionExecutor("LastMsgPos",
"Moves the camera to show the position of the last message") {}
bool Execute(const UnsyncedAction& action) const {
if (game->infoConsole->GetMsgPosCount() == 0)
return false;
// cycle through the positions
camHandler->CameraTransition(0.6f);
camHandler->GetCurrentController().SetPos(game->infoConsole->GetMsgPos());
return true;
}
};
class ChatActionExecutor : public IUnsyncedActionExecutor {
ChatActionExecutor(const std::string& commandPostfix, const std::string& userInputPrefix, bool setUserInputPrefix)
: IUnsyncedActionExecutor("Chat" + commandPostfix,
"Starts waiting for intput to be sent to " + commandPostfix)
, userInputPrefix(userInputPrefix)
, setUserInputPrefix(setUserInputPrefix)
{}
public:
bool Execute(const UnsyncedAction& action) const {
if (setUserInputPrefix) {
game->userInputPrefix = userInputPrefix;
}
game->userWriting = true;
game->userPrompt = "Say: ";
game->userInput = game->userInputPrefix;
game->writingPos = (int)game->userInput.length();
game->chatting = true;
game->ignoreNextChar = false;
game->consoleHistory->ResetPosition();
inMapDrawer->SetDrawMode(false);
return true;
}
static void RegisterCommandVariants() {
unsyncedGameCommands->AddActionExecutor(new ChatActionExecutor("", "", false));
unsyncedGameCommands->AddActionExecutor(new ChatActionExecutor("All", "", true));
unsyncedGameCommands->AddActionExecutor(new ChatActionExecutor("Ally", "a:", true));
unsyncedGameCommands->AddActionExecutor(new ChatActionExecutor("Spec", "s:", true));
}
private:
const std::string userInputPrefix;
const bool setUserInputPrefix;
};
// TODO merge together with "TrackOff" to "Track 0|1", and deprecate the two old ones
class TrackActionExecutor : public IUnsyncedActionExecutor {
public:
TrackActionExecutor() : IUnsyncedActionExecutor("Track",
"Start following the selected unit(s) with the camera") {}
bool Execute(const UnsyncedAction& action) const {
unitTracker.Track();
return true;
}
};
class TrackOffActionExecutor : public IUnsyncedActionExecutor {
public:
TrackOffActionExecutor() : IUnsyncedActionExecutor("TrackOff",
"Stop following the selected unit(s) with the camera") {}
bool Execute(const UnsyncedAction& action) const {
unitTracker.Disable();
return true;
}
};
class TrackModeActionExecutor : public IUnsyncedActionExecutor {
public:
TrackModeActionExecutor() : IUnsyncedActionExecutor("TrackMode",
"Shift through different ways of following selected unit(s)") {}
bool Execute(const UnsyncedAction& action) const {
unitTracker.IncMode();
return true;
}
};
class PauseActionExecutor : public IUnsyncedActionExecutor {
public:
PauseActionExecutor() : IUnsyncedActionExecutor("Pause",
"Pause/Unpause the game") {}
bool Execute(const UnsyncedAction& action) const {
// disallow pausing prior to start of game proper
if (!game->playing)
return false;
// do not need to update lastReadNetTime, gets
// done when NETMSG_PAUSE makes the round-trip
bool newPause = gs->paused;
InverseOrSetBool(newPause, action.GetArgs());
clientNet->Send(CBaseNetProtocol::Get().SendPause(gu->myPlayerNum, newPause));
return true;
}
};
class DebugActionExecutor : public IUnsyncedActionExecutor {
public:
DebugActionExecutor() : IUnsyncedActionExecutor("Debug",
"Enable/Disable debug info rendering mode") {}
bool Execute(const UnsyncedAction& action) const {
// toggle
globalRendering->drawdebug = !globalRendering->drawdebug;
ProfileDrawer::SetEnabled(globalRendering->drawdebug);
LogSystemStatus("debug-info rendering mode", globalRendering->drawdebug);
return true;
}
};
class MuteActionExecutor : public IUnsyncedActionExecutor {
public:
MuteActionExecutor() : IUnsyncedActionExecutor("MuteSound",
"Mute/Unmute the current sound system") {}
bool Execute(const UnsyncedAction& action) const {
// toggle
sound->Mute();
LogSystemStatus("Mute", sound->IsMuted());
return true;
}
};
class SoundActionExecutor : public IUnsyncedActionExecutor {
public:
SoundActionExecutor() : IUnsyncedActionExecutor("SoundDevice",
"Switch the sound output system (currently only OpenAL / NullAudio)") {}
bool Execute(const UnsyncedAction& action) const {
// toggle
LogSystemStatus("Sound", !sound->ChangeOutput());
return true;
}
};
class SoundChannelEnableActionExecutor : public IUnsyncedActionExecutor {
public:
SoundChannelEnableActionExecutor() : IUnsyncedActionExecutor("SoundChannelEnable",
"Enable/Disable specific sound channels:"
" UnitReply, General, Battle, UserInterface, Music") {}
bool Execute(const UnsyncedAction& action) const {
std::string channel;
int enableInt, enable;
std::istringstream buf(action.GetArgs());
buf >> channel;
buf >> enableInt;
if (enableInt == 0)
enable = false;
else
enable = true;
if (channel == "UnitReply")
Channels::UnitReply->Enable(enable);
else if (channel == "General")
Channels::General->Enable(enable);
else if (channel == "Battle")
Channels::Battle->Enable(enable);
else if (channel == "UserInterface")
Channels::UserInterface->Enable(enable);
else if (channel == "Music")
Channels::BGMusic->Enable(enable);
else
LOG_L(L_WARNING, "/%s: wrong channel name \"%s\"", GetCommand().c_str(), channel.c_str());
return true;
}
};
class CreateVideoActionExecutor : public IUnsyncedActionExecutor {
public:
CreateVideoActionExecutor() : IUnsyncedActionExecutor("CreateVideo",
"Start/Stop capturing a video of the game in progress") {}
bool Execute(const UnsyncedAction& action) const {
// toggle
videoCapturing->SetCapturing(!videoCapturing->IsCapturing());
LogSystemStatus("Video capturing", videoCapturing->IsCapturing());
return true;
}
};
class DrawTreesActionExecutor : public IUnsyncedActionExecutor {
public:
DrawTreesActionExecutor() : IUnsyncedActionExecutor("DrawTrees",
"Enable/Disable rendering of engine trees") {}
bool Execute(const UnsyncedAction& action) const {
InverseOrSetBool(treeDrawer->drawTrees, action.GetArgs());
LogSystemStatus("rendering of engine trees", treeDrawer->drawTrees);
return true;
}
};
class DynamicSkyActionExecutor : public IUnsyncedActionExecutor {
public:
DynamicSkyActionExecutor() : IUnsyncedActionExecutor("DynamicSky",
"Enable/Disable dynamic-sky rendering") {}
bool Execute(const UnsyncedAction& action) const {
InverseOrSetBool(sky->dynamicSky, action.GetArgs());
LogSystemStatus("dynamic-sky rendering", sky->dynamicSky);
return true;
}
};
class DynamicSunActionExecutor : public IUnsyncedActionExecutor {
public:
DynamicSunActionExecutor() : IUnsyncedActionExecutor("DynamicSun",
"Enable/Disable dynamic-sun rendering") {}
bool Execute(const UnsyncedAction& action) const {
bool dynamicSun = sky->GetLight()->IsDynamic();
InverseOrSetBool(dynamicSun, action.GetArgs());
sky->SetLight(dynamicSun);
LogSystemStatus("dynamic-sun rendering", sky->GetLight()->IsDynamic());
return true;
}
};
class SpeedControlActionExecutor : public IUnsyncedActionExecutor {
public:
SpeedControlActionExecutor() : IUnsyncedActionExecutor("SpeedControl",
"Sets how server adjusts speed according to player's load (CPU), 1: use average, 2: use highest,") {}
bool Execute(const UnsyncedAction& action) const {
if (!gameServer) {
return false;
}
if (action.GetArgs().empty()) {
// switch to next value
++game->speedControl;
if (game->speedControl > 2) {
game->speedControl = 1;
}
} else {
// set value
game->speedControl = atoi(action.GetArgs().c_str());
}
// constrain to bounds
game->speedControl = std::max(1, std::min(game->speedControl, 2));
gameServer->UpdateSpeedControl(game->speedControl);
return true;
}
};
class GameInfoActionExecutor : public IUnsyncedActionExecutor {
public:
GameInfoActionExecutor() : IUnsyncedActionExecutor("GameInfo",
"Enables/Disables game-info panel rendering") {}
bool Execute(const UnsyncedAction& action) const {
if (!action.IsRepeat()) {
if (!CGameInfo::IsActive()) {
CGameInfo::Enable();
} else {
CGameInfo::Disable();
}
}
return true;
}
};
class HideInterfaceActionExecutor : public IUnsyncedActionExecutor {
public:
HideInterfaceActionExecutor() : IUnsyncedActionExecutor("HideInterface",
"Hide/Show the GUI controlls") {}
bool Execute(const UnsyncedAction& action) const {
InverseOrSetBool(game->hideInterface, action.GetArgs());
