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[Quest API] Add XYZ/XYZH Overloads to Cross Zone Move Methods (#3581)
# Perl - Add `quest::crosszonemoveplayerbycharid(character_id, zone_short_name, x, y, z)`. - Add `quest::crosszonemoveplayerbycharid(character_id, zone_short_name, x, y, z, heading)`. - Add `quest::crosszonemoveplayerbygroupid(group_id, zone_short_name, x, y, z)`. - Add `quest::crosszonemoveplayerbygroupid(group_id, zone_short_name, x, y, z, heading)`. - Add `quest::crosszonemoveplayerbyraidid(raid_id, zone_short_name, x, y, z)`. - Add `quest::crosszonemoveplayerbyraidid(raid_id, zone_short_name, x, y, z, heading)`. - Add `quest::crosszonemoveplayerbyguildid(guild_id, zone_short_name, x, y, z)`. - Add `quest::crosszonemoveplayerbyguildid(guild_id, zone_short_name, x, y, z, heading)`. - Add `quest::crosszonemoveplayerbyexpeditionid(expedition_id, zone_short_name, x, y, z)`. - Add `quest::crosszonemoveplayerbyexpeditionid(expedition_id, zone_short_name, x, y, z, heading)`. - Add `quest::crosszonemoveplayerbyclientname(client_name, zone_short_name, x, y, z)`. - Add `quest::crosszonemoveplayerbyclientname(client_name, zone_short_name, x, y, z, heading)`. - Add `quest::crosszonemoveinstancebycharid(character_id, zone_short_name, x, y, z)`. - Add `quest::crosszonemoveinstancebycharid(character_id, zone_short_name, x, y, z, heading)`. - Add `quest::crosszonemoveinstancebygroupid(group_id, zone_short_name, x, y, z)`. - Add `quest::crosszonemoveinstancebygroupid(group_id, zone_short_name, x, y, z, heading)`. - Add `quest::crosszonemoveinstancebyraidid(raid_id, zone_short_name, x, y, z)`. - Add `quest::crosszonemoveinstancebyraidid(raid_id, zone_short_name, x, y, z, heading)`. - Add `quest::crosszonemoveinstancebyguildid(guild_id, zone_short_name, x, y, z)`. - Add `quest::crosszonemoveinstancebyguildid(guild_id, zone_short_name, x, y, z, heading)`. - Add `quest::crosszonemoveinstancebyexpeditionid(expedition_id, zone_short_name, x, y, z)`. - Add `quest::crosszonemoveinstancebyexpeditionid(expedition_id, zone_short_name, x, y, z, heading)`. - Add `quest::crosszonemoveinstancebyclientname(client_name, zone_short_name, x, y, z)`. - Add `quest::crosszonemoveinstancebyclientname(client_name, zone_short_name, x, y, z, heading)`. # Lua - Add `eq.cross_zone_move_player_by_char_id(character_id, zone_short_name, x, y, z)`. - Add `eq.cross_zone_move_player_by_char_id(character_id, zone_short_name, x, y, z, heading)`. - Add `eq.cross_zone_move_player_by_group_id(group_id, zone_short_name, x, y, z)`. - Add `eq.cross_zone_move_player_by_group_id(group_id, zone_short_name, x, y, z, heading)`. - Add `eq.cross_zone_move_player_by_raid_id(raid_id, zone_short_name, x, y, z)`. - Add `eq.cross_zone_move_player_by_raid_id(raid_id, zone_short_name, x, y, z, heading)`. - Add `eq.cross_zone_move_player_by_guild_id(guild_id, zone_short_name, x, y, z)`. - Add `eq.cross_zone_move_player_by_guild_id(guild_id, zone_short_name, x, y, z, heading)`. - Add `eq.cross_zone_move_player_by_expedition_id(expedition_id, zone_short_name, x, y, z)`. - Add `eq.cross_zone_move_player_by_expedition_id(expedition_id, zone_short_name, x, y, z, heading)`. - Add `eq.cross_zone_move_player_by_client_name(client_name, zone_short_name, x, y, z)`. - Add `eq.cross_zone_move_player_by_client_name(client_name, zone_short_name, x, y, z, heading)`. - Add `eq.cross_zone_move_instance_by_char_id(character_id, zone_short_name, x, y, z)`. - Add `eq.cross_zone_move_instance_by_char_id(character_id, zone_short_name, x, y, z, heading)`. - Add `eq.cross_zone_move_instance_by_group_id(group_id, zone_short_name, x, y, z)`. - Add `eq.cross_zone_move_instance_by_group_id(group_id, zone_short_name, x, y, z, heading)`. - Add `eq.cross_zone_move_instance_by_raid_id(raid_id, zone_short_name, x, y, z)`. - Add `eq.cross_zone_move_instance_by_raid_id(raid_id, zone_short_name, x, y, z, heading)`. - Add `eq.cross_zone_move_instance_by_guild_id(guild_id, zone_short_name, x, y, z)`. - Add `eq.cross_zone_move_instance_by_guild_id(guild_id, zone_short_name, x, y, z, heading)`. - Add `eq.cross_zone_move_instance_by_expedition_id(expedition_id, zone_short_name, x, y, z)`. - Add `eq.cross_zone_move_instance_by_expedition_id(expedition_id, zone_short_name, x, y, z, heading)`. - Add `eq.cross_zone_move_instance_by_client_name(client_name, zone_short_name, x, y, z)`. - Add `eq.cross_zone_move_instance_by_client_name(client_name, zone_short_name, x, y, z, heading)`. # Notes - Allows operators to send players to specific coordinates across zones instead of always sending to safe coordinates.
