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0ad/source/ps/Player.cpp

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#include "precompiled.h"
#include "Player.h"
#include "Network/NetMessage.h"
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#include "Entity.h"
#include "EntityManager.h"
#include "scripting/JSCollection.h"
#include "simulation/LOSManager.h"
CPlayer::CPlayer(uint playerID):
m_PlayerID(playerID),
m_Name(CStrW(L"Player #")+CStrW(playerID)),
m_Colour(0.7f, 0.7f, 0.7f),
m_UpdateCB(0)
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{
m_LOSToken = LOS_GetTokenFor(playerID);
AddSynchedProperty( L"name", &m_Name );
// HACK - since we have to use setColour to update this, we don't want to
// expose a colour property. Meanwhile, we want to have a property "colour"
// available to be able to use the update/sync system.
// So, this is only added to the SynchedProperties list and not also passed
// to CJSObject's list
ISynchedJSProperty *prop=new CSynchedJSProperty<SPlayerColour>(L"colour", &m_Colour, this);
m_SynchedProperties[L"colour"]=prop;
}
CPlayer::~CPlayer()
{
// Side-effect of HACK - since it's not passed to CJSObject's list, it
// doesn't get freed automatically
delete m_SynchedProperties[L"colour"];
}
void CPlayer::ScriptingInit()
{
AddMethod<jsval, &CPlayer::JSI_ToString>( "toString", 0 );
AddMethod<jsval, &CPlayer::JSI_SetColour>( "setColour", 1);
AddMethod<jsval, &CPlayer::JSI_GetColour>( "getColour", 0);
AddProperty( L"id", &CPlayer::m_PlayerID, true );
// MT: Work out how this fits with the Synched stuff...
// AddClassProperty( L"name", &CPlayer::m_Name );
// AddClassProperty( L"colour", &CPlayer::m_Colour );
AddProperty( L"controlled", &CPlayer::JSI_GetControlledEntities );
CJSObject<CPlayer>::ScriptingInit( "Player" );
}
void CPlayer::Update(CStrW name, ISynchedJSProperty *prop)
{
if (m_UpdateCB)
m_UpdateCB(name, prop->ToString(), this, m_UpdateCBData);
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}
void CPlayer::SetValue(CStrW name, CStrW value)
{
ISynchedJSProperty *prop=GetSynchedProperty(name);
if (prop)
{
prop->FromString(value);
}
}
bool CPlayer::ValidateCommand(CNetMessage* UNUSED(pMsg))
{
return true;
}
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static bool ControllerPredicate( CEntity* entity, void* userdata )
{
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return( entity->GetPlayer() == userdata );
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}
std::vector<HEntity>* CPlayer::GetControlledEntities()
{
return( g_EntityManager.matches( ControllerPredicate, this ) );
}
jsval CPlayer::JSI_ToString( JSContext* cx, uintN UNUSED(argc), jsval* UNUSED(argv) )
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{
wchar_t buffer[256];
swprintf( buffer, 256, L"[object Player: %ls]", m_Name.c_str() );
buffer[255] = 0;
utf16string str16(buffer, buffer+wcslen(buffer));
return( STRING_TO_JSVAL( JS_NewUCStringCopyZ( cx, str16.c_str() ) ) );
}
jsval CPlayer::JSI_GetControlledEntities(JSContext* UNUSED(cx))
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{
std::vector<HEntity>* controlledSet = GetControlledEntities();
jsval vp = OBJECT_TO_JSVAL( EntityCollection::Create( *controlledSet ) );
delete( controlledSet );
return( vp );
}
jsval CPlayer::JSI_SetColour( JSContext* UNUSED(cx), uintN argc, jsval* argv )
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{
if (argc != 1)
return JSVAL_NULL;
m_Colour=*( ToNative<SPlayerColour>(argv[0]) );
ISynchedJSProperty *prop=GetSynchedProperty(L"colour");
Update(L"colour", prop);
// Return something that isn't null, so users can check whether this function succeeded
return argv[0];
}
jsval CPlayer::JSI_GetColour( JSContext* cx, uintN argc, jsval* argv )
{
ISynchedJSProperty *prop=GetSynchedProperty(L"colour");
return prop->Get(cx, this);
}