eqemu-server/zone/lua_client.h
hg 76b5803f83 Let MovePCDynamicZone filter on zone version
Add client GetDynamicZones method to provide a single method to get all
associated client dynamic zones

Refactor compass update and MovePCDynamicZone to use this method
instead of searching for client dzs separately

Add optional disable message arg to MovePCDynamicZone
2020-12-30 18:47:11 -05:00

367 lines
14 KiB
C++

#ifndef EQEMU_LUA_CLIENT_H
#define EQEMU_LUA_CLIENT_H
#ifdef LUA_EQEMU
#include "lua_mob.h"
class Client;
class Lua_Expedition;
class Lua_Group;
class Lua_Raid;
class Lua_Inventory;
class Lua_Packet;
namespace luabind {
struct scope;
}
luabind::scope lua_register_client();
luabind::scope lua_register_inventory_where();
class Lua_Client : public Lua_Mob
{
typedef Client NativeType;
public:
Lua_Client() { SetLuaPtrData(nullptr); }
Lua_Client(Client *d) { SetLuaPtrData(reinterpret_cast<Entity*>(d)); }
virtual ~Lua_Client() { }
operator Client*() {
return reinterpret_cast<Client*>(GetLuaPtrData());
}
void SendSound();
void Save();
void Save(int commit_now);
void SaveBackup();
bool Connected();
bool InZone();
void Kick();
void Disconnect();
bool IsLD();
void WorldKick();
void SendToGuildHall();
bool GetAnon();
void Duck();
void DyeArmorBySlot(uint8 slot, uint8 red, uint8 green, uint8 blue);
void DyeArmorBySlot(uint8 slot, uint8 red, uint8 green, uint8 blue, uint8 use_tint);
void Stand();
void SetGM(bool v);
void SetPVP(bool v);
bool GetPVP();
bool GetGM();
void SetBaseClass(int v);
void SetBaseRace(int v);
void SetBaseGender(int v);
int GetBaseFace();
int GetLanguageSkill(int skill_id);
const char *GetLastName();
int GetLDoNPointsTheme(int theme);
int GetBaseSTR();
int GetBaseSTA();
int GetBaseCHA();
int GetBaseDEX();
int GetBaseINT();
int GetBaseAGI();
int GetBaseWIS();
int GetWeight();
uint32 GetEXP();
uint32 GetAAExp();
uint32 GetAAPercent();
uint32 GetTotalSecondsPlayed();
void UpdateLDoNPoints(int points, uint32 theme);
void SetDeity(int v);
void AddEXP(uint32 add_exp);
void AddEXP(uint32 add_exp, int conlevel);
void AddEXP(uint32 add_exp, int conlevel, bool resexp);
void SetEXP(uint32 set_exp, uint32 set_aaxp);
void SetEXP(uint32 set_exp, uint32 set_aaxp, bool resexp);
void SetBindPoint();
void SetBindPoint(int to_zone);
void SetBindPoint(int to_zone, int to_instance);
void SetBindPoint(int to_zone, int to_instance, float new_x);
void SetBindPoint(int to_zone, int to_instance, float new_x, float new_y);
void SetBindPoint(int to_zone, int to_instance, float new_x, float new_y, float new_z);
float GetBindX();
float GetBindX(int index);
float GetBindY();
float GetBindY(int index);
float GetBindZ();
float GetBindZ(int index);
float GetBindHeading();
float GetBindHeading(int index);
uint32 GetBindZoneID();
uint32 GetBindZoneID(int index);
void MovePC(int zone, float x, float y, float z, float heading);
void MovePCInstance(int zone, int instance, float x, float y, float z, float heading);
void MoveZone(const char *zone_short_name);
void MoveZoneGroup(const char *zone_short_name);
void MoveZoneRaid(const char *zone_short_name);
void MoveZoneInstance(uint16 instance_id);
void MoveZoneInstanceGroup(uint16 instance_id);
void MoveZoneInstanceRaid(uint16 instance_id);
void ChangeLastName(const char *in);
int GetFactionLevel(uint32 char_id, uint32 npc_id, uint32 race, uint32 class_, uint32 deity, uint32 faction, Lua_NPC npc);
void SetFactionLevel(uint32 char_id, uint32 npc_id, int char_class, int char_race, int char_deity);
void SetFactionLevel2(uint32 char_id, int faction_id, int char_class, int char_race, int char_deity, int value, int temp);
int GetRawItemAC();
uint32 AccountID();
const char *AccountName();
int Admin();
uint32 CharacterID();
int GuildRank();
uint32 GuildID();
int GetFace();
bool TakeMoneyFromPP(uint64 copper);