This commit is contained in:
+70
-67
@@ -10,6 +10,7 @@
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#include <cereal/types/chrono.hpp>
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#include <cereal/types/string.hpp>
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#include <cereal/types/vector.hpp>
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#include <glm/vec4.hpp>
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#define SERVER_TIMEOUT 45000 // how often keepalive gets sent
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#define INTERSERVER_TIMER 10000
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@@ -1486,95 +1487,96 @@ struct CZClientMessageString_Struct {
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struct CZDialogueWindow_Struct {
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uint8 update_type; // 0 - Character, 1 - Group, 2 - Raid, 3 - Guild, 4 - Expedition, 5 - Character Name
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int update_identifier; // Character ID, Group ID, Raid ID, Guild ID, or Expedition ID based on update type, 0 for Character Name
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char message[4096];
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char client_name[64]; // Only used by Character Name Type, else empty
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int update_identifier; // Character ID, Group ID, Raid ID, Guild ID, or Expedition ID based on update type, 0 for Character Name
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char message[4096];
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char client_name[64]; // Only used by Character Name Type, else empty
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};
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struct CZLDoNUpdate_Struct {
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uint8 update_type; // 0 - Character, 1 - Group, 2 - Raid, 3 - Guild, 4 - Expedition, 5 - Character Name
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uint8 update_subtype; // 0 - Loss, 1 - Points, 2 - Win
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int update_identifier; // Character ID, Group ID, Raid ID, Guild ID, or Expedition ID based on update type, 0 for Character Name
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uint8 update_type; // 0 - Character, 1 - Group, 2 - Raid, 3 - Guild, 4 - Expedition, 5 - Character Name
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uint8 update_subtype; // 0 - Loss, 1 - Points, 2 - Win
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int update_identifier; // Character ID, Group ID, Raid ID, Guild ID, or Expedition ID based on update type, 0 for Character Name
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uint32 theme_id;
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int points; // Only used in Points Subtype, else 1
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char client_name[64]; // Only used by Character Name Type, else empty
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int points; // Only used in Points Subtype, else 1
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char client_name[64]; // Only used by Character Name Type, else empty
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};
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struct CZMarquee_Struct {
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uint8 update_type; // 0 - Character, 1 - Group, 2 - Raid, 3 - Guild, 4 - Expedition, 5 - Character Name
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int update_identifier; // Character ID, Group ID, Raid ID, Guild ID, or Expedition ID based on update type, 0 for Character Name
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uint8 update_type; // 0 - Character, 1 - Group, 2 - Raid, 3 - Guild, 4 - Expedition, 5 - Character Name
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int update_identifier; // Character ID, Group ID, Raid ID, Guild ID, or Expedition ID based on update type, 0 for Character Name
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uint32 type;
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uint32 priority;
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uint32 fade_in;
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uint32 fade_out;
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uint32 duration;
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char message[512];
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char client_name[64]; // Only used by Character Name Type, else empty
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char message[512];
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char client_name[64]; // Only used by Character Name Type, else empty
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};
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struct CZMessage_Struct {
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uint8 update_type; // 0 - Character, 1 - Group, 2 - Raid, 3 - Guild, 4 - Expedition, 5 - Character Name
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int update_identifier; // Group ID, Raid ID, Guild ID, or Expedition ID based on update type, 0 for Character Name
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uint8 update_type; // 0 - Character, 1 - Group, 2 - Raid, 3 - Guild, 4 - Expedition, 5 - Character Name
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int update_identifier; // Group ID, Raid ID, Guild ID, or Expedition ID based on update type, 0 for Character Name
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uint32 type;
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char message[512];
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char client_name[64]; // Only used by Character Name Type, else empty
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char message[512];
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char client_name[64]; // Only used by Character Name Type, else empty
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};
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struct CZMove_Struct {
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uint8 update_type; // 0 - Character, 1 - Group, 2 - Raid, 3 - Guild, 4 - Expedition, 5 - Character Name
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uint8 update_subtype; // 0 - Move Zone, 1 - Move Zone Instance
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int update_identifier; // Character ID, Group ID, Raid ID, Guild ID, or Expedition ID based on update type, 0 for Character Name
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uint16 instance_id; // Only used by Move Zone Instance, else 0
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char zone_short_name[32]; // Only by with Move Zone, else empty
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char client_name[64]; // Only used by Character Name Type, else empty
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std::string client_name = std::string(); // Only used by Character Name Type, else empty
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glm::vec4 coordinates = glm::vec4(0.f); // XYZ or XYZH, heading is optional, defaults to 0.