return true;
}
};
class HardwareCursorActionExecutor : public IUnsyncedActionExecutor {
public:
HardwareCursorActionExecutor() : IUnsyncedActionExecutor("HardwareCursor",
"Enables/Disables hardware mouse-cursor support") {}
bool Execute(const UnsyncedAction& action) const {
const bool enable = (atoi(action.GetArgs().c_str()) != 0);
mouse->ToggleHwCursor(enable);
configHandler->Set("HardwareCursor", enable);
LogSystemStatus("Hardware mouse-cursor", enable);
return true;
}
};
class FullscreenActionExecutor : public IUnsyncedActionExecutor {
public:
FullscreenActionExecutor() : IUnsyncedActionExecutor("Fullscreen",
"Switches fullscreen mode") {}
bool Execute(const UnsyncedAction& action) const {
if (!action.GetArgs().empty()) {
globalRendering->fullScreen = (atoi(action.GetArgs().c_str()) != 0);
} else {
globalRendering->fullScreen = !globalRendering->fullScreen;
}
const int2 res = globalRendering->GetWantedViewSize(globalRendering->fullScreen);
const bool borderless = configHandler->GetBool("WindowBorderless");
if (globalRendering->fullScreen) {
SDL_SetWindowSize(globalRendering->window, res.x, res.y);
if (borderless) {
SDL_SetWindowFullscreen(globalRendering->window, SDL_WINDOW_FULLSCREEN_DESKTOP);
} else {
SDL_SetWindowFullscreen(globalRendering->window, SDL_WINDOW_FULLSCREEN);
}
} else {
SDL_SetWindowFullscreen(globalRendering->window, 0);
SDL_SetWindowBordered(globalRendering->window, borderless ? SDL_FALSE : SDL_TRUE);
SDL_SetWindowSize(globalRendering->window, res.x, res.y);
SDL_SetWindowPosition(globalRendering->window, configHandler->GetInt("WindowPosX"), configHandler->GetInt("WindowPosY"));
}
return true;
}
};
class IncreaseViewRadiusActionExecutor : public IUnsyncedActionExecutor {
public:
IncreaseViewRadiusActionExecutor() : IUnsyncedActionExecutor("IncreaseViewRadius",
"Increase the view radius (lower performance, nicer view)") {}
bool Execute(const UnsyncedAction& action) const {
readMap->GetGroundDrawer()->IncreaseDetail();
return true;
}
};
class DecreaseViewRadiusActionExecutor : public IUnsyncedActionExecutor {
public:
DecreaseViewRadiusActionExecutor() : IUnsyncedActionExecutor("DecreaseViewRadius",
"Decrease the view radius (higher performance, uglier view)") {}
bool Execute(const UnsyncedAction& action) const {
readMap->GetGroundDrawer()->DecreaseDetail();
return true;
}
};
class GroundDetailActionExecutor : public IUnsyncedActionExecutor {
public:
GroundDetailActionExecutor() : IUnsyncedActionExecutor("GroundDetail",
"Set the level of ground detail") {}
bool Execute(const UnsyncedAction& action) const {
int detail;
if (action.GetArgs().empty()) {
LOG_L(L_WARNING, "/%s: missing argument", GetCommand().c_str());
return false;
}
detail = atoi((action.GetArgs()).c_str());
readMap->GetGroundDrawer()->SetDetail(detail);
return true;
}
};
class MoreTreesActionExecutor : public IUnsyncedActionExecutor {
public:
MoreTreesActionExecutor() : IUnsyncedActionExecutor("MoreTrees",
"Increases the distance to the camera, in which trees are still"
" shown (lower performance)") {}
bool Execute(const UnsyncedAction& action) const {
treeDrawer->baseTreeDistance += 0.2f;
ReportTreeDistance();
return true;
}
static void ReportTreeDistance() {
LOG("Base tree distance %f",
treeDrawer->baseTreeDistance * 2 * SQUARE_SIZE * TREE_SQUARE_SIZE);
}
};
class LessTreesActionExecutor : public IUnsyncedActionExecutor {
public:
LessTreesActionExecutor() : IUnsyncedActionExecutor("LessTrees",
"Decreases the distance to the camera, in which trees are still"
" shown (higher performance)") {}
bool Execute(const UnsyncedAction& action) const {
treeDrawer->baseTreeDistance -= 0.2f;
MoreTreesActionExecutor::ReportTreeDistance();
return true;
}
};
class MoreCloudsActionExecutor : public IUnsyncedActionExecutor {
public:
MoreCloudsActionExecutor() : IUnsyncedActionExecutor("MoreClouds",
"Increases the density of clouds (lower performance)") {}
bool Execute(const UnsyncedAction& action) const {
sky->IncreaseCloudDensity();
ReportCloudDensity();
return true;
}
static void ReportCloudDensity() {
LOG("Cloud density %f", 1.0f / sky->GetCloudDensity());
}
};
class LessCloudsActionExecutor : public IUnsyncedActionExecutor {
public:
LessCloudsActionExecutor() : IUnsyncedActionExecutor("LessClouds",
"Decreases the density of clouds (higher performance)") {}
bool Execute(const UnsyncedAction& action) const {
sky->DecreaseCloudDensity();
MoreCloudsActionExecutor::ReportCloudDensity();
return true;
}
};
class SpeedUpActionExecutor : public IUnsyncedActionExecutor {
public:
SpeedUpActionExecutor() : IUnsyncedActionExecutor("SpeedUp",
"Increases the simulation speed."
" The engine will try to simulate more frames per second") {}
bool Execute(const UnsyncedAction& action) const {
float speed = gs->wantedSpeedFactor;
if (speed < 5) {
speed += (speed < 2) ? 0.1f : 0.2f;
float fPart = speed - (int)speed;
if (fPart < 0.01f || fPart > 0.99f)
speed = math::round(speed);
} else if (speed < 10) {
speed += 0.5f;
} else {
speed += 1.0f;
}
clientNet->Send(CBaseNetProtocol::Get().SendUserSpeed(gu->myPlayerNum, speed));
return true;
}
};
class SlowDownActionExecutor : public IUnsyncedActionExecutor {
public:
SlowDownActionExecutor() : IUnsyncedActionExecutor("SlowDown",
"Decreases the simulation speed."
" The engine will try to simulate less frames per second") {}
bool Execute(const UnsyncedAction& action) const {
float speed = gs->wantedSpeedFactor;
if (speed <= 5) {
speed -= (speed <= 2) ? 0.1f : 0.2f;
float fPart = speed - (int)speed;
if (fPart < 0.01f || fPart > 0.99f)
speed = math::round(speed);
if (speed < 0.1f)
speed = 0.1f;
} else if (speed <= 10) {
speed -= 0.5f;
} else {
speed -= 1.0f;
}
clientNet->Send(CBaseNetProtocol::Get().SendUserSpeed(gu->myPlayerNum, speed));
return true;
}
};
class ControlUnitActionExecutor : public IUnsyncedActionExecutor {
public:
ControlUnitActionExecutor() : IUnsyncedActionExecutor("ControlUnit",
"Start to first-person-control a unit") {}
bool Execute(const UnsyncedAction& action) const {
if (gu->spectating)
return false;
// we must cause the to-be-controllee to be put in
// netSelected[myPlayerNum] by giving it an order
selectedUnitsHandler.SendCommand(Command(CMD_STOP));
clientNet->Send(CBaseNetProtocol::Get().SendDirectControl(gu->myPlayerNum));
return true;
}
};
class ShowStandardActionExecutor : public IUnsyncedActionExecutor {
public:
ShowStandardActionExecutor() : IUnsyncedActionExecutor("ShowStandard",
"Disable rendering of all auxiliary map overlays") {}
bool Execute(const UnsyncedAction& action) const {
infoTextureHandler->SetMode("");
return true;
}
};
class ShowElevationActionExecutor : public IUnsyncedActionExecutor {
public:
ShowElevationActionExecutor() : IUnsyncedActionExecutor("ShowElevation",
"Enable rendering of the auxiliary height-map overlay") {}
bool Execute(const UnsyncedAction& action) const {
infoTextureHandler->ToggleMode("height");
return true;
}
};
class ShowMetalMapActionExecutor : public IUnsyncedActionExecutor {
public:
ShowMetalMapActionExecutor() : IUnsyncedActionExecutor("ShowMetalMap",
"Enable rendering of the auxiliary metal-map overlay") {}
bool Execute(const UnsyncedAction& action) const {
infoTextureHandler->ToggleMode("metal");
return true;
}
};
class ShowPathTravActionExecutor : public IUnsyncedActionExecutor {
public:
ShowPathTravActionExecutor() : IUnsyncedActionExecutor("ShowPathTraversability",
"Enable rendering of the path traversability-map overlay") {}
bool Execute(const UnsyncedAction& action) const {
CPathTexture* pathTexInfo = dynamic_cast<CPathTexture*>(infoTextureHandler->GetInfoTexture("path"));
if (pathTexInfo) pathTexInfo->ShowMoveDef(-1);
infoTextureHandler->ToggleMode("path");
return true;
}
};
class ShowPathHeatActionExecutor : public IUnsyncedActionExecutor {
public:
ShowPathHeatActionExecutor() : IUnsyncedActionExecutor("ShowPathHeat",
"Enable/Disable rendering of the path heat-map overlay", true) {}
bool Execute(const UnsyncedAction& action) const {
infoTextureHandler->ToggleMode("heat");
return true;
}
};