bool TakeMoneyFromPP(uint64 copper, bool update_client);
void AddMoneyToPP(uint32 copper, uint32 silver, uint32 gold, uint32 platinum, bool update_client);
bool TGB();
int GetSkillPoints();
void SetSkillPoints(int skill);
void IncreaseSkill(int skill_id);
void IncreaseSkill(int skill_id, int value);
void IncreaseLanguageSkill(int skill_id);
void IncreaseLanguageSkill(int skill_id, int value);
int GetRawSkill(int skill_id);
bool HasSkill(int skill_id);
bool CanHaveSkill(int skill_id);
void SetSkill(int skill_id, int value);
void AddSkill(int skill_id, int value);
void CheckSpecializeIncrease(int spell_id);
void CheckIncreaseSkill(int skill_id, Lua_Mob target);
void CheckIncreaseSkill(int skill_id, Lua_Mob target, int chance_mod);
void SetLanguageSkill(int language, int value);
int MaxSkill(int skill_id);
bool IsMedding();
int GetDuelTarget();
bool IsDueling();
void SetDuelTarget(int c);
void SetDueling(bool v);
void ResetAA();
void MemSpell(int spell_id, int slot);
void MemSpell(int spell_id, int slot, bool update_client);
void UnmemSpell(int slot);
void UnmemSpell(int slot, bool update_client);
void UnmemSpellBySpellID(int32 spell_id);
void UnmemSpellAll();
void UnmemSpellAll(bool update_client);
uint16 FindMemmedSpellBySlot(int slot);
int MemmedCount();
void ScribeSpell(int spell_id, int slot);
void ScribeSpell(int spell_id, int slot, bool update_client);
void UnscribeSpell(int slot);
void UnscribeSpell(int slot, bool update_client);
void UnscribeSpellAll();
void UnscribeSpellAll(bool update_client);
void TrainDisc(int itemid);
void TrainDiscBySpellID(int32 spell_id);
int GetDiscSlotBySpellID(int32 spell_id);
void UntrainDisc(int slot);
void UntrainDisc(int slot, bool update_client);
void UntrainDiscAll();
void UntrainDiscAll(bool update_client);
bool IsStanding();
bool IsSitting();
bool IsCrouching();
void SetFeigned(bool v);
bool GetFeigned();
bool AutoSplitEnabled();
void SetHorseId(int id);
int GetHorseId();
void NukeItem(uint32 item_num);
void NukeItem(uint32 item_num, int where_to_check);
void SetTint(int slot_id, uint32 color);
void SetMaterial(int slot_id, uint32 item_id);
void Undye();
int GetItemIDAt(int slot_id);
int GetAugmentIDAt(int slot_id, int aug_slot);
void DeleteItemInInventory(int slot_id, int quantity);
void DeleteItemInInventory(int slot_id, int quantity, bool update_client);
void SummonItem(uint32 item_id);
void SummonItem(uint32 item_id, int charges);
void SummonItem(uint32 item_id, int charges, uint32 aug1);
void SummonItem(uint32 item_id, int charges, uint32 aug1, uint32 aug2);
void SummonItem(uint32 item_id, int charges, uint32 aug1, uint32 aug2, uint32 aug3);
void SummonItem(uint32 item_id, int charges, uint32 aug1, uint32 aug2, uint32 aug3, uint32 aug4);
void SummonItem(uint32 item_id, int charges, uint32 aug1, uint32 aug2, uint32 aug3, uint32 aug4, uint32 aug5);
void SummonItem(uint32 item_id, int charges, uint32 aug1, uint32 aug2, uint32 aug3, uint32 aug4, uint32 aug5,
bool attuned);
void SummonItem(uint32 item_id, int charges, uint32 aug1, uint32 aug2, uint32 aug3, uint32 aug4, uint32 aug5,
bool attuned, int to_slot);
void SetStats(int type, int value);
void IncStats(int type, int value);
void DropItem(int slot_id);
void BreakInvis();
void LeaveGroup();
bool IsGrouped();
bool IsRaidGrouped();
bool Hungry();
bool Thirsty();
int GetInstrumentMod(int spell_id);
bool DecreaseByID(uint32 type, int amt);
void Escape();
void GoFish();
void ForageItem();
void ForageItem(bool guarantee);
float CalcPriceMod(Lua_Mob other, bool reverse);
void ResetTrade();
uint32 GetDisciplineTimer(uint32 timer_id);
void ResetDisciplineTimer(uint32 timer_id);
bool UseDiscipline(int spell_id, int target_id);
int GetCharacterFactionLevel(int faction_id);
void SetZoneFlag(int zone_id);
void ClearZoneFlag(int zone_id);
bool HasZoneFlag(int zone_id);
