/*==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/>.

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==*/
//////////////////////////////////////////////////////////////////////
//
// pyVaultPlayerInfoNode   - a wrapper class to provide interface to the RelVaultNode
//
//////////////////////////////////////////////////////////////////////

#include "pyVaultPlayerInfoNode.h"
#ifndef BUILDING_PYPLASMA
#include "pyVault.h"
#endif

#include "plVault/plVault.h"

// should only be created from C++ side
pyVaultPlayerInfoNode::pyVaultPlayerInfoNode(RelVaultNode* nfsNode)
: pyVaultNode(nfsNode)
, ansiPlayerName(nil)
, ansiAgeInstName(nil)
{
}

//create from the Python side
pyVaultPlayerInfoNode::pyVaultPlayerInfoNode()
: pyVaultNode(NEWZERO(RelVaultNode))
, ansiPlayerName(nil)
, ansiAgeInstName(nil)
{
	fNode->SetNodeType(plVault::kNodeType_PlayerInfo);
}

pyVaultPlayerInfoNode::~pyVaultPlayerInfoNode () {
	FREE(ansiPlayerName);
	FREE(ansiAgeInstName);
}

//==================================================================
// class RelVaultNode : public plVaultNode
//
void pyVaultPlayerInfoNode::Player_SetPlayerID( UInt32 plyrid )
{
	if (!fNode)
		return;

	VaultPlayerInfoNode playerInfo(fNode);		
	playerInfo.SetPlayerId(plyrid);
}

UInt32 pyVaultPlayerInfoNode::Player_GetPlayerID( void )
{
	if (!fNode)
		return 0;

	VaultPlayerInfoNode playerInfo(fNode);		
	return playerInfo.playerId;
}

void pyVaultPlayerInfoNode::Player_SetPlayerName( const char * name )
{
	if (!fNode)
		return;

	wchar * wStr = StrDupToUnicode(name);
	VaultPlayerInfoNode playerInfo(fNode);		
	playerInfo.SetPlayerName(wStr);
	FREE(wStr);
}

const char * pyVaultPlayerInfoNode::Player_GetPlayerName( void )
{
	if (!fNode)
		return "";
		
	VaultPlayerInfoNode playerInfo(fNode);		
	if (!playerInfo.playerName)
		return "";

	FREE(ansiPlayerName);
	ansiPlayerName = StrDupToAnsi(playerInfo.playerName);
	return ansiPlayerName;
}

// age the player is currently in, if any.
void pyVaultPlayerInfoNode::Player_SetAgeInstanceName( const char * agename )
{
	if (!fNode)
		return;

	wchar * wStr = StrDupToUnicode(agename);
	VaultPlayerInfoNode playerInfo(fNode);		
	playerInfo.SetAgeInstName(wStr);
	FREE(wStr);
}

const char * pyVaultPlayerInfoNode::Player_GetAgeInstanceName( void )
{
	if (!fNode)
		return "";
		
	VaultPlayerInfoNode playerInfo(fNode);
	if (!playerInfo.ageInstName)
		return "";
		
	FREE(ansiAgeInstName);
	ansiAgeInstName = StrDupToAnsi(playerInfo.ageInstName);
	return ansiAgeInstName;
}

void pyVaultPlayerInfoNode::Player_SetAgeGuid( const char * guidtext)
{
	if (!fNode)
		return;

	Uuid ageInstId;
	GuidFromString(guidtext, &ageInstId);
	VaultPlayerInfoNode playerInfo(fNode);
	playerInfo.SetAgeInstUuid(ageInstId);		
}

const char * pyVaultPlayerInfoNode::Player_GetAgeGuid( void )
{
	if (!fNode)
		return "";

	VaultPlayerInfoNode playerInfo(fNode);
	GuidToString(playerInfo.ageInstUuid, ansiAgeInstUuid, arrsize(ansiAgeInstUuid));
	return ansiAgeInstUuid;
}

// online status
void pyVaultPlayerInfoNode::Player_SetOnline( bool b )
{
	if (!fNode)
		return;

	VaultPlayerInfoNode playerInfo(fNode);
	playerInfo.SetOnline(b);
}

hsBool pyVaultPlayerInfoNode::Player_IsOnline( void )
{
	if (!fNode)
		return false;

	VaultPlayerInfoNode playerInfo(fNode);
	return playerInfo.online;
}

int pyVaultPlayerInfoNode::Player_GetCCRLevel( void )
{
	if (!fNode)
		return 0;

	VaultPlayerInfoNode playerInfo(fNode);
	return playerInfo.ccrLevel;
}