class ShowPathFlowActionExecutor : public IUnsyncedActionExecutor {
public:
ShowPathFlowActionExecutor() : IUnsyncedActionExecutor("ShowPathFlow",
"Enable/Disable rendering of the path flow-map overlay", true) {}
bool Execute(const UnsyncedAction& action) const {
infoTextureHandler->ToggleMode("flow");
return true;
}
};
class ShowPathCostActionExecutor : public IUnsyncedActionExecutor {
public:
ShowPathCostActionExecutor() : IUnsyncedActionExecutor("ShowPathCost",
"Enable rendering of the path cost-map overlay", true) {}
bool Execute(const UnsyncedAction& action) const {
infoTextureHandler->ToggleMode("pathcost");
return true;
}
};
class ToggleLOSActionExecutor : public IUnsyncedActionExecutor {
public:
ToggleLOSActionExecutor() : IUnsyncedActionExecutor("ToggleLOS",
"Enable rendering of the auxiliary LOS-map overlay") {}
bool Execute(const UnsyncedAction& action) const {
infoTextureHandler->ToggleMode("los");
return true;
}
};
class ToggleInfoActionExecutor : public IUnsyncedActionExecutor {
public:
ToggleInfoActionExecutor() : IUnsyncedActionExecutor("ToggleInfo",
"Toggles current info texture view") {}
bool Execute(const UnsyncedAction& action) const {
infoTextureHandler->ToggleMode(action.GetArgs());
return true;
}
};
class ShowPathTypeActionExecutor : public IUnsyncedActionExecutor {
public:
ShowPathTypeActionExecutor() : IUnsyncedActionExecutor("ShowPathType",
"Shows path traversability for a given MoveDefName, MoveDefID or UnitDefName") {}
bool Execute(const UnsyncedAction& action) const {
CPathTexture* pathTexInfo = dynamic_cast<CPathTexture*>(infoTextureHandler->GetInfoTexture("path"));
if (pathTexInfo) {
bool set = false;
if (!action.GetArgs().empty()) {
if (!set) {
bool failed = false;
unsigned int i = StringToInt(action.GetArgs(), &failed);
if (failed) i = -1;
const MoveDef* md = moveDefHandler->GetMoveDefByName(action.GetArgs());
if (!md && i<moveDefHandler->GetNumMoveDefs()) md = moveDefHandler->GetMoveDefByPathType(i);
if (md) {
set = true;
pathTexInfo->ShowMoveDef(md->pathType);
LOG("Showing PathView for MoveDef: %s", md->name.c_str());
}
}
if (!set) {
const UnitDef* ud = unitDefHandler->GetUnitDefByName(action.GetArgs());
if (ud) {
set = true;
pathTexInfo->ShowUnitDef(ud->id);
LOG("Showing BuildView for UnitDef: %s", ud->name.c_str());
}
}
}
if (!set) {
pathTexInfo->ShowMoveDef(-1);
LOG("Switching back to automatic PathView");
}
if (set && infoTextureHandler->GetMode() != "path")
infoTextureHandler->ToggleMode("path");
}
return true;
}
};
class ShareDialogActionExecutor : public IUnsyncedActionExecutor {
public:
ShareDialogActionExecutor() : IUnsyncedActionExecutor("ShareDialog",
"Opens the share dialog, which allows you to send units and"
" resources to other players") {}
bool Execute(const UnsyncedAction& action) const {
if (gu->spectating)
return false;
// already shown?
const std::list<CInputReceiver*>& inputReceivers = GetInputReceivers();
if (inputReceivers.empty() || (dynamic_cast<CShareBox*>(inputReceivers.front()) != NULL))
return false;
new CShareBox();
return true;
}
};
class QuitMessageActionExecutor : public IUnsyncedActionExecutor {
public:
QuitMessageActionExecutor() : IUnsyncedActionExecutor("QuitMessage",
"Deprecated, see /Quit instead (was used to quite the game immediately)") {}
bool Execute(const UnsyncedAction& action) const {
// already shown?
std::list<CInputReceiver*>& inputReceivers = GetInputReceivers();
if (inputReceivers.empty() || dynamic_cast<CQuitBox*>(inputReceivers.front()))
return false;
const CKeyBindings::HotkeyList& quitList = keyBindings->GetHotkeys("quitmenu");
const std::string quitKey = quitList.empty() ? "<none>" : *quitList.begin();
LOG("Press %s to access the quit menu", quitKey.c_str());
return true;
}
};
class QuitMenuActionExecutor : public IUnsyncedActionExecutor {
public:
QuitMenuActionExecutor() : IUnsyncedActionExecutor("QuitMenu",
"Opens the quit-menu, if it is not already open") {}
bool Execute(const UnsyncedAction& action) const {
// already shown?
std::list<CInputReceiver*>& inputReceivers = GetInputReceivers();
if (inputReceivers.empty() || dynamic_cast<CQuitBox*>(inputReceivers.front()))
return false;
new CQuitBox();
return true;
}
};
class QuitActionExecutor : public IUnsyncedActionExecutor {
public:
QuitActionExecutor() : IUnsyncedActionExecutor("QuitForce", "Exits game to system") {
}
bool Execute(const UnsyncedAction& action) const {
LOG("[QuitAction] user exited to system");
gu->globalQuit = true;
return true;
}
};
class ReloadActionExecutor : public IUnsyncedActionExecutor {
public:
ReloadActionExecutor() : IUnsyncedActionExecutor("ReloadForce", "Exits game to menu") {
}
bool Execute(const UnsyncedAction& action) const {
LOG("[ReloadAction] user exited to menu");
gameSetup->setupText = "";
gu->globalReload = true;
return true;
}
};
class IncreaseGUIOpacityActionExecutor : public IUnsyncedActionExecutor {
public:
IncreaseGUIOpacityActionExecutor() : IUnsyncedActionExecutor("IncGUIOpacity",
"Increases the the opacity(see-through-ness) of GUI elements") {}
bool Execute(const UnsyncedAction& action) const {
CInputReceiver::guiAlpha = std::min(CInputReceiver::guiAlpha + 0.1f, 1.0f);
configHandler->Set("GuiOpacity", CInputReceiver::guiAlpha);
return true;
}
};
class DecreaseGUIOpacityActionExecutor : public IUnsyncedActionExecutor {
public:
DecreaseGUIOpacityActionExecutor() : IUnsyncedActionExecutor("DecGUIOpacity",
"Decreases the the opacity(see-through-ness) of GUI elements") {}
bool Execute(const UnsyncedAction& action) const {
CInputReceiver::guiAlpha = std::max(CInputReceiver::guiAlpha - 0.1f, 0.0f);
configHandler->Set("GuiOpacity", CInputReceiver::guiAlpha);
return true;
}
};
class ScreenShotActionExecutor : public IUnsyncedActionExecutor {
public:
ScreenShotActionExecutor() : IUnsyncedActionExecutor("ScreenShot",
"Take a screen-shot of the current view") {}
bool Execute(const UnsyncedAction& action) const {
TakeScreenshot(action.GetArgs());
return true;
}
};
class GrabInputActionExecutor : public IUnsyncedActionExecutor {
public:
GrabInputActionExecutor() : IUnsyncedActionExecutor("GrabInput",
"Prevents/Enables the mouse from leaving the game window (windowed mode only)") {}
bool Execute(const UnsyncedAction& action) const {
SDL_bool newMode;
if (action.GetArgs().empty()) {
newMode = (SDL_GetWindowGrab(globalRendering->window)) ? SDL_FALSE : SDL_TRUE;
} else {
if (atoi(action.GetArgs().c_str())) {
newMode = SDL_TRUE;
} else {
newMode = SDL_FALSE;
}
}
SDL_SetWindowGrab(globalRendering->window, newMode);
LogSystemStatus("Input grabbing", (newMode == SDL_TRUE));
return true;
}
};
class ClockActionExecutor : public IUnsyncedActionExecutor {
public:
ClockActionExecutor() : IUnsyncedActionExecutor("Clock",
"Shows a small digital clock indicating the local time") {}
bool Execute(const UnsyncedAction& action) const {
InverseOrSetBool(game->showClock, action.GetArgs());
configHandler->Set("ShowClock", game->showClock ? 1 : 0);
LogSystemStatus("small digital clock", game->showClock);
return true;
}
};
class CrossActionExecutor : public IUnsyncedActionExecutor {
public:
CrossActionExecutor() : IUnsyncedActionExecutor("Cross",
"Allows one to exchange and modify the appearance of the"
" cross/mouse-pointer in first-person-control view") {}
bool Execute(const UnsyncedAction& action) const {
if (action.GetArgs().empty()) {
if (mouse->crossSize > 0.0f) {
mouse->crossSize = -mouse->crossSize;
} else {
mouse->crossSize = std::max(1.0f, -mouse->crossSize);
}
} else {
float size, alpha, scale;
const char* args = action.GetArgs().c_str();
const int argcount = sscanf(args, "%f %f %f", &size, &alpha, &scale);
if (argcount > 1) {
mouse->crossAlpha = alpha;
configHandler->Set("CrossAlpha", alpha);
}
if (argcount > 2) {
mouse->crossMoveScale = scale;
configHandler->Set("CrossMoveScale", scale);
}
mouse->crossSize = size;
}
configHandler->Set("CrossSize", mouse->crossSize);
return true;
}
};
class FPSActionExecutor : public IUnsyncedActionExecutor {
public:
FPSActionExecutor() : IUnsyncedActionExecutor("FPS",
"Shows/Hides the frames-per-second indicator") {}