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uint16 instance_id = 0; // Only used by Move Zone Instance, else 0
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uint32 update_identifier = 0; // Character ID, Group ID, Raid ID, Guild ID, or Expedition ID based on update type, 0 for Character Name
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uint8 update_type; // 0 - Character, 1 - Group, 2 - Raid, 3 - Guild, 4 - Expedition, 5 - Character Name
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uint8 update_subtype; // 0 - Move Zone, 1 - Move Zone Instance
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std::string zone_short_name = std::string(); // Only used by Move Zone, else empty
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};
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struct CZSetEntityVariable_Struct {
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uint8 update_type; // 0 - Character, 1 - Group, 2 - Raid, 3 - Guild, 4 - Expedition, 5 - Character Name, 6 - NPC
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int update_identifier; // Group ID, Raid ID, Guild ID, Expedition ID, or NPC ID based on update type, 0 for Character Name
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char variable_name[256];
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char variable_value[256];
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char client_name[64]; // Only used by Character Type, else empty
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int update_identifier; // Group ID, Raid ID, Guild ID, Expedition ID, or NPC ID based on update type, 0 for Character Name
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char variable_name[256];
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char variable_value[256];
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char client_name[64]; // Only used by Character Type, else empty
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};
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struct CZSignal_Struct {
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uint8 update_type; // 0 - Character, 1 - Group, 2 - Raid, 3 - Guild, 4 - Expedition, 5 - Character Name, 6 - NPC
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int update_identifier; // Character ID, Group ID, Raid ID, Guild ID, Expedition ID, or NPC ID based on update type, 0 for Character Name
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int signal_id;
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char client_name[64]; // Only used by Character Name Type, else empty
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int update_identifier; // Character ID, Group ID, Raid ID, Guild ID, Expedition ID, or NPC ID based on update type, 0 for Character Name
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int signal_id;
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char client_name[64]; // Only used by Character Name Type, else empty
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};
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struct CZSpell_Struct {
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uint8 update_type; // 0 - Character, 1 - Group, 2 - Raid, 3 - Guild, 4 - Expedition, 5 - Character Name
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uint8 update_subtype; // 0 - Cast Spell, 1 - Remove Spell
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int update_identifier; // Character ID, Group ID, Raid ID, Guild ID, or Expedition ID based on update type, 0 for Character Name
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uint8 update_type; // 0 - Character, 1 - Group, 2 - Raid, 3 - Guild, 4 - Expedition, 5 - Character Name
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uint8 update_subtype; // 0 - Cast Spell, 1 - Remove Spell
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int update_identifier; // Character ID, Group ID, Raid ID, Guild ID, or Expedition ID based on update type, 0 for Character Name
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uint32 spell_id;
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char client_name[64]; // Only used by Character Name Type, else empty
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char client_name[64]; // Only used by Character Name Type, else empty
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};
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struct CZTaskUpdate_Struct {
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uint8 update_type; // 0 - Character, 1 - Group, 2 - Raid, 3 - Guild, 4 - Expedition, 5 - Character Name
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uint8 update_subtype; // 0 - Activity Reset, 1 - Activity Update, 2 - Assign Task, 3 - Disable Task, 4 - Enable Task, 5 - Fail Task, 6 - Remove Task
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int update_identifier; // Character ID, Group ID, Raid ID, Guild ID, or Expedition ID based on update type, 0 for Character Name
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uint8 update_type; // 0 - Character, 1 - Group, 2 - Raid, 3 - Guild, 4 - Expedition, 5 - Character Name
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uint8 update_subtype; // 0 - Activity Reset, 1 - Activity Update, 2 - Assign Task, 3 - Disable Task, 4 - Enable Task, 5 - Fail Task, 6 - Remove Task
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int update_identifier; // Character ID, Group ID, Raid ID, Guild ID, or Expedition ID based on update type, 0 for Character Name
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uint32 task_identifier;
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int task_subidentifier; // Activity ID for Activity Reset and Activity Update, NPC Entity ID for Assign Task, else -1
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int update_count; // Only used by Activity Update, else 1
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bool enforce_level_requirement; // Only used by Assign Task
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char client_name[64]; // Only used by Character Name Type, else empty
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int task_subidentifier; // Activity ID for Activity Reset and Activity Update, NPC Entity ID for Assign Task, else -1
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int update_count; // Only used by Activity Update, else 1
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bool enforce_level_requirement; // Only used by Assign Task
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char client_name[64]; // Only used by Character Name Type, else empty
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};
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struct WWDialogueWindow_Struct {
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char message[4096];
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char message[4096];
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uint8 min_status;
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uint8 max_status;
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};
