// ScriptObjectInput.h: interface for the CScriptObjectNewUbisoftClient class. // ////////////////////////////////////////////////////////////////////// #if !defined(__SCRIPT_OBJECT_NEW_UBISOFT_CLIENT__INCLUDED_) #define __SCRIPT_OBJECT_NEW_UBISOFT_CLIENT__INCLUDED_ #ifndef NOT_USE_UBICOM_SDK #if _MSC_VER > 1000 #pragma once #endif // _MSC_VER > 1000 #include #include <_ScriptableEx.h> class NewUbisoftClient; /*! This class implements ubisoft.com script functions. REMARKS: After initialization of the script-object it will be globally accessable through scripts using the namespace "UbisoftClient". IMPLEMENTATIONS NOTES: These function will never be called from C-Code. They're script-exclusive. */ class CScriptObjectNewUbisoftClient : public _ScriptableEx { public: //! constructor CScriptObjectNewUbisoftClient(); //! destructor virtual ~CScriptObjectNewUbisoftClient(); //! //! /param pScriptSystem Pointer to the ScriptSystem-interface //! /param pSystem Pointer to the System-interface void Init( IScriptSystem *pScriptSystem, ISystem *pSystem, NewUbisoftClient *inUbiSoftClient ); //! static void InitializeTemplate(IScriptSystem *pSS); //! static void ReleaseTemplate(); int Client_GetStoredUsername(IFunctionHandler *pH); int Client_GetStoredPassword(IFunctionHandler *pH); // auto log in using info stored in registry int Client_AutoLogin(IFunctionHandler *pH); // Logs in using szUsername (string) and szPassword (string) int Client_Login(IFunctionHandler *pH); // Request list of Game Servers. No parameters int Client_RequestGameServers(IFunctionHandler *pH); // Join a Game Server. iLobbyID (int), iRoomID (int) int Client_JoinGameServer(IFunctionHandler *pH); // Tell the Game Service you have connected to the game server. No parameters int Client_ConnectedToGameServer(IFunctionHandler *pH); // Tell the Game Service that you have left the game server. No parameters int Client_LeaveGameServer(IFunctionHandler *pH); // Disconnect from Game Service. No parameters int Client_Disconnect(IFunctionHandler *pH); // Create an account. szUsername (string), szPassword (string) int Client_CreateAccount(IFunctionHandler *pH); // Check if the client is logged in int Client_IsConnected(IFunctionHandler *pH); //Set the cdkey int Client_SetCDKey(IFunctionHandler *pH); //Request the Message of the Day int Client_RequestMOTD(IFunctionHandler *pH); // Remove the server from Game Service. No Parameters int Server_DestroyServer(IFunctionHandler *pH); //! used by the NewUbisoftClient DWORD GetAbsTimeInSeconds(); // Script Callbacks ------------------------------------------- void Client_LoginSuccess(const char *szUsername); void Client_LoginFail(const char *szText); void Client_GameServer(int iLobbyID, int iRoomID, const char *szGameServer, const char *szIPAddress, const char *szLANIPAddress, int iMaxPlayers, int iNumPlayers); void Client_RequestFinished(); void Client_JoinGameServerSuccess(const char *szIPAddress, const char *szLanIPAddress, unsigned short usPort); void Client_JoinGameServerFail(const char *szText); void Client_CreateAccountSuccess(); void Client_CreateAccountFail(const char *szText); void Client_MOTD(const char *szUbiMOTD, const char *szGameMOTD); void Server_RegisterServerSuccess(int iLobbyID, int iRoomID); void Server_RegisterServerFail(); void Server_LobbyServerDisconnected(); void Server_PlayerJoin(const char *szUsername); void Server_PlayerLeave(const char *szUsername); void CDKey_Failed(const char *szText); void CDKey_GetCDKey(); void CDKey_ActivationSuccess(); void CDKey_ActivationFail(const char *szText); private: // -------------------------------------------------------------- ISystem * m_pSystem; //! IConsole * m_pConsole; //! IScriptSystem * m_pScriptSystem; //! NewUbisoftClient * m_pUbiSoftClient; //! (a different class is responsible for destruction) }; #endif // NOT_USE_UBICOM_SDK #endif //__SCRIPT_OBJECT_NEW_UBISOFT_CLIENT__INCLUDED_