#ifndef _GAMECOMMANDHANDLER_H_ #define _GAMECOMMANDHANDLER_H_ #include #include "DebugCommand.h" #include #include "Forwards.h" namespace Core { // handler for in game commands class DebugCommandHandler { private: // container mapping command string to command object std::map< std::string, boost::shared_ptr< DebugCommand > > m_commandMap; public: DebugCommandHandler(); ~DebugCommandHandler(); // register command to command map void registerCommand( const std::string& n, DebugCommand::pFunc, const std::string& hText, uint8_t uLevel ); // execute command if registered void execCommand( char * data, Entity::Player& player ); // help command void help( char* data, Entity::Player& player, boost::shared_ptr< DebugCommand > command ); // command handler callbacks void set( char * data, Entity::Player& player, boost::shared_ptr< DebugCommand > command ); void get( char * data, Entity::Player& player, boost::shared_ptr< DebugCommand > command ); void add( char * data, Entity::Player& player, boost::shared_ptr< DebugCommand > command ); //void debug( char * data, Entity::Player& player, boost::shared_ptr< DebugCommand > command ); void scriptReload( char * data, Entity::Player& player, boost::shared_ptr< DebugCommand > command ); void injectPacket( char * data, Entity::Player& player, boost::shared_ptr< DebugCommand > command ); void injectChatPacket( char * data, Entity::Player& player, boost::shared_ptr< DebugCommand > command ); void nudge( char* data, Entity::Player& player, boost::shared_ptr< DebugCommand > command ); void serverInfo( char * data, Entity::Player& player, boost::shared_ptr< DebugCommand > command ); void unlockCharacter( char* data, Entity::Player& player, boost::shared_ptr< DebugCommand > command ); void targetInfo( char* data, Entity::Player& player, boost::shared_ptr< DebugCommand > command ); }; } #endif