📄 swigheaders.h
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// MUD Programming
// Ron Penton
// (C)2003
// SWIGHeaders.h - This file contains all of the information SWIG needs to
// generate python files
//
//
typedef unsigned long int entityid;
typedef signed long int status;
class account
{
public:
account( entityid p_id );
~account();
entityid ID();
std::string Name();
std::string Description();
void SetID( entityid p_id );
void SetName( const std::string& p_name );
void SetDescription( const std::string& p_desc );
void AddCharacter( entityid p_id );
void DelCharacter( entityid p_id );
size_t Characters();
void BeginCharacter();
entityid CurrentCharacter();
void NextCharacter();
bool IsValidCharacter();
void SeekCharacter( const std::string& p_name );
// Accessors
std::string Password();
BasicLib::sint64 LoginTime();
int AccessLevel();
bool Banned();
int AllowedCharacters();
// Modifiers
void SetPass( const std::string& p_pass );
void SetLoginTime( BasicLib::sint64 p_time );
void SetAccessLevel( int p_level );
void SetBanned( bool p_banned );
void SetAllowedCharacters( int p_num );
protected:
Account* m_account;
};
class charactertemplate
{
public:
charactertemplate( entityid p_id );
~charactertemplate();
entityid ID();
std::string Name();
std::string Description();
int GetAttribute( const std::string& p_name );
void SetAttribute( const std::string& p_name, int p_val );
bool HasAttribute( const std::string& p_name );
void AddAttribute( const std::string& p_name, int p_initialval );
void DelAttribute( const std::string& p_name );
};
class character
{
public:
character( entityid p_id );
~character();
entityid ID();
std::string Name();
std::string Description();
void SetID( entityid p_id );
void SetName( const std::string& p_name );
void SetDescription( const std::string& p_desc );
entityid Room();
void SetRoom( entityid p_room );
entityid Region();
void SetRegion( entityid p_region );
entityid TemplateID();
void SetTemplateID( entityid p_templateid );
void AddItem( entityid p_id );
void DelItem( entityid p_id );
size_t Items();
void BeginItem();
entityid CurrentItem();
void NextItem();
bool IsValidItem();
void SeekItem( const std::string& p_name );
int GetAttribute( const std::string& p_name );
void SetAttribute( const std::string& p_name, int p_val );
bool HasAttribute( const std::string& p_name );
void AddAttribute( const std::string& p_name, int p_initialval );
void DelAttribute( const std::string& p_name );
bool AddLogic( const std::string& p_logic );
bool AddExistingLogic( Logic* p_logic );
bool DelLogic( const std::string& p_logic );
Logic* GetLogic( const std::string& p_logic );
bool HasLogic( const std::string& p_logic );
int DoAction( const Action& p_action );
int DoAction( const std::string& p_act, entityid p_data1, entityid p_data2, entityid p_data3, entityid p_data4, const std::string& p_data );
int GetLogicAttribute( const std::string& p_logic, const std::string& p_attr );
void AddHook( TimedAction* p_hook );
void DelHook( TimedAction* p_hook );
size_t Hooks();
void KillHook( const std::string& p_act, const std::string& p_stringdata );
void ClearHooks();
bool HasCommand( const std::string& p_command );
bool AddCommand( const std::string& p_command );
bool DelCommand( const std::string& p_command );
void BeginCommands();
std::string CurrentCommand();
std::string CurrentCommandUsage();
std::string CurrentCommandDescription();
void NextCommand();
bool IsValidCommand();
void SeekCommand( const std::string& p_name );
// accessors:
bool Quiet();
bool IsPlayer();
bool Verbose();
entityid GetAccount();
void SetQuiet( bool p_quiet );
void SetAccount( entityid p_account );
bool IsLoggedIn();
std::string LastCommand();
};
class itemtemplate
{
public:
itemtemplate( entityid p_item );
~itemtemplate();
entityid ID();
std::string Name();
std::string Description();
int GetAttribute( const std::string& p_name );
void SetAttribute( const std::string& p_name, int p_val );
bool HasAttribute( const std::string& p_name );
void AddAttribute( const std::string& p_name, int p_initialval );
void DelAttribute( const std::string& p_name );
bool IsQuantity();
int GetQuantity();
}; // end class itemtemplate
class item
{
public:
item( entityid p_item );
~item();
entityid ID();
std::string Name();
std::string Description();
void SetID( entityid p_id );
void SetName( const std::string& p_name );
