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[Dynamic Zones] Rename dynamic zone structs (#1327)
* Rename dz member id field The name of the struct is enough to make this implicit * Rename dz member enum and struct Rename ExpeditionMember to DynamicZoneMember Rename ExpeditionMemberStatus to DynamicZoneMemberStatus * Rename dz window packet structs This makes it more clear the window may be used by any dynamic zone system not just expeditions (live missions fill the window when player doesn't have an active expedition). * Rename dz window packet fields
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+5
-5
@@ -52,7 +52,7 @@ class Expedition : public ExpeditionBase
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public:
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Expedition() = default;
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Expedition(uint32_t id, const std::string& uuid, DynamicZone&& dz, const std::string& expedition_name,
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const ExpeditionMember& leader, uint32_t min_players, uint32_t max_players);
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const DynamicZoneMember& leader, uint32_t min_players, uint32_t max_players);
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static Expedition* TryCreate(Client* requester, DynamicZone& dynamiczone, ExpeditionRequest& request);
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@@ -85,7 +85,7 @@ public:
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bool AddMember(const std::string& add_char_name, uint32_t add_char_id);
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void RemoveAllMembers(bool enable_removal_timers = true);
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bool RemoveMember(const std::string& remove_char_name);
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void SetMemberStatus(Client* client, ExpeditionMemberStatus status);
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void SetMemberStatus(Client* client, DynamicZoneMemberStatus status);
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void SwapMember(Client* add_client, const std::string& remove_char_name);
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bool IsLocked() const { return m_is_locked; }
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@@ -160,21 +160,21 @@ private:
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void SendWorldLockoutUpdate(
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const ExpeditionLockoutTimer& lockout, bool remove, bool members_only = false);
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void SendWorldMemberChanged(const std::string& char_name, uint32_t char_id, bool remove);
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void SendWorldMemberStatus(uint32_t character_id, ExpeditionMemberStatus status);
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void SendWorldMemberStatus(uint32_t character_id, DynamicZoneMemberStatus status);
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void SendWorldMemberSwapped(const std::string& remove_char_name, uint32_t remove_char_id,
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const std::string& add_char_name, uint32_t add_char_id);
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void SendWorldSettingChanged(uint16_t server_opcode, bool setting_value);
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void SetDynamicZone(DynamicZone&& dz);
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void TryAddClient(Client* add_client, const std::string& inviter_name,
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const std::string& swap_remove_name, Client* leader_client = nullptr);
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void UpdateMemberStatus(uint32_t update_character_id, ExpeditionMemberStatus status);
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void UpdateMemberStatus(uint32_t update_character_id, DynamicZoneMemberStatus status);
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std::unique_ptr<EQApplicationPacket> CreateExpireWarningPacket(uint32_t minutes_remaining);
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std::unique_ptr<EQApplicationPacket> CreateInfoPacket(bool clear = false);
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std::unique_ptr<EQApplicationPacket> CreateInvitePacket(const std::string& inviter_name, const std::string& swap_remove_name);
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std::unique_ptr<EQApplicationPacket> CreateMemberListPacket(bool clear = false);
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std::unique_ptr<EQApplicationPacket> CreateMemberListNamePacket(const std::string& name, bool remove_name);
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std::unique_ptr<EQApplicationPacket> CreateMemberListStatusPacket(const std::string& name, ExpeditionMemberStatus status);
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std::unique_ptr<EQApplicationPacket> CreateMemberListStatusPacket(const std::string& name, DynamicZoneMemberStatus status);
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std::unique_ptr<EQApplicationPacket> CreateLeaderNamePacket();
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DynamicZone m_dynamiczone { DynamicZoneType::Expedition };
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