[Quest API] Add Marquee methods to Perl/Lua. (#2544)

* [Quest API] Add zonemarquee to Perl/Lua.

# Perl
- Add `quest::zonemarquee(type, priority, fade_in, fade_out, duration, message)` to Perl.

# Lua
- Add `eq.zone_marquee(type, priority, fade_in, fade_out, duration, message)` to Lua.

# Notes
- Allows operators to easily send a zone-wide marquee, similar to `quest::ze`/`eq.zone_emote`.

* Update lua_general.cpp

* Add other methods.

* Add entity list marquee

* Update client.cpp

* Add more shorthands.
This commit is contained in:
Kinglykrab
2022-11-16 08:23:39 -05:00
committed by GitHub
parent 8c994fef97
commit bb58a9cd20
16 changed files with 280 additions and 42 deletions
+18
View File
@@ -555,6 +555,21 @@ Lua_NPC Lua_EntityList::GetRandomNPC(float x, float y, float z, float distance,
return self->GetRandomNPC(glm::vec3(x, y, z), distance, exclude_npc);
}
void Lua_EntityList::Marquee(uint32 type, std::string message) {
Lua_Safe_Call_Void();
self->Marquee(type, message);
}
void Lua_EntityList::Marquee(uint32 type, std::string message, uint32 duration) {
Lua_Safe_Call_Void();
self->Marquee(type, message, duration);
}
void Lua_EntityList::Marquee(uint32 type, uint32 priority, uint32 fade_in, uint32 fade_out, uint32 duration, std::string message) {
Lua_Safe_Call_Void();
self->Marquee(type, priority, fade_in, fade_out, duration, message);
}
luabind::scope lua_register_entity_list() {
return luabind::class_<Lua_EntityList>("EntityList")
.def(luabind::constructor<>())
@@ -624,6 +639,9 @@ luabind::scope lua_register_entity_list() {
.def("HalveAggro", (void(Lua_EntityList::*)(Lua_Mob))&Lua_EntityList::HalveAggro)
.def("IsMobSpawnedByNpcTypeID", (bool(Lua_EntityList::*)(int))&Lua_EntityList::IsMobSpawnedByNpcTypeID)
.def("MakeNameUnique", (std::string(Lua_EntityList::*)(const char*))&Lua_EntityList::MakeNameUnique)
.def("Marquee", (void(Lua_EntityList::*)(uint32, std::string))&Lua_EntityList::Marquee)
.def("Marquee", (void(Lua_EntityList::*)(uint32, std::string, uint32))&Lua_EntityList::Marquee)
.def("Marquee", (void(Lua_EntityList::*)(uint32, uint32, uint32, uint32, uint32, std::string))&Lua_EntityList::Marquee)
.def("Message", (void(Lua_EntityList::*)(uint32, uint32, const char*))&Lua_EntityList::Message)
.def("MessageClose", (void(Lua_EntityList::*)(Lua_Mob, bool, float, uint32, const char*))&Lua_EntityList::MessageClose)
.def("MessageGroup", (void(Lua_EntityList::*)(Lua_Mob, bool, uint32, const char*))&Lua_EntityList::MessageGroup)