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181 lines
4.3 KiB
181 lines
4.3 KiB
14 years ago
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/*==LICENSE==*
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CyanWorlds.com Engine - MMOG client, server and tools
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Copyright (C) 2011 Cyan Worlds, Inc.
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This program 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 3 of the License, or
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(at your option) any later version.
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This program 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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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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You can contact Cyan Worlds, Inc. by email legal@cyan.com
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or by snail mail at:
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Cyan Worlds, Inc.
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14617 N Newport Hwy
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Mead, WA 99021
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*==LICENSE==*/
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//////////////////////////////////////////////////////////////////////
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//
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// pyVaultPlayerInfoNode - a wrapper class to provide interface to the RelVaultNode
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//
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//////////////////////////////////////////////////////////////////////
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#include "pyVaultPlayerInfoNode.h"
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#ifndef BUILDING_PYPLASMA
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#include "pyVault.h"
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#endif
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#include "../plVault/plVault.h"
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// should only be created from C++ side
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pyVaultPlayerInfoNode::pyVaultPlayerInfoNode(RelVaultNode* nfsNode)
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: pyVaultNode(nfsNode)
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, ansiPlayerName(nil)
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, ansiAgeInstName(nil)
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{
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}
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//create from the Python side
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pyVaultPlayerInfoNode::pyVaultPlayerInfoNode()
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: pyVaultNode(NEWZERO(RelVaultNode))
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, ansiPlayerName(nil)
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, ansiAgeInstName(nil)
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{
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fNode->SetNodeType(plVault::kNodeType_PlayerInfo);
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}
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pyVaultPlayerInfoNode::~pyVaultPlayerInfoNode () {
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FREE(ansiPlayerName);
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FREE(ansiAgeInstName);
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}
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//==================================================================
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// class RelVaultNode : public plVaultNode
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//
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void pyVaultPlayerInfoNode::Player_SetPlayerID( UInt32 plyrid )
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{
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if (!fNode)
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return;
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VaultPlayerInfoNode playerInfo(fNode);
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playerInfo.SetPlayerId(plyrid);
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}
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UInt32 pyVaultPlayerInfoNode::Player_GetPlayerID( void )
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{
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if (!fNode)
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return 0;
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VaultPlayerInfoNode playerInfo(fNode);
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return playerInfo.playerId;
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}
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void pyVaultPlayerInfoNode::Player_SetPlayerName( const char * name )
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{
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if (!fNode)
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return;
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wchar * wStr = StrDupToUnicode(name);
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VaultPlayerInfoNode playerInfo(fNode);
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playerInfo.SetPlayerName(wStr);
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FREE(wStr);
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}
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const char * pyVaultPlayerInfoNode::Player_GetPlayerName( void )
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{
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if (!fNode)
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return "";
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VaultPlayerInfoNode playerInfo(fNode);
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if (!playerInfo.playerName)
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return "";
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FREE(ansiPlayerName);
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ansiPlayerName = StrDupToAnsi(playerInfo.playerName);
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return ansiPlayerName;
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}
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// age the player is currently in, if any.
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void pyVaultPlayerInfoNode::Player_SetAgeInstanceName( const char * agename )
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{
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if (!fNode)
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return;
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wchar * wStr = StrDupToUnicode(agename);
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VaultPlayerInfoNode playerInfo(fNode);
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playerInfo.SetAgeInstName(wStr);
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FREE(wStr);
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}
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const char * pyVaultPlayerInfoNode::Player_GetAgeInstanceName( void )
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{
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if (!fNode)
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return "";
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VaultPlayerInfoNode playerInfo(fNode);
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if (!playerInfo.ageInstName)
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return "";
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FREE(ansiAgeInstName);
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ansiAgeInstName = StrDupToAnsi(playerInfo.ageInstName);
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return ansiAgeInstName;
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}
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void pyVaultPlayerInfoNode::Player_SetAgeGuid( const char * guidtext)
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{
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if (!fNode)
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return;
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Uuid ageInstId;
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GuidFromString(guidtext, &ageInstId);
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VaultPlayerInfoNode playerInfo(fNode);
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playerInfo.SetAgeInstUuid(ageInstId);
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}
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const char * pyVaultPlayerInfoNode::Player_GetAgeGuid( void )
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{
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if (!fNode)
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return "";
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VaultPlayerInfoNode playerInfo(fNode);
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GuidToString(playerInfo.ageInstUuid, ansiAgeInstUuid, arrsize(ansiAgeInstUuid));
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return ansiAgeInstUuid;
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}
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// online status
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void pyVaultPlayerInfoNode::Player_SetOnline( bool b )
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{
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if (!fNode)
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return;
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VaultPlayerInfoNode playerInfo(fNode);
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playerInfo.SetOnline(b);
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}
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hsBool pyVaultPlayerInfoNode::Player_IsOnline( void )
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{
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if (!fNode)
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return false;
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VaultPlayerInfoNode playerInfo(fNode);
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return playerInfo.online;
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}
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int pyVaultPlayerInfoNode::Player_GetCCRLevel( void )
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{
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if (!fNode)
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return 0;
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VaultPlayerInfoNode playerInfo(fNode);
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return playerInfo.ccrLevel;
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}
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