eqemu-server/zone/lua_expedition.h
hg 8eef2ae089 Add DynamicZone class for expedition instancing
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
2020-12-30 18:47:07 -05:00

79 lines
2.6 KiB
C++

/**
* EQEmulator: Everquest Server Emulator
* Copyright (C) 2001-2020 EQEmulator Development Team (https://github.com/EQEmu/Server)
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; version 2 of the License.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY except by those people which sell it, which
* are required to give you total support for your newly bought product;
* without even the implied warranty of MERCHANTABILITY or FITNESS FOR
* A PARTICULAR PURPOSE. See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
*/
#ifndef EQEMU_LUA_EXPEDITION_H
#define EQEMU_LUA_EXPEDITION_H
#ifdef LUA_EQEMU
#include "lua_ptr.h"
#include "../common/types.h"
#include <string>
class Expedition;
class Lua_Client;
struct lua_State;
namespace luabind {
struct scope;
namespace adl {
class object;
}
using adl::object;
}
luabind::scope lua_register_expedition();
luabind::scope lua_register_expedition_member_status();
class Lua_Expedition : public Lua_Ptr<Expedition>
{
typedef Expedition NativeType;
public:
Lua_Expedition() : Lua_Ptr(nullptr) { }
Lua_Expedition(Expedition *d) : Lua_Ptr(d) { }
virtual ~Lua_Expedition() { }
operator Expedition*() {
return reinterpret_cast<Expedition*>(GetLuaPtrData());
}
void AddLockout(std::string event_name, uint32_t seconds);
void AddReplayLockout(uint32_t seconds);
uint32_t GetID();
int GetInstanceID();
std::string GetLeaderName();
uint32_t GetMemberCount();
luabind::object GetMembers(lua_State* L);
std::string GetName();
int GetSecondsRemaining();
int GetZoneID();
luabind::object GetLockouts(lua_State* L);
bool HasLockout(std::string event_name);
bool HasReplayLockout();
void RemoveLockout(std::string event_name);
void SetCompass(uint32 zone_id, float x, float y, float z);
void SetCompass(std::string zone_name, float x, float y, float z);
void SetSafeReturn(uint32 zone_id, float x, float y, float z, float heading);
void SetSafeReturn(std::string zone_name, float x, float y, float z, float heading);
void SetZoneInLocation(float x, float y, float z, float heading);
};
#endif // LUA_EQEMU
#endif // EQEMU_LUA_EXPEDITION_H