void SetDescription( const std::string& p_desc );
entityid Room();
void SetRoom( entityid p_room );
entityid Region();
void SetRegion( entityid p_region );
entityid TemplateID();
void SetTemplateID( entityid p_templateid );
int GetAttribute( const std::string& p_name );
void SetAttribute( const std::string& p_name, int p_val );
bool HasAttribute( const std::string& p_name );
void AddAttribute( const std::string& p_name, int p_initialval );
void DelAttribute( const std::string& p_name );
bool AddLogic( const std::string& p_logic );
bool AddExistingLogic( Logic* p_logic );
bool DelLogic( const std::string& p_logic );
Logic* GetLogic( const std::string& p_logic );
bool HasLogic( const std::string& p_logic );
int DoAction( const Action& p_action );
int DoAction( const std::string& p_act, entityid p_data1, entityid p_data2, entityid p_data3, entityid p_data4, const std::string& p_data );
int GetLogicAttribute( const std::string& p_logic, const std::string& p_attr );
void AddHook( TimedAction* p_hook );
void DelHook( TimedAction* p_hook );
size_t Hooks();
void KillHook( const std::string& p_act, const std::string& p_stringdata );
void ClearHooks();
bool IsQuantity();
int GetQuantity();
void SetQuantity( int p_quantity );
}; // end class item
class portal
{
public:
portal( entityid p_id );
~portal();
entityid ID();
std::string Name();
std::string Description();
void SetID( entityid p_id );
void SetName( const std::string& p_name );
void SetDescription( const std::string& p_desc );
entityid Region();
void SetRegion( entityid p_region );
int GetAttribute( const std::string& p_name );
void SetAttribute( const std::string& p_name, int p_val );
bool HasAttribute( const std::string& p_name );
void AddAttribute( const std::string& p_name, int p_initialval );
void DelAttribute( const std::string& p_name );
bool AddLogic( const std::string& p_logic );
bool AddExistingLogic( Logic* p_logic );
bool DelLogic( const std::string& p_logic );
Logic* GetLogic( const std::string& p_logic );
bool HasLogic( const std::string& p_logic );
int DoAction( const Action& p_action );
int DoAction( const std::string& p_act, entityid p_data1, entityid p_data2, entityid p_data3, entityid p_data4, const std::string& p_data );
int GetLogicAttribute( const std::string& p_logic, const std::string& p_attr );
void AddHook( TimedAction* p_hook );
void DelHook( TimedAction* p_hook );
size_t Hooks();
void KillHook( const std::string& p_act, const std::string& p_stringdata );
void ClearHooks();
// iterator functions:
void BeginPath();
entityid CurrentStart();
std::string CurrentDirection();
entityid CurrentEnd();
void NextPath();
bool IsValidPath();
// These functions seek the iterator to the exit that matches a specific
// starting or ending point
void SeekStartRoom( entityid p_room );
void SeekEndRoom( entityid p_room );
};
class region
{
public:
region( entityid p_id );
~region();
entityid ID();
std::string Name();
std::string Description();
void SetID( entityid p_id );
void SetName( const std::string& p_name );
void SetDescription( const std::string& p_desc );
void AddItem( entityid p_id );
void DelItem( entityid p_id );
size_t Items();
void BeginItem();
entityid CurrentItem();
void NextItem();
bool IsValidItem();
void SeekItem( const std::string& p_name );
void AddCharacter( entityid p_id );
void DelCharacter( entityid p_id );
size_t Characters();
void BeginCharacter();
entityid CurrentCharacter();
void NextCharacter();
bool IsValidCharacter();
void SeekCharacter( const std::string& p_name );
typedef std::set<entityid> rooms;
void AddRoom( entityid p_id );
void DelRoom( entityid p_id );
size_t Rooms();
void BeginRoom();
entityid CurrentRoom();
void NextRoom();
bool IsValidRoom();
void SeekRoom( const std::string& p_name );
rooms::iterator m_roomitr;
typedef std::set<entityid> portals;
void AddPortal( entityid p_id );
void DelPortal( entityid p_id );
size_t Portals();
void BeginPortal();
entityid CurrentPortal();
void NextPortal();
bool IsValidPortal();
void SeekPortal( const std::string& p_name );
portals::iterator m_portalitr;
int GetAttribute( const std::string& p_name );
void SetAttribute( const std::string& p_name, int p_val );
bool HasAttribute( const std::string& p_name );
void AddAttribute( const std::string& p_name, int p_initialval );
void DelAttribute( const std::string& p_name );
bool AddLogic( const std::string& p_logic );
bool AddExistingLogic( Logic* p_logic );
