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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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Additional permissions under GNU GPL version 3 section 7
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If you modify this Program, or any covered work, by linking or
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combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
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NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
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JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
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(or a modified version of those libraries),
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containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
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PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
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JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
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licensors of this Program grant you additional
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permission to convey the resulting work. Corresponding Source for a
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non-source form of such a combination shall include the source code for
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the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
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work.
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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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#ifndef pyPlayer_h
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#define pyPlayer_h
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/////////////////////////////////////////////////////////////////////////////
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//
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// NAME: pyPlayer
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//
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// PURPOSE: Class wrapper for Python to the player data
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//
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#include "pyGlueHelpers.h"
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#include "pnKeyedObject/plKey.h"
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#include "plString.h"
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class pyPlayer
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{
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protected:
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plKey fAvatarKey;
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plString fPlayerName;
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uint32_t fPlayerID;
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float fDistSq; // from local player, temp
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bool fIsCCR;
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bool fIsServer;
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pyPlayer(); // only used by python glue, do NOT call
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pyPlayer(pyKey& avKey, const plString& pname, uint32_t pid, float distsq);
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pyPlayer(plKey avKey, const plString& pname, uint32_t pid, float distsq);
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// another way to create a player with just a name and number
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pyPlayer(const plString& pname, uint32_t pid);
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public:
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void Init(plKey avKey, const plString& pname, uint32_t pid, float distsq); // used by python glue, do NOT call
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// required functions for PyObject interoperability
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PYTHON_CLASS_NEW_FRIEND(ptPlayer);
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static PyObject *New(pyKey& avKey, const plString& pname, uint32_t pid, float distsq);
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static PyObject *New(plKey avKey, const plString& pname, uint32_t pid, float distsq);
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static PyObject *New(const plString& pname, uint32_t pid);
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PYTHON_CLASS_CHECK_DEFINITION; // returns true if the PyObject is a pyPlayer object
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PYTHON_CLASS_CONVERT_FROM_DEFINITION(pyPlayer); // converts a PyObject to a pyPlayer (throws error if not correct type)
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static void AddPlasmaClasses(PyObject *m);
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// override the equals to operator
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bool operator==(const pyPlayer &player) const
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{
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// only thing that needs testing is the playerid, which is unique for all
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if ( ((pyPlayer*)this)->GetPlayerID() == player.GetPlayerID() )
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return true;
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else
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return false;
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}
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bool operator!=(const pyPlayer &player) const { return !(player == *this); }
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// for C++ access
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plKey GetKey() const { return fAvatarKey; }
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// for python access
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plString GetPlayerName() const { return fPlayerName; }
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uint32_t GetPlayerID() const { return fPlayerID; }
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float GetDistSq() const { return fDistSq; }
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void SetCCRFlag(bool state) { fIsCCR = state; }
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bool IsCCR() const { return fIsCCR; }
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void SetServerFlag(bool state) { fIsServer = state; }
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bool IsServer() const { return fIsServer; }
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};
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#endif // pyPlayer_h
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