bool Execute(const UnsyncedAction& action) const {
InverseOrSetBool(game->showFPS, action.GetArgs());
configHandler->Set("ShowFPS", game->showFPS ? 1 : 0);
LogSystemStatus("frames-per-second indicator", game->showFPS);
return true;
}
};
class SpeedActionExecutor : public IUnsyncedActionExecutor {
public:
SpeedActionExecutor() : IUnsyncedActionExecutor("Speed",
"Shows/Hides the simulation speed indicator") {}
bool Execute(const UnsyncedAction& action) const {
InverseOrSetBool(game->showSpeed, action.GetArgs());
configHandler->Set("ShowSpeed", game->showSpeed ? 1 : 0);
LogSystemStatus("simulation speed indicator", game->showSpeed);
return true;
}
};
class TeamHighlightActionExecutor : public IUnsyncedActionExecutor {
public:
TeamHighlightActionExecutor() : IUnsyncedActionExecutor("TeamHighlight",
"Enables/Disables uncontrolled team blinking") {}
bool Execute(const UnsyncedAction& action) const {
if (action.GetArgs().empty()) {
globalConfig->teamHighlight = abs(globalConfig->teamHighlight + 1) % CTeamHighlight::HIGHLIGHT_SIZE;
} else {
globalConfig->teamHighlight = abs(atoi(action.GetArgs().c_str())) % CTeamHighlight::HIGHLIGHT_SIZE;
}
LOG("Team highlighting: %s",
((globalConfig->teamHighlight == CTeamHighlight::HIGHLIGHT_PLAYERS) ? "Players only"
: ((globalConfig->teamHighlight == CTeamHighlight::HIGHLIGHT_ALL) ? "Players and spectators"
: "Disabled")));
configHandler->Set("TeamHighlight", globalConfig->teamHighlight);
return true;
}
};
class InfoActionExecutor : public IUnsyncedActionExecutor {
public:
InfoActionExecutor() : IUnsyncedActionExecutor("Info",
"Shows/Hides the player roster") {}
bool Execute(const UnsyncedAction& action) const {
if (action.GetArgs().empty()) {
if (playerRoster.GetSortType() == PlayerRoster::Disabled) {
playerRoster.SetSortTypeByCode(PlayerRoster::Allies);
} else {
playerRoster.SetSortTypeByCode(PlayerRoster::Disabled);
}
} else {
playerRoster.SetSortTypeByName(action.GetArgs());
}
if (playerRoster.GetSortType() != PlayerRoster::Disabled) {
LOG("Sorting roster by %s", playerRoster.GetSortName());
}
configHandler->Set("ShowPlayerInfo", (int)playerRoster.GetSortType());
return true;
}
};
class CmdColorsActionExecutor : public IUnsyncedActionExecutor {
public:
CmdColorsActionExecutor() : IUnsyncedActionExecutor("CmdColors",
"Reloads cmdcolors.txt") {}
bool Execute(const UnsyncedAction& action) const {
const std::string fileName = action.GetArgs().empty() ? "cmdcolors.txt" : action.GetArgs();
cmdColors.LoadConfigFromFile(fileName);
LOG("Reloaded cmdcolors from file: %s", fileName.c_str());
return true;
}
};
class CtrlPanelActionExecutor : public IUnsyncedActionExecutor {
public:
CtrlPanelActionExecutor() : IUnsyncedActionExecutor("CtrlPanel", "Reloads GUI config") {}
bool Execute(const UnsyncedAction& action) const {
guihandler->ReloadConfigFromFile(action.GetArgs());
return true;
}
};
class FontActionExecutor : public IUnsyncedActionExecutor {
public:
FontActionExecutor() : IUnsyncedActionExecutor("Font",
"Reloads the fonts") {}
bool Execute(const UnsyncedAction& action) const {
CglFont *newFont = NULL, *newSmallFont = NULL;
try {
const int fontSize = configHandler->GetInt("FontSize");
const int smallFontSize = configHandler->GetInt("SmallFontSize");
const int outlineWidth = configHandler->GetInt("FontOutlineWidth");
const float outlineWeight = configHandler->GetFloat("FontOutlineWeight");
const int smallOutlineWidth = configHandler->GetInt("SmallFontOutlineWidth");
const float smallOutlineWeight = configHandler->GetFloat("SmallFontOutlineWeight");
newFont = CglFont::LoadFont(action.GetArgs(), fontSize, outlineWidth, outlineWeight);
newSmallFont = CglFont::LoadFont(action.GetArgs(), smallFontSize, smallOutlineWidth, smallOutlineWeight);
} catch (const std::exception& ex) {
delete newFont;
delete newSmallFont;
newFont = newSmallFont = NULL;
LOG_L(L_ERROR, "Font: %s", ex.what());
}
if (newFont != NULL && newSmallFont != NULL) {
delete font;
delete smallFont;
font = newFont;
smallFont = newSmallFont;
LOG("Loaded font: %s", action.GetArgs().c_str());
configHandler->SetString("FontFile", action.GetArgs());
configHandler->SetString("SmallFontFile", action.GetArgs());
}
return true;
}
};
class VSyncActionExecutor : public IUnsyncedActionExecutor {
public:
VSyncActionExecutor() : IUnsyncedActionExecutor("VSync",
"Enables/Disables vertical-sync (Graphics setting)") {}
bool Execute(const UnsyncedAction& action) const {
if (action.GetArgs().empty()) {
VSync.SetInterval((VSync.GetInterval() <= 0) ? 1 : 0);
} else {
VSync.SetInterval(atoi(action.GetArgs().c_str()));
}
return true;
}
};
class SafeGLActionExecutor : public IUnsyncedActionExecutor {
public:
SafeGLActionExecutor() : IUnsyncedActionExecutor("SafeGL",
"Enables/Disables OpenGL safe-mode") {}
bool Execute(const UnsyncedAction& action) const {
bool safeMode = LuaOpenGL::GetSafeMode();
InverseOrSetBool(safeMode, action.GetArgs());
LuaOpenGL::SetSafeMode(safeMode);
LogSystemStatus("OpenGL safe-mode", LuaOpenGL::GetSafeMode());
return true;
}
};
class ResBarActionExecutor : public IUnsyncedActionExecutor {
public:
ResBarActionExecutor() : IUnsyncedActionExecutor("ResBar",
"Shows/Hides team resource storage indicator bar") {}
bool Execute(const UnsyncedAction& action) const {
if (!resourceBar)
return false;
InverseOrSetBool(resourceBar->enabled, action.GetArgs());
return true;
}
};
class ToolTipActionExecutor : public IUnsyncedActionExecutor {
public:
ToolTipActionExecutor() : IUnsyncedActionExecutor("ToolTip",
"Enables/Disables the general tool-tips, displayed when hovering"
" over units. features or the map") {}
bool Execute(const UnsyncedAction& action) const {
if (!tooltip)
return false;
InverseOrSetBool(tooltip->enabled, action.GetArgs());
return true;
}
};
class ConsoleActionExecutor : public IUnsyncedActionExecutor {
public:
ConsoleActionExecutor() : IUnsyncedActionExecutor("Console",
"Enables/Disables the in-game console") {}
bool Execute(const UnsyncedAction& action) const {
if (!game->infoConsole)
return false;
InverseOrSetBool(game->infoConsole->enabled, action.GetArgs());
return true;
}
};
class EndGraphActionExecutor : public IUnsyncedActionExecutor {
public:
EndGraphActionExecutor() : IUnsyncedActionExecutor("EndGraph",
"Enables/Disables the statistics graphs shown at the end of the game") {}
bool Execute(const UnsyncedAction& action) const {
InverseOrSetBool(CEndGameBox::enabled, action.GetArgs());
return true;
}
};
class FPSHudActionExecutor : public IUnsyncedActionExecutor {
public:
FPSHudActionExecutor() : IUnsyncedActionExecutor("FPSHud",
"Enables/Disables HUD (GUI interface) shown in first-person-control mode") {}
bool Execute(const UnsyncedAction& action) const {
bool drawHUD = hudDrawer->GetDraw();
InverseOrSetBool(drawHUD, action.GetArgs());
hudDrawer->SetDraw(drawHUD);
return true;
}
};
class DebugDrawAIActionExecutor : public IUnsyncedActionExecutor {
public:
DebugDrawAIActionExecutor() : IUnsyncedActionExecutor("DebugDrawAI",
"Enables/Disables debug drawing for AIs") {}
bool Execute(const UnsyncedAction& action) const {
bool aiDebugDraw = debugDrawerAI->GetDraw();
InverseOrSetBool(aiDebugDraw, action.GetArgs());
debugDrawerAI->SetDraw(aiDebugDraw);
LogSystemStatus("SkirmishAI debug drawing", debugDrawerAI->GetDraw());
return true;
}
};
class MapMarksActionExecutor : public IUnsyncedActionExecutor {
public:
MapMarksActionExecutor() : IUnsyncedActionExecutor("MapMarks",
"Enables/Disables map marks rendering") {}
bool Execute(const UnsyncedAction& action) const {
InverseOrSetBool(globalRendering->drawMapMarks, action.GetArgs());
LogSystemStatus("map marks rendering", globalRendering->drawMapMarks);
return true;
}
};
class AllMapMarksActionExecutor : public IUnsyncedActionExecutor {
public:
AllMapMarksActionExecutor() : IUnsyncedActionExecutor("AllMapMarks",
"Show/Hide all map marks drawn so far", true) {}
bool Execute(const UnsyncedAction& action) const {
bool allMarksVisible = inMapDrawerModel->GetAllMarksVisible();
InverseOrSetBool(allMarksVisible, action.GetArgs());
inMapDrawerModel->SetAllMarksVisible(allMarksVisible);
return true;
