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sapphire/src/servers/Server_Zone/GameCommandHandler.h

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2017-08-08 13:53:47 +02:00
#ifndef _GAMECOMMANDHANDLER_H_
#define _GAMECOMMANDHANDLER_H_
#include <map>
#include "GameCommand.h"
#include <Server_Common/Common.h>
#include "Forwards.h"
namespace Core {
// handler for in game commands
class GameCommandHandler
{
private:
// container mapping command string to command object
std::map<std::string, boost::shared_ptr<GameCommand> > m_commandMap;
public:
GameCommandHandler();
~GameCommandHandler();
// register command to command map
void registerCommand( const std::string& n, GameCommand::pFunc, const std::string& hText, Common::UserLevel uLevel );
// execute command if registered
void execCommand( char * data, Entity::PlayerPtr pPlayer );
// command handler callbacks
void set( char * data, Entity::PlayerPtr pPlayer, boost::shared_ptr<GameCommand> command );
void get( char * data, Entity::PlayerPtr pPlayer, boost::shared_ptr<GameCommand> command );
void add( char * data, Entity::PlayerPtr pPlayer, boost::shared_ptr<GameCommand> command );
//void debug( char * data, Entity::PlayerPtr pPlayer, boost::shared_ptr<GameCommand> command );
void scriptReload( char * data, Entity::PlayerPtr pPlayer, boost::shared_ptr<GameCommand> command );
void injectPacket( char * data, Entity::PlayerPtr pPlayer, boost::shared_ptr<GameCommand> command );
void nudge( char* data, Entity::PlayerPtr pPlayer, boost::shared_ptr<GameCommand> command );
};
}
#endif