|
|
|
/*==LICENSE==*
|
|
|
|
|
|
|
|
CyanWorlds.com Engine - MMOG client, server and tools
|
|
|
|
Copyright (C) 2011 Cyan Worlds, Inc.
|
|
|
|
|
|
|
|
This program 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 3 of the License, or
|
|
|
|
(at your option) any later version.
|
|
|
|
|
|
|
|
This program 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 this program. If not, see <http://www.gnu.org/licenses/>.
|
|
|
|
|
|
|
|
Additional permissions under GNU GPL version 3 section 7
|
|
|
|
|
|
|
|
If you modify this Program, or any covered work, by linking or
|
|
|
|
combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
|
|
|
|
NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
|
|
|
|
JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
|
|
|
|
(or a modified version of those libraries),
|
|
|
|
containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
|
|
|
|
PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
|
|
|
|
JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
|
|
|
|
licensors of this Program grant you additional
|
|
|
|
permission to convey the resulting work. Corresponding Source for a
|
|
|
|
non-source form of such a combination shall include the source code for
|
|
|
|
the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
|
|
|
|
work.
|
|
|
|
|
|
|
|
You can contact Cyan Worlds, Inc. by email legal@cyan.com
|
|
|
|
or by snail mail at:
|
|
|
|
Cyan Worlds, Inc.
|
|
|
|
14617 N Newport Hwy
|
|
|
|
Mead, WA 99021
|
|
|
|
|
|
|
|
*==LICENSE==*/
|
|
|
|
//////////////////////////////////////////////////////////////////////
|
|
|
|
//
|
|
|
|
// pyVaultMarkerGameNode - a wrapper class to provide interface to the RelVaultNode
|
|
|
|
//
|
|
|
|
//////////////////////////////////////////////////////////////////////
|
|
|
|
|
|
|
|
#include "hsStlUtils.h"
|
|
|
|
|
|
|
|
#include "pyVaultMarkerGameNode.h"
|
|
|
|
|
|
|
|
#include "plVault/plVault.h"
|
|
|
|
|
|
|
|
// should only be created from C++ side
|
|
|
|
pyVaultMarkerGameNode::pyVaultMarkerGameNode(RelVaultNode* nfsNode)
|
|
|
|
: pyVaultNode(nfsNode)
|
|
|
|
{
|
|
|
|
}
|
|
|
|
|
|
|
|
//create from the Python side
|
|
|
|
pyVaultMarkerGameNode::pyVaultMarkerGameNode(int n)
|
|
|
|
: pyVaultNode(NEWZERO(RelVaultNode))
|
|
|
|
{
|
|
|
|
fNode->SetNodeType(plVault::kNodeType_MarkerGame);
|
|
|
|
}
|
|
|
|
|
|
|
|
//==================================================================
|
|
|
|
// class RelVaultNode : public plVaultNode
|
|
|
|
//
|
|
|
|
|
|
|
|
const char * pyVaultMarkerGameNode::GetGameName () const
|
|
|
|
{
|
|
|
|
fGameName[0] = 0;
|
|
|
|
|
|
|
|
if (fNode) {
|
|
|
|
VaultMarkerGameNode access(fNode);
|
|
|
|
StrToAnsi(fGameName, access.gameName, arrsize(fGameName));
|
|
|
|
}
|
|
|
|
return fGameName;
|
|
|
|
}
|
|
|
|
|
|
|
|
void pyVaultMarkerGameNode::SetGameName (const char v[])
|
|
|
|
{
|
|
|
|
if (fNode) {
|
|
|
|
VaultMarkerGameNode access(fNode);
|
|
|
|
wchar unicode[kMaxVaultNodeStringLength];
|
|
|
|
StrToUnicode(unicode, v, arrsize(unicode));
|
|
|
|
access.SetGameName(unicode);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
const char * pyVaultMarkerGameNode::GetGameGuid () const
|
|
|
|
{
|
|
|
|
fGameGuid[0] = 0;
|
|
|
|
|
|
|
|
if (fNode) {
|
|
|
|
VaultMarkerGameNode access(fNode);
|
|
|
|
GuidToString(access.gameGuid, fGameGuid, arrsize(fGameGuid));
|
|
|
|
}
|
|
|
|
return fGameGuid;
|
|
|
|
}
|
|
|
|
|
|
|
|
void pyVaultMarkerGameNode::SetGameGuid (const char v[])
|
|
|
|
{
|
|
|
|
if (fNode) {
|
|
|
|
VaultMarkerGameNode access(fNode);
|
|
|
|
Uuid uuid;
|
|
|
|
GuidFromString(v, &uuid);
|
|
|
|
access.SetGameGuid(uuid);
|
|
|
|
}
|
|
|
|
}
|