}
};
class ClearMapMarksActionExecutor : public IUnsyncedActionExecutor {
public:
ClearMapMarksActionExecutor() : IUnsyncedActionExecutor("ClearMapMarks",
"Remove all map marks drawn so far") {}
bool Execute(const UnsyncedAction& action) const {
inMapDrawerModel->EraseAll();
return true;
}
};
// XXX unlucky command-name, remove the "No"
class NoLuaDrawActionExecutor : public IUnsyncedActionExecutor {
public:
NoLuaDrawActionExecutor() : IUnsyncedActionExecutor("NoLuaDraw",
"Allow/Disallow Lua to draw on the map") {}
bool Execute(const UnsyncedAction& action) const {
bool luaMapDrawingAllowed = inMapDrawer->GetLuaMapDrawingAllowed();
InverseOrSetBool(luaMapDrawingAllowed, action.GetArgs());
inMapDrawer->SetLuaMapDrawingAllowed(luaMapDrawingAllowed);
return true;
}
};
class LuaUIActionExecutor : public IUnsyncedActionExecutor {
public:
LuaUIActionExecutor() : IUnsyncedActionExecutor("LuaUI",
"Allows one to reload or disable LuaUI, or alternatively to send"
" a chat message to LuaUI") {}
bool Execute(const UnsyncedAction& action) const {
if (guihandler == nullptr)
return false;
const std::string& command = action.GetArgs();
if (command == "reload" || command == "enable") {
guihandler->EnableLuaUI(command == "enable");
return true;
}
if (command == "disable") {
guihandler->DisableLuaUI();
return true;
}
if (luaUI != nullptr) {
luaUI->GotChatMsg(command, 0);
return true;
}
LOG_L(L_DEBUG, "LuaUI is not loaded");
return true;
}
};
class LuaModUICtrlActionExecutor : public IUnsyncedActionExecutor {
public:
LuaModUICtrlActionExecutor() : IUnsyncedActionExecutor("LuaModUICtrl",
"Allow/Disallow Lua to receive UI control events, like mouse-,"
" keyboard- and joystick-events") {}
bool Execute(const UnsyncedAction& action) const {
bool modUICtrl = CLuaHandle::GetModUICtrl();
InverseOrSetBool(modUICtrl, action.GetArgs());
CLuaHandle::SetModUICtrl(modUICtrl);
return true;
}
};
class MiniMapActionExecutor : public IUnsyncedActionExecutor {
public:
MiniMapActionExecutor() : IUnsyncedActionExecutor("MiniMap",
"FIXME document subcommands") {}
bool Execute(const UnsyncedAction& action) const {
if (!minimap)
return false;
minimap->ConfigCommand(action.GetArgs());
return true;
}
};
class GroundDecalsActionExecutor : public IUnsyncedActionExecutor {
public:
GroundDecalsActionExecutor() : IUnsyncedActionExecutor("GroundDecals",
"Disable/Enable ground-decals rendering."
" Ground-decals are things like scars appearing on the map after an"
" explosion.") {}
bool Execute(const UnsyncedAction& action) const {
bool drawDecals = IGroundDecalDrawer::GetDrawDecals();
InverseOrSetBool(drawDecals, action.GetArgs());
IGroundDecalDrawer::SetDrawDecals(drawDecals);
LogSystemStatus("Ground-decals rendering", IGroundDecalDrawer::GetDrawDecals());
return true;
}
};
class MaxParticlesActionExecutor : public IUnsyncedActionExecutor {
public:
MaxParticlesActionExecutor() : IUnsyncedActionExecutor("MaxParticles",
"Set the maximum number of particles (Graphics setting)") {}
bool Execute(const UnsyncedAction& action) const {
if (projectileHandler == NULL)
return false;
if (!action.GetArgs().empty()) {
const int value = std::max(1, atoi(action.GetArgs().c_str()));
projectileHandler->SetMaxParticles(value);
LOG("Set maximum particles to: %i", value);
} else {
LOG_L(L_WARNING, "/%s: wrong syntax", GetCommand().c_str());
}
return true;
}
};
class MaxNanoParticlesActionExecutor : public IUnsyncedActionExecutor {
public:
MaxNanoParticlesActionExecutor() : IUnsyncedActionExecutor("MaxNanoParticles",
"Set the maximum number of nano-particles (Graphic setting)") {}
bool Execute(const UnsyncedAction& action) const {
if (projectileHandler == NULL)
return false;
if (!action.GetArgs().empty()) {
const int value = std::max(1, atoi(action.GetArgs().c_str()));
projectileHandler->SetMaxNanoParticles(value);
LOG("Set maximum nano-particles to: %i", value);
} else {
LOG_L(L_WARNING, "/%s: wrong syntax", GetCommand().c_str());
}
return true;
}
};
class GatherModeActionExecutor : public IUnsyncedActionExecutor {
public:
GatherModeActionExecutor() : IUnsyncedActionExecutor("GatherMode",
"Enter/Leave gather-wait command mode") {}
bool Execute(const UnsyncedAction& action) const {
if (!guihandler)
return false;
bool gatherMode = guihandler->GetGatherMode();
InverseOrSetBool(gatherMode, action.GetArgs());
guihandler->SetGatherMode(gatherMode);
LogSystemStatus("Gather-Mode", guihandler->GetGatherMode());
return true;
}
};
class PasteTextActionExecutor : public IUnsyncedActionExecutor {
public:
PasteTextActionExecutor() : IUnsyncedActionExecutor("PasteText",
"Paste either the argument string(s) or if none given, the content of the clip-board to chat input") {}
bool Execute(const UnsyncedAction& action) const {
if (!game->userWriting)
return false;
//we cannot use extra commands because tokenization strips multiple spaces
//or even trailing spaces, the text should be copied verbatim
const std::string pastecommand = "pastetext ";
if (action.GetInnerAction().rawline.length() > pastecommand.length() ) {
game->userInput.insert(game->writingPos, action.GetInnerAction().rawline.substr(pastecommand.length(), action.GetInnerAction().rawline.length()-pastecommand.length()));
game->writingPos += action.GetInnerAction().rawline.length()-pastecommand.length();
} else {
game->PasteClipboard();
}
return true;
}
};
class BufferTextActionExecutor : public IUnsyncedActionExecutor {
public:
BufferTextActionExecutor() : IUnsyncedActionExecutor("BufferText",
"Write the argument string(s) directly to the console history,"
" but not anywhere else. This is useful for fast manual issuing"
" of the command, later on") {}
bool Execute(const UnsyncedAction& action) const {
//we cannot use extra commands because tokenization strips multiple spaces
//or even trailing spaces, the text should be copied verbatim
const std::string buffercommand = "buffertext ";
if (action.GetInnerAction().rawline.length() > buffercommand.length() ) {
game->consoleHistory->AddLine(action.GetInnerAction().rawline.substr(buffercommand.length(), action.GetInnerAction().rawline.length()-buffercommand.length()));
} else {
LOG_L(L_WARNING, "/%s: wrong syntax", GetCommand().c_str());
}
return true;
}
};
class InputTextGeoActionExecutor : public IUnsyncedActionExecutor {
public:
InputTextGeoActionExecutor() : IUnsyncedActionExecutor("InputTextGeo",
"Move and/or resize the input-text field (the \"Say: \" thing)") {}
bool Execute(const UnsyncedAction& action) const {
if (!action.GetArgs().empty()) {
game->ParseInputTextGeometry(action.GetArgs());
} else {
LOG_L(L_WARNING, "/%s: wrong syntax", GetCommand().c_str());
}
return true;
}
};
class DistIconActionExecutor : public IUnsyncedActionExecutor {
public:
DistIconActionExecutor() : IUnsyncedActionExecutor("DistIcon",
"Set the distance between units and camera, at which they turn"
" into icons (Graphic setting)") {}
bool Execute(const UnsyncedAction& action) const {
if (!action.GetArgs().empty()) {
const int iconDist = atoi(action.GetArgs().c_str());
unitDrawer->SetUnitIconDist((float)iconDist);
configHandler->Set("UnitIconDist", iconDist);
LOG("Set UnitIconDist to %i", iconDist);
} else {
LOG_L(L_WARNING, "/%s: wrong syntax", GetCommand().c_str());
}
return true;
}
};
class DistDrawActionExecutor : public IUnsyncedActionExecutor {
public:
DistDrawActionExecutor() : IUnsyncedActionExecutor("DistDraw",
"Set the distance between units and camera, at which they turn"
" into far-textures (flat/texture-only representation) (Graphic setting)") {}
bool Execute(const UnsyncedAction& action) const {
if (!action.GetArgs().empty()) {
const int drawDist = atoi(action.GetArgs().c_str());
unitDrawer->SetUnitDrawDist((float)drawDist);
configHandler->Set("UnitLodDist", drawDist);
LOG("Set UnitLodDist to %i", drawDist);
} else {
LOG_L(L_WARNING, "/%s: wrong syntax", GetCommand().c_str());
}
return true;
}
};
class LODScaleActionExecutor : public IUnsyncedActionExecutor {
public:
LODScaleActionExecutor() : IUnsyncedActionExecutor("LODScale",
"Set the scale for either of: LOD (level-of-detail),"
