Ykkrosh
1c0536bf08
Major updates to most network classes. Simplify CNetServer so it doesn't duplicate any client behaviour; all players now run CNetClient. Remove most player/slot management from networking code. Wait for all players to finish loading before starting the simulation. Remove CGameAttributes; attributes are now just a JS object. Remove CPlayer; they are now just simulation entities. Handle player colours via simulation system. Add a default map for Atlas, so it always has something to load. Move network documentation to Doxygen. Remove lots of now-unused code. This was SVN commit r7653.
43 lines
1.3 KiB
C++
43 lines
1.3 KiB
C++
/* Copyright (C) 2010 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef INCLUDED_ICMPPLAYER
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#define INCLUDED_ICMPPLAYER
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#include "simulation2/system/Interface.h"
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struct CColor;
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/**
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* Player data.
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* (This interface only includes the functions needed by native code for loading maps,
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* and for minimap rendering; most player interaction is handled by scripts instead.)
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*/
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class ICmpPlayer : public IComponent
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{
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public:
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virtual void SetName(const std::wstring& name) = 0;
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virtual void SetCiv(const std::wstring& civcode) = 0;
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virtual void SetColour(u8 r, u8 g, u8 b) = 0;
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virtual CColor GetColour() = 0;
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DECLARE_INTERFACE_TYPE(Player)
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};
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#endif // INCLUDED_ICMPPLAYER
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