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Add DynamicZone sql table schema Add DynamicZones logging category Modify CreateExpedition to take DynamicZone and ExpeditionRequest objects Implement DynamicZone compass, safereturn, and zone-in coordinates. Implement live-like DynamicZone instance kick timer for removed members Implement updating multiple client compasses (supports existing quest compass) fix: Send client compass update after entering zones to clear existing compass Implement Client::MovePCDynamicZone to invoke DynamicZoneSwitchListWnd when entering a zone where client has multiple dynamic zones assigned Implement OP_DzChooseZoneReply handling Add Lua api methods for expedition's associated dynamic zone Add #dz list gm command to list current DynamicZone instances from database
79 lines
2.6 KiB
C++
79 lines
2.6 KiB
C++
/**
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* EQEmulator: Everquest Server Emulator
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* Copyright (C) 2001-2020 EQEmulator Development Team (https://github.com/EQEmu/Server)
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; version 2 of the License.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY except by those people which sell it, which
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* are required to give you total support for your newly bought product;
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* without even the implied warranty of MERCHANTABILITY or FITNESS FOR
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* A PARTICULAR PURPOSE. See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*
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*/
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#ifndef EQEMU_LUA_EXPEDITION_H
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#define EQEMU_LUA_EXPEDITION_H
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#ifdef LUA_EQEMU
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#include "lua_ptr.h"
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#include "../common/types.h"
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#include <string>
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class Expedition;
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class Lua_Client;
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struct lua_State;
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namespace luabind {
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struct scope;
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namespace adl {
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class object;
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}
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using adl::object;
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}
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luabind::scope lua_register_expedition();
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luabind::scope lua_register_expedition_member_status();
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class Lua_Expedition : public Lua_Ptr<Expedition>
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{
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typedef Expedition NativeType;
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public:
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Lua_Expedition() : Lua_Ptr(nullptr) { }
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Lua_Expedition(Expedition *d) : Lua_Ptr(d) { }
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virtual ~Lua_Expedition() { }
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operator Expedition*() {
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return reinterpret_cast<Expedition*>(GetLuaPtrData());
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}
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void AddLockout(std::string event_name, uint32_t seconds);
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void AddReplayLockout(uint32_t seconds);
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uint32_t GetID();
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int GetInstanceID();
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std::string GetLeaderName();
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uint32_t GetMemberCount();
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luabind::object GetMembers(lua_State* L);
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std::string GetName();
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int GetSecondsRemaining();
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int GetZoneID();
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luabind::object GetLockouts(lua_State* L);
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bool HasLockout(std::string event_name);
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bool HasReplayLockout();
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void RemoveLockout(std::string event_name);
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void SetCompass(uint32 zone_id, float x, float y, float z);
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void SetCompass(std::string zone_name, float x, float y, float z);
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void SetSafeReturn(uint32 zone_id, float x, float y, float z, float heading);
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void SetSafeReturn(std::string zone_name, float x, float y, float z, float heading);
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void SetZoneInLocation(float x, float y, float z, float heading);
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};
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#endif // LUA_EQEMU
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#endif // EQEMU_LUA_EXPEDITION_H
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