" shadow-LOD, reflection-LOD, refraction-LOD") {}
bool Execute(const UnsyncedAction& action) const {
if (!action.GetArgs().empty()) {
const vector<string> &args = CSimpleParser::Tokenize(action.GetArgs(), 0);
if (args.size() == 2) {
const int objType = Clamp(atoi(args[0].c_str()), int(LUAOBJ_UNIT), int(LUAOBJ_FEATURE));
const float lodScale = atof(args[1].c_str());
LuaObjectDrawer::SetLODScale(objType, lodScale);
}
else if (args.size() == 3) {
const int objType = Clamp(atoi(args[1].c_str()), int(LUAOBJ_UNIT), int(LUAOBJ_FEATURE));
const float lodScale = atof(args[2].c_str());
if (args[0] == "shadow") {
LuaObjectDrawer::SetLODScaleShadow(objType, lodScale);
} else if (args[0] == "reflection") {
LuaObjectDrawer::SetLODScaleReflection(objType, lodScale);
} else if (args[0] == "refraction") {
LuaObjectDrawer::SetLODScaleRefraction(objType, lodScale);
}
} else {
LOG_L(L_WARNING, "/%s: wrong syntax", GetCommand().c_str());
}
} else {
LOG_L(L_WARNING, "/%s: wrong syntax", GetCommand().c_str());
}
return true;
}
};
class WireMapActionExecutor : public IUnsyncedActionExecutor {
public:
WireMapActionExecutor() : IUnsyncedActionExecutor("WireMap",
"Enable/Disable drawing of the map as wire-frame (no textures) (Graphic setting)") {}
bool Execute(const UnsyncedAction& action) const {
CBaseGroundDrawer* gd = readMap->GetGroundDrawer();
InverseOrSetBool(gd->WireFrameModeRef(), action.GetArgs());
// TODO: make this a separate action
// sky->wireframe = gd->WireFrameMode();
LogSystemStatus("wireframe map-drawing mode", gd->WireFrameMode());
return true;
}
};
class DebugColVolDrawerActionExecutor : public IUnsyncedActionExecutor {
public:
DebugColVolDrawerActionExecutor(): IUnsyncedActionExecutor("DebugColVol", "Enable/Disable drawing of collision volumes") {
}
bool Execute(const UnsyncedAction& action) const {
InverseOrSetBool(DebugColVolDrawer::enable, action.GetArgs());
return true;
}
};
class DebugPathDrawerActionExecutor : public IUnsyncedActionExecutor {
public:
DebugPathDrawerActionExecutor(): IUnsyncedActionExecutor("DebugPath", "Enable/Disable drawing of pathfinder debug-data") {
}
bool Execute(const UnsyncedAction& action) const {
LogSystemStatus("path-debug rendering mode", pathDrawer->ToggleEnabled());
return true;
}
};
class DebugTraceRayDrawerActionExecutor : public IUnsyncedActionExecutor {
public:
DebugTraceRayDrawerActionExecutor(): IUnsyncedActionExecutor("DebugTraceRay", "Enable/Disable drawing of traceray debug-data") {
}
bool Execute(const UnsyncedAction& action) const {
globalRendering->drawdebugtraceray = !globalRendering->drawdebugtraceray;
LogSystemStatus("traceray debug rendering mode", globalRendering->drawdebugtraceray);
return true;
}
};
class CrashActionExecutor : public IUnsyncedActionExecutor {
public:
CrashActionExecutor() : IUnsyncedActionExecutor("Crash",
"Invoke an artificial crash through a NULL-pointer dereference (SIGSEGV)", true) {}
bool Execute(const UnsyncedAction& action) const {
int* a = 0;
*a = 0;
return true;
}
};
class ExceptionActionExecutor : public IUnsyncedActionExecutor {
public:
ExceptionActionExecutor() : IUnsyncedActionExecutor("Exception",
"Invoke an artificial crash by throwing an std::runtime_error", true) {}
bool Execute(const UnsyncedAction& action) const {
throw std::runtime_error("Exception test");
return true;
}
};
class DivByZeroActionExecutor : public IUnsyncedActionExecutor {
public:
DivByZeroActionExecutor() : IUnsyncedActionExecutor("DivByZero",
"Invoke an artificial crash by performing a division-by-Zero", true) {}
bool Execute(const UnsyncedAction& action) const {
float a = 0.0f;
LOG("Result: %f", 1.0f/a);
return true;
}
};
class GiveActionExecutor : public IUnsyncedActionExecutor {
public:
GiveActionExecutor() : IUnsyncedActionExecutor("Give",
"Places one or multiple units of a single or multiple types on the"
" map, instantly; by default to your own team", true) {}
bool Execute(const UnsyncedAction& action) const {
if (action.GetArgs().find('@') == string::npos) {
CInputReceiver* ir = NULL;
if (!game->hideInterface) {
ir = CInputReceiver::GetReceiverAt(mouse->lastx, mouse->lasty);
}
float3 givePos;
if (ir == minimap) {
givePos = minimap->GetMapPosition(mouse->lastx, mouse->lasty);
} else {
const float3& pos = camera->GetPos();
const float3& dir = mouse->dir;
const float dist = CGround::LineGroundCol(pos, pos + (dir * 30000.0f));
givePos = pos + (dir * dist);
}
char message[256];
SNPRINTF(message, sizeof(message),
"%s %s @%.0f,%.0f,%.0f",
GetCommand().c_str(), action.GetArgs().c_str(),
givePos.x, givePos.y, givePos.z);
CommandMessage pckt(message, gu->myPlayerNum);
clientNet->Send(pckt.Pack());
} else {
// forward (as synced command)
CommandMessage pckt(action.GetInnerAction(), gu->myPlayerNum);
clientNet->Send(pckt.Pack());
}
return true;
}
};
class DestroyActionExecutor : public IUnsyncedActionExecutor {
public:
DestroyActionExecutor() : IUnsyncedActionExecutor("Destroy",
"Destroys one or multiple units by unit-ID, instantly", true) {}
bool Execute(const UnsyncedAction& action) const {
if (selectedUnitsHandler.selectedUnits.empty())
return false;
// kill selected units
std::stringstream ss;
ss << GetCommand();
for (CUnitSet::iterator it = selectedUnitsHandler.selectedUnits.begin();
it != selectedUnitsHandler.selectedUnits.end(); ++it)
{
ss << " " << (*it)->id;
}
CommandMessage pckt(ss.str(), gu->myPlayerNum);
clientNet->Send(pckt.Pack());
return true;
}
};
class SendActionExecutor : public IUnsyncedActionExecutor {
public:
SendActionExecutor() : IUnsyncedActionExecutor("Send",
"Send a string as raw network message to the game host (for debugging only)") {}
bool Execute(const UnsyncedAction& action) const {
CommandMessage pckt(Action(action.GetArgs()), gu->myPlayerNum);
clientNet->Send(pckt.Pack());
return true;
}
};
class SaveGameActionExecutor : public IUnsyncedActionExecutor {
public:
SaveGameActionExecutor() : IUnsyncedActionExecutor("SaveGame",
"Save the game state to QuickSave.ssf (BROKEN)") {}
bool Execute(const UnsyncedAction& action) const {
game->SaveGame("Saves/QuickSave.ssf", true, true);
return true;
}
};
class DumpStateActionExecutor: public IUnsyncedActionExecutor {
public:
DumpStateActionExecutor(): IUnsyncedActionExecutor("DumpState", "dump game-state to file") {}
bool Execute(const UnsyncedAction& action) const {
const std::vector<std::string>& args = _local_strSpaceTokenize(action.GetArgs());
switch (args.size()) {
case 2: { DumpState(atoi(args[0].c_str()), atoi(args[1].c_str()), 1); } break;
case 3: { DumpState(atoi(args[0].c_str()), atoi(args[1].c_str()), atoi(args[2].c_str())); } break;
default: { LOG_L(L_WARNING, "/DumpState: wrong syntax"); } break;
}
return true;
}
};
/// /save [-y ]<savename>
class SaveActionExecutor : public IUnsyncedActionExecutor {
public:
SaveActionExecutor(bool _usecreg) : IUnsyncedActionExecutor((_usecreg ? "Save" : "LuaSave"),
"Save the game state to a specific file, add -y to overwrite when file is already present"),
usecreg(_usecreg) {}
bool Execute(const UnsyncedAction& action) const {
const std::vector<std::string>& args = _local_strSpaceTokenize(action.GetArgs());
bool overwrite = false;
std::string saveFileName;
switch (args.size()) {
case 2:
overwrite = args[1] == "-y";
//no break, fall through
case 1:
saveFileName = "Saves/" + args[0];
if (usecreg)
saveFileName += ".ssf";
else
saveFileName += ".slsf";
break;
default:
return false;
}
game->SaveGame(saveFileName, overwrite, usecreg);
return true;
}
private:
bool usecreg;
};
class ReloadGameActionExecutor : public IUnsyncedActionExecutor {
public:
ReloadGameActionExecutor() : IUnsyncedActionExecutor("ReloadGame",
"Restarts the game with the initially provided start-script") {}
bool Execute(const UnsyncedAction& action) const {
game->ReloadGame();
return true;
}
};
class ReloadShadersActionExecutor : public IUnsyncedActionExecutor {
public:
ReloadShadersActionExecutor() : IUnsyncedActionExecutor("ReloadShaders",
"Reloads all engine shaders") {}
bool Execute(const UnsyncedAction& action) const {
LOG("Reloading all engine shaders");
//FIXME make threadsafe!