bool DelLogic( const std::string& p_logic );
Logic* GetLogic( const std::string& p_logic );
bool HasLogic( const std::string& p_logic );
int DoAction( const Action& p_action );
int DoAction( const std::string& p_act, entityid p_data1, entityid p_data2, entityid p_data3, entityid p_data4, const std::string& p_data );
int GetLogicAttribute( const std::string& p_logic, const std::string& p_attr );
void AddHook( TimedAction* p_hook );
void DelHook( TimedAction* p_hook );
size_t Hooks();
void KillHook( const std::string& p_act, const std::string& p_stringdata );
void ClearHooks();
};
class room
{
public:
room( entityid p_room );
~room();
entityid ID();
std::string Name();
std::string Description();
void SetID( entityid p_id );
void SetName( const std::string& p_name );
void SetDescription( const std::string& p_desc );
entityid Region();
void SetRegion( entityid p_region );
void AddItem( entityid p_id );
void DelItem( entityid p_id );
size_t Items();
void BeginItem();
entityid CurrentItem();
void NextItem();
bool IsValidItem();
void SeekItem( const std::string& p_name );
void AddCharacter( entityid p_id );
void DelCharacter( entityid p_id );
size_t Characters();
void BeginCharacter();
entityid CurrentCharacter();
void NextCharacter();
bool IsValidCharacter();
void SeekCharacter( const std::string& p_name );
typedef std::set<entityid> portals;
void AddPortal( entityid p_id );
void DelPortal( entityid p_id );
size_t Portals();
void BeginPortal();
entityid CurrentPortal();
void NextPortal();
bool IsValidPortal();
void SeekPortal( const std::string& p_name );
portals::iterator m_portalitr;
int GetAttribute( const std::string& p_name );
void SetAttribute( const std::string& p_name, int p_val );
bool HasAttribute( const std::string& p_name );
void AddAttribute( const std::string& p_name, int p_initialval );
void DelAttribute( const std::string& p_name );
bool AddLogic( const std::string& p_logic );
bool AddExistingLogic( Logic* p_logic );
bool DelLogic( const std::string& p_logic );
Logic* GetLogic( const std::string& p_logic );
bool HasLogic( const std::string& p_logic );
int DoAction( const Action& p_action );
int DoAction( const std::string& p_act, entityid p_data1, entityid p_data2, entityid p_data3, entityid p_data4, const std::string& p_data );
int GetLogicAttribute( const std::string& p_logic, const std::string& p_attr );
void AddHook( TimedAction* p_hook );
void DelHook( TimedAction* p_hook );
size_t Hooks();
void KillHook( const std::string& p_act, const std::string& p_stringdata );
void ClearHooks();
};
class GameWrap
{
public:
entityid FindPlayerOnlinePart( const std::string& p_name );
entityid FindPlayerOnlineFull( const std::string& p_name );
entityid FindPlayerPart( const std::string& p_name );
entityid FindPlayerFull( const std::string& p_name );
bool HasPlayer( entityid p_id );
bool Running();
void ShutDown();
long long GetTime();
void ResetTime();
void DoAction(
const std::string& p_act,
entityid p_data1,
entityid p_data2,
entityid p_data3,
entityid p_data4,
const std::string& p_data );
void AddActionRelative(
long long p_time,
const std::string& p_act,
entityid p_data1,
entityid p_data2,
entityid p_data3,
entityid p_data4,
const std::string& p_data );
void AddActionAbsolute(
long long p_time,
const std::string& p_act,
entityid p_data1,
entityid p_data2,
entityid p_data3,
entityid p_data4,
const std::string& p_data );
size_t Characters();
void BeginCharacter();
entityid CurrentCharacter();
void NextCharacter();
bool IsValidCharacter();
size_t CharacterTemplates();
void BeginCharacterTemplate();
entityid CurrentCharacterTemplate();
void NextCharacterTemplate();
bool IsValidCharacterTemplate();
size_t Items();
void BeginItem();
entityid CurrentItem();
void NextItem();
bool IsValidItem();
size_t ItemTemplates();
void BeginItemTemplate();
entityid CurrentItemTemplate();
void NextItemTemplate();
bool IsValidItemTemplate();
size_t Rooms();
void BeginRoom();
entityid CurrentRoom();
void NextRoom();
bool IsValidRoom();
size_t Regions();
void BeginRegion();
entityid CurrentRegion();
void NextRegion();
bool IsValidRegion();
size_t Portals();
void BeginPortal();
entityid CurrentPortal();
void NextPortal();
bool IsValidPortal();
size_t Accounts();
void BeginAccount();
entityid CurrentAccount();
void NextAccount();
bool IsValidAccount();
};
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