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forked from 0ad/0ad
0ad/source/simulation2/components/ICmpPlayer.cpp
Ykkrosh 1c0536bf08 # Refactored the networking code, and redesigned the game setup screen.
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.
2010-06-30 21:41:04 +00:00

57 lines
1.4 KiB
C++

/* Copyright (C) 2010 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#include "precompiled.h"
#include "ICmpPlayer.h"
#include "simulation2/system/InterfaceScripted.h"
#include "simulation2/scripting/ScriptComponent.h"
#include "ps/Overlay.h"
BEGIN_INTERFACE_WRAPPER(Player)
END_INTERFACE_WRAPPER(Player)
class CCmpPlayerScripted : public ICmpPlayer
{
public:
DEFAULT_SCRIPT_WRAPPER(PlayerScripted)
virtual void SetName(const std::wstring& name)
{
m_Script.CallVoid("SetName", name);
}
virtual void SetCiv(const std::wstring& civcode)
{
m_Script.CallVoid("SetCiv", civcode);
}
virtual void SetColour(u8 r, u8 g, u8 b)
{
m_Script.CallVoid("SetColour", (u32)r, (u32)g, (u32)b);
}
virtual CColor GetColour()
{
return m_Script.Call<CColor>("GetColour");
}
};
REGISTER_COMPONENT_SCRIPT_WRAPPER(PlayerScripted)