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struct WWLDoNUpdate_Struct {
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uint8 update_type; // 0 - Loss, 1 - Points, 2 - Win
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uint8 update_type; // 0 - Loss, 1 - Points, 2 - Win
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uint32 theme_id;
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int points; // Only used in Points Subtype, else 1
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uint8 min_status;
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uint8 max_status;
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int points; // Only used in Points Subtype, else 1
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uint8 min_status;
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uint8 max_status;
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};
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struct WWMarquee_Struct {
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@@ -1583,56 +1585,57 @@ struct WWMarquee_Struct {
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uint32 fade_in;
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uint32 fade_out;
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uint32 duration;
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char message[512];
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uint8 min_status;
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uint8 max_status;
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char message[512];
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uint8 min_status;
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uint8 max_status;
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};
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struct WWMessage_Struct {
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uint32 type;
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char message[512];
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uint8 min_status;
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uint8 max_status;
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char message[512];
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uint8 min_status;
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uint8 max_status;
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};
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struct WWMove_Struct {
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uint8 update_type; // 0 - Move Zone, 1 - Move Zone Instance
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char zone_short_name[32]; // Used with Move Zone
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uint8 update_type; // 0 - Move Zone, 1 - Move Zone Instance
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char zone_short_name[32]; // Used with Move Zone
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uint16 instance_id; // Used with Move Zone Instance
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uint8 min_status;
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uint8 max_status;
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uint8 min_status;
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uint8 max_status;
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};
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struct WWSetEntityVariable_Struct {
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uint8 update_type; // 0 - Character, 1 - NPC
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char variable_name[256];
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char variable_value[256];
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char variable_name[256];
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char variable_value[256];
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uint8 min_status;
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uint8 max_status;
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};
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struct WWSignal_Struct {
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uint8 update_type; // 0 - Character, 1 - NPC
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int signal_id;
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int signal_id;
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uint8 min_status;
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uint8 max_status;
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};
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struct WWSpell_Struct {
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uint8 update_type; // 0 - Cast Spell, 1 - Remove Spell
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uint8 update_type; // 0 - Cast Spell, 1 - Remove Spell
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uint32 spell_id;
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uint8 min_status;
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uint8 max_status;
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uint8 min_status;
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uint8 max_status;
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};
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struct WWTaskUpdate_Struct {
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uint8 update_type; // 0 - Activity Reset, 1 - Activity Update, 2 - Assign Task, 3 - Disable Task, 4 - Enable Task, 5 - Fail Task, 6 - Remove Task
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uint8 update_type; // 0 - Activity Reset, 1 - Activity Update, 2 - Assign Task, 3 - Disable Task, 4 - Enable Task, 5 - Fail Task, 6 - Remove Task
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uint32 task_identifier;
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int task_subidentifier; // Activity ID for Activity Reset and Activity Update, NPC Entity ID for Assign Task, else -1
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int update_count; // Update Count for Activity Update, else 1
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bool enforce_level_requirement; // Only used by Assign Task, else false
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uint8 min_status;
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uint8 max_status;
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int task_subidentifier; // Activity ID for Activity Reset and Activity Update, NPC Entity ID for Assign Task, else -1
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int update_count; // Update Count for Activity Update, else 1
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bool enforce_level_requirement; // Only used by Assign Task, else false
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uint8 min_status;
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uint8 max_status;
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};
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struct ReloadWorld_Struct {
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