shaderHandler->ReloadAll();
return true;
}
};
class DebugInfoActionExecutor : public IUnsyncedActionExecutor {
public:
DebugInfoActionExecutor() : IUnsyncedActionExecutor("DebugInfo",
"Print debug info to the chat/log-file about either:"
" sound, profiling") {}
bool Execute(const UnsyncedAction& action) const {
if (action.GetArgs() == "sound") {
sound->PrintDebugInfo();
} else if (action.GetArgs() == "profiling") {
profiler.PrintProfilingInfo();
} else {
LOG_L(L_WARNING, "Give either of these as argument: sound, profiling");
}
return true;
}
};
class RedirectToSyncedActionExecutor : public IUnsyncedActionExecutor {
public:
RedirectToSyncedActionExecutor(const std::string& command)
: IUnsyncedActionExecutor(command,
"Redirects command /" + command + " to its synced processor")
{}
bool Execute(const UnsyncedAction& action) const {
// redirect as a synced command
CommandMessage pckt(action.GetInnerAction(), gu->myPlayerNum);
clientNet->Send(pckt.Pack());
return true;
}
};
class CommandListActionExecutor : public IUnsyncedActionExecutor {
public:
CommandListActionExecutor() : IUnsyncedActionExecutor("CommandList",
"Prints all the available chat commands with description"
" (if available) to the console") {}
bool Execute(const UnsyncedAction& action) const {
LOG("Chat commands plus description");
LOG("==============================");
PrintToConsole(syncedGameCommands->GetActionExecutors());
PrintToConsole(unsyncedGameCommands->GetActionExecutors());
return true;
}
template<class action_t, bool synced_v>
static void PrintExecutorToConsole(const IActionExecutor<action_t, synced_v>* executor) {
LOG("/%-30s %s %s",
executor->GetCommand().c_str(),
(executor->IsSynced() ? "(synced) " : "(unsynced)"),
executor->GetDescription().c_str());
}
private:
void PrintToConsole(const std::map<std::string, ISyncedActionExecutor*>& executors) const {
std::map<std::string, ISyncedActionExecutor*>::const_iterator aei;
for (aei = executors.begin(); aei != executors.end(); ++aei) {
PrintExecutorToConsole(aei->second);
}
}
void PrintToConsole(const std::map<std::string, IUnsyncedActionExecutor*>& executors) const {
std::map<std::string, IUnsyncedActionExecutor*>::const_iterator aei;
for (aei = executors.begin(); aei != executors.end(); ++aei) {
PrintExecutorToConsole(aei->second);
}
}
};
class CommandHelpActionExecutor : public IUnsyncedActionExecutor {
public:
CommandHelpActionExecutor() : IUnsyncedActionExecutor("CommandHelp",
"Prints info about a specific chat command"
" (so far only synced/unsynced and the description)") {}
bool Execute(const UnsyncedAction& action) const {
const std::vector<std::string> args = CSimpleParser::Tokenize(action.GetArgs(), 1);
if (!args.empty()) {
const std::string commandLower = StringToLower(args[0]);
// try if an unsynced chat command with this name is available
const IUnsyncedActionExecutor* unsyncedExecutor = unsyncedGameCommands->GetActionExecutor(commandLower);
if (unsyncedExecutor != NULL) {
PrintExecutorHelpToConsole(unsyncedExecutor);
return true;
}
// try if a synced chat command with this name is available
const ISyncedActionExecutor* syncedExecutor = syncedGameCommands->GetActionExecutor(commandLower);
if (syncedExecutor != NULL) {
PrintExecutorHelpToConsole(syncedExecutor);
return true;
}
LOG_L(L_WARNING, "No chat command registered with name \"%s\" (case-insensitive)", args[0].c_str());
} else {
LOG_L(L_WARNING, "missing command-name");
}
return true;
}
private:
template<class action_t, bool synced_v>
static void PrintExecutorHelpToConsole(const IActionExecutor<action_t, synced_v>* executor) {
// XXX extend this in case more info about commands are available (for example "Usage: name {args}")
CommandListActionExecutor::PrintExecutorToConsole(executor);
}
};
} // namespace (unnamed)
// TODO CGame stuff in UnsyncedGameCommands: refactor (or move)
bool CGame::ActionReleased(const Action& action)
{
const string& cmd = action.command;
if (cmd == "drawinmap") {
inMapDrawer->SetDrawMode(false);
}
else if (cmd == "moveforward") {
camera->SetMovState(CCamera::MOVE_STATE_FWD, false);
}
else if (cmd == "moveback") {
camera->SetMovState(CCamera::MOVE_STATE_BCK, false);
}
else if (cmd == "moveleft") {
camera->SetMovState(CCamera::MOVE_STATE_LFT, false);
}
else if (cmd == "moveright") {
camera->SetMovState(CCamera::MOVE_STATE_RGT, false);
}
else if (cmd == "moveup") {
camera->SetMovState(CCamera::MOVE_STATE_UP, false);
}
else if (cmd == "movedown") {
camera->SetMovState(CCamera::MOVE_STATE_DWN, false);
}
else if (cmd == "movefast") {
camera->SetMovState(CCamera::MOVE_STATE_FST, false);
}
else if (cmd == "moveslow") {
camera->SetMovState(CCamera::MOVE_STATE_SLW, false);
}
else if (cmd == "mouse1") {
mouse->MouseRelease(mouse->lastx, mouse->lasty, 1);
}
else if (cmd == "mouse2") {
mouse->MouseRelease(mouse->lastx, mouse->lasty, 2);
}
else if (cmd == "mouse3") {
mouse->MouseRelease(mouse->lastx, mouse->lasty, 3);
}
else if (cmd == "mousestate") {
mouse->ToggleMiddleClickScroll();
}
else if (cmd == "gameinfoclose") {
CGameInfo::Disable();
}
// HACK somehow weird things happen when MouseRelease is called for button 4 and 5.
// Note that SYS_WMEVENT on windows also only sends MousePress events for these buttons.
// else if (cmd == "mouse4") {
// mouse->MouseRelease (mouse->lastx, mouse->lasty, 4);
// }
// else if (cmd == "mouse5") {
// mouse->MouseRelease (mouse->lastx, mouse->lasty, 5);
// }
return 0;
}
void UnsyncedGameCommands::AddDefaultActionExecutors() {
AddActionExecutor(new SelectActionExecutor());
AddActionExecutor(new SelectUnitsActionExecutor());
AddActionExecutor(new SelectCycleActionExecutor());
AddActionExecutor(new DeselectActionExecutor());
AddActionExecutor(new ShadowsActionExecutor());
AddActionExecutor(new RoamActionExecutor());
AddActionExecutor(new MapBorderActionExecutor());
AddActionExecutor(new WaterActionExecutor());
AddActionExecutor(new AdvModelShadingActionExecutor());
AddActionExecutor(new AdvMapShadingActionExecutor());
AddActionExecutor(new SayActionExecutor());
AddActionExecutor(new SayPrivateActionExecutor());
AddActionExecutor(new SayPrivateByPlayerIDActionExecutor());
AddActionExecutor(new EchoActionExecutor());
AddActionExecutor(new SetActionExecutor());
AddActionExecutor(new SetOverlayActionExecutor());
AddActionExecutor(new EnableDrawInMapActionExecutor());
AddActionExecutor(new DrawLabelActionExecutor());
AddActionExecutor(new MouseActionExecutor(1));
AddActionExecutor(new MouseActionExecutor(2));
AddActionExecutor(new MouseActionExecutor(3));
AddActionExecutor(new MouseActionExecutor(4));
AddActionExecutor(new MouseActionExecutor(5));
AddActionExecutor(new ViewSelectionActionExecutor());
AddActionExecutor(new CameraMoveActionExecutor(0, "Forward"));
AddActionExecutor(new CameraMoveActionExecutor(1, "Back"));
AddActionExecutor(new CameraMoveActionExecutor(2, "Left"));
AddActionExecutor(new CameraMoveActionExecutor(3, "Right"));
AddActionExecutor(new CameraMoveActionExecutor(4, "Up"));
AddActionExecutor(new CameraMoveActionExecutor(5, "Down"));
AddActionExecutor(new CameraMoveActionExecutor(6, "Fast"));
AddActionExecutor(new CameraMoveActionExecutor(7, "Slow"));
AddActionExecutor(new AIKillReloadActionExecutor(true));
AddActionExecutor(new AIKillReloadActionExecutor(false));
AddActionExecutor(new AIControlActionExecutor());
AddActionExecutor(new AIListActionExecutor());
AddActionExecutor(new TeamActionExecutor());
AddActionExecutor(new SpectatorActionExecutor());
AddActionExecutor(new SpecTeamActionExecutor());
AddActionExecutor(new SpecFullViewActionExecutor());
AddActionExecutor(new AllyActionExecutor());
AddActionExecutor(new GroupActionExecutor());
AddActionExecutor(new GroupIDActionExecutor(0));
AddActionExecutor(new GroupIDActionExecutor(1));
AddActionExecutor(new GroupIDActionExecutor(2));
AddActionExecutor(new GroupIDActionExecutor(3));
AddActionExecutor(new GroupIDActionExecutor(4));
AddActionExecutor(new GroupIDActionExecutor(5));
AddActionExecutor(new GroupIDActionExecutor(6));
AddActionExecutor(new GroupIDActionExecutor(7));
AddActionExecutor(new GroupIDActionExecutor(8));
AddActionExecutor(new GroupIDActionExecutor(9));
AddActionExecutor(new LastMessagePositionActionExecutor());
ChatActionExecutor::RegisterCommandVariants();
AddActionExecutor(new TrackActionExecutor());
AddActionExecutor(new TrackOffActionExecutor());
AddActionExecutor(new TrackModeActionExecutor());
AddActionExecutor(new PauseActionExecutor());
AddActionExecutor(new DebugActionExecutor());
AddActionExecutor(new DebugColVolDrawerActionExecutor());
AddActionExecutor(new DebugPathDrawerActionExecutor());
AddActionExecutor(new DebugTraceRayDrawerActionExecutor());
AddActionExecutor(new MuteActionExecutor());
AddActionExecutor(new SoundActionExecutor());
AddActionExecutor(new SoundChannelEnableActionExecutor());
AddActionExecutor(new CreateVideoActionExecutor());
AddActionExecutor(new DrawTreesActionExecutor());
AddActionExecutor(new DynamicSkyActionExecutor());
AddActionExecutor(new DynamicSunActionExecutor());
AddActionExecutor(new SpeedControlActionExecutor());
AddActionExecutor(new GameInfoActionExecutor());
AddActionExecutor(new HideInterfaceActionExecutor());
AddActionExecutor(new HardwareCursorActionExecutor());
AddActionExecutor(new FullscreenActionExecutor());
AddActionExecutor(new IncreaseViewRadiusActionExecutor());
AddActionExecutor(new DecreaseViewRadiusActionExecutor());
AddActionExecutor(new GroundDetailActionExecutor());
AddActionExecutor(new MoreTreesActionExecutor());
AddActionExecutor(new LessTreesActionExecutor());
AddActionExecutor(new MoreCloudsActionExecutor());
AddActionExecutor(new LessCloudsActionExecutor());
AddActionExecutor(new SpeedUpActionExecutor());
AddActionExecutor(new SlowDownActionExecutor());
AddActionExecutor(new ControlUnitActionExecutor());
AddActionExecutor(new ShowStandardActionExecutor());
AddActionExecutor(new ShowElevationActionExecutor());
AddActionExecutor(new ShowMetalMapActionExecutor());
AddActionExecutor(new ShowPathTravActionExecutor());
AddActionExecutor(new ShowPathHeatActionExecutor());
AddActionExecutor(new ShowPathFlowActionExecutor());
AddActionExecutor(new ShowPathCostActionExecutor());
AddActionExecutor(new ToggleLOSActionExecutor());
AddActionExecutor(new ToggleInfoActionExecutor());
AddActionExecutor(new ShowPathTypeActionExecutor());
AddActionExecutor(new ShareDialogActionExecutor());
AddActionExecutor(new QuitMessageActionExecutor());
AddActionExecutor(new QuitMenuActionExecutor());
AddActionExecutor(new QuitActionExecutor());
AddActionExecutor(new ReloadActionExecutor());
AddActionExecutor(new IncreaseGUIOpacityActionExecutor());
AddActionExecutor(new DecreaseGUIOpacityActionExecutor());
AddActionExecutor(new ScreenShotActionExecutor());
AddActionExecutor(new GrabInputActionExecutor());
AddActionExecutor(new ClockActionExecutor());
AddActionExecutor(new CrossActionExecutor());
AddActionExecutor(new FPSActionExecutor());
AddActionExecutor(new SpeedActionExecutor());
AddActionExecutor(new TeamHighlightActionExecutor());
AddActionExecutor(new InfoActionExecutor());
AddActionExecutor(new CmdColorsActionExecutor());
AddActionExecutor(new CtrlPanelActionExecutor());
AddActionExecutor(new FontActionExecutor());
AddActionExecutor(new VSyncActionExecutor());
AddActionExecutor(new SafeGLActionExecutor());
AddActionExecutor(new ResBarActionExecutor());
AddActionExecutor(new ToolTipActionExecutor());
AddActionExecutor(new ConsoleActionExecutor());
AddActionExecutor(new EndGraphActionExecutor());
AddActionExecutor(new FPSHudActionExecutor());
AddActionExecutor(new DebugDrawAIActionExecutor());
AddActionExecutor(new MapMarksActionExecutor());
AddActionExecutor(new AllMapMarksActionExecutor());
AddActionExecutor(new ClearMapMarksActionExecutor());
AddActionExecutor(new NoLuaDrawActionExecutor());
AddActionExecutor(new LuaUIActionExecutor());
AddActionExecutor(new LuaModUICtrlActionExecutor());
AddActionExecutor(new MiniMapActionExecutor());
AddActionExecutor(new GroundDecalsActionExecutor());
AddActionExecutor(new MaxParticlesActionExecutor());
AddActionExecutor(new MaxNanoParticlesActionExecutor());
AddActionExecutor(new GatherModeActionExecutor());
AddActionExecutor(new PasteTextActionExecutor());
AddActionExecutor(new BufferTextActionExecutor());
AddActionExecutor(new InputTextGeoActionExecutor());
AddActionExecutor(new DistIconActionExecutor());
AddActionExecutor(new DistDrawActionExecutor());
AddActionExecutor(new LODScaleActionExecutor());
AddActionExecutor(new WireMapActionExecutor());
AddActionExecutor(new CrashActionExecutor());
AddActionExecutor(new ExceptionActionExecutor());
AddActionExecutor(new DivByZeroActionExecutor());
AddActionExecutor(new GiveActionExecutor());
AddActionExecutor(new DestroyActionExecutor());
AddActionExecutor(new SendActionExecutor());
AddActionExecutor(new SaveGameActionExecutor());
AddActionExecutor(new DumpStateActionExecutor());
AddActionExecutor(new SaveActionExecutor(true));
AddActionExecutor(new SaveActionExecutor(false));
AddActionExecutor(new ReloadGameActionExecutor());
AddActionExecutor(new ReloadShadersActionExecutor());
AddActionExecutor(new DebugInfoActionExecutor());
// XXX are these redirects really required?
AddActionExecutor(new RedirectToSyncedActionExecutor("ATM"));
#ifdef DEBUG
AddActionExecutor(new RedirectToSyncedActionExecutor("Desync"));
#endif
AddActionExecutor(new RedirectToSyncedActionExecutor("Resync"));
if (modInfo.allowTake) {
AddActionExecutor(new RedirectToSyncedActionExecutor("Take"));
}
AddActionExecutor(new RedirectToSyncedActionExecutor("LuaRules"));
AddActionExecutor(new RedirectToSyncedActionExecutor("LuaGaia"));
AddActionExecutor(new CommandListActionExecutor());
AddActionExecutor(new CommandHelpActionExecutor());
}
UnsyncedGameCommands* UnsyncedGameCommands::singleton = NULL;
void UnsyncedGameCommands::CreateInstance() {
if (singleton == NULL) {
singleton = new UnsyncedGameCommands();
} else {
throw std::logic_error("UnsyncedGameCommands singleton is already initialized");
}
}
void UnsyncedGameCommands::DestroyInstance() {
if (singleton != NULL) {
SafeDelete(singleton);
} else {
// this might happen during shutdown after an unclean init
LOG_L(L_WARNING, "UnsyncedGameCommands singleton was not initialized or is already destroyed");
}
}
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