void SendZoneFlagInfo(Lua_Client to);
void SetAATitle(const char *title);
int GetClientVersion();
uint32 GetClientVersionBit();
void SetTitleSuffix(const char *text);
void SetAAPoints(int points);
int GetAAPoints();
int GetSpentAA();
void AddAAPoints(int points);
void RefundAA();
int GetModCharacterFactionLevel(int faction);
int GetLDoNWins();
int GetLDoNLosses();
int GetLDoNWinsTheme(int theme);
int GetLDoNLossesTheme(int theme);
int GetStartZone();
void SetStartZone(int zone_id);
void SetStartZone(int zone_id, float x);
void SetStartZone(int zone_id, float x, float y);
void SetStartZone(int zone_id, float x, float y, float z);
void KeyRingAdd(uint32 item);
bool KeyRingCheck(uint32 item);
void AddPVPPoints(uint32 points);
void AddCrystals(uint32 radiant, uint32 ebon);
void SetEbonCrystals(uint32 value);
void SetRadiantCrystals(uint32 value);
uint32 GetPVPPoints();
uint32 GetRadiantCrystals();
uint32 GetEbonCrystals();
void QuestReadBook(const char *text, int type);
void UpdateGroupAAs(int points, uint32 type);
uint32 GetGroupPoints();
uint32 GetRaidPoints();
void LearnRecipe(uint32 recipe);
int GetEndurance();
int GetMaxEndurance();
int GetEndurancePercent();
void SetEndurance(int endur);
void SendOPTranslocateConfirm(Lua_Mob caster, int spell_id);
uint32 GetIP();
void AddLevelBasedExp(int exp_pct);
void AddLevelBasedExp(int exp_pct, int max_level);
void AddLevelBasedExp(int exp_pct, int max_level, bool ignore_mods);
void IncrementAA(int aa);
bool GrantAlternateAdvancementAbility(int aa_id, int points);
bool GrantAlternateAdvancementAbility(int aa_id, int points, bool ignore_cost);
void MarkSingleCompassLoc(float in_x, float in_y, float in_z);
void MarkSingleCompassLoc(float in_x, float in_y, float in_z, int count);
void ClearCompassMark();
int GetNextAvailableSpellBookSlot();
int GetNextAvailableSpellBookSlot(int start);
uint32 GetSpellIDByBookSlot(int book_slot);
int FindSpellBookSlotBySpellID(int spell_id);
void UpdateTaskActivity(int task, int activity, int count);
void AssignTask(int task, int npc_id);
void AssignTask(int task, int npc_id, bool enforce_level_requirement);
void FailTask(int task);
bool IsTaskCompleted(int task);
bool IsTaskActive(int task);
bool IsTaskActivityActive(int task, int activity);
int GetCorpseCount();
int GetCorpseID(int corpse);
int GetCorpseItemAt(int corpse, int slot);
void AssignToInstance(int instance_id);
void Freeze();
void UnFreeze();
int GetAggroCount();
uint64 GetCarriedMoney();
uint64 GetAllMoney();
uint32 GetMoney(uint8 type, uint8 subtype);
void OpenLFGuildWindow();
void NotifyNewTitlesAvailable();
void Signal(uint32 id);
void AddAlternateCurrencyValue(uint32 currency, int amount);
void SetAlternateCurrencyValue(uint32 currency, int amount);
int GetAlternateCurrencyValue(uint32 currency);
void SendWebLink(const char *site);
bool HasSpellScribed(int spell_id);
void SetAccountFlag(std::string flag, std::string val);
std::string GetAccountFlag(std::string flag);
int GetAccountAge();
Lua_Group GetGroup();
Lua_Raid GetRaid();
bool PutItemInInventory(int slot_id, Lua_ItemInst inst);
bool PushItemOnCursor(Lua_ItemInst inst);
Lua_Inventory GetInventory();
void SendItemScale(Lua_ItemInst inst);
void QueuePacket(Lua_Packet app);
void QueuePacket(Lua_Packet app, bool ack_req);
void QueuePacket(Lua_Packet app, bool ack_req, int client_connection_status);
void QueuePacket(Lua_Packet app, bool ack_req, int client_connection_status, int filter);
int GetHunger();
int GetThirst();
void SetHunger(int in_hunger);
void SetThirst(int in_thirst);
void SetConsumption(int in_hunger, int in_thirst);
void SendMarqueeMessage(uint32 type, uint32 priority, uint32 fade_in, uint32 fade_out, uint32 duration, std::string msg);
void SendColoredText(uint32 type, std::string msg);
void PlayMP3(std::string file);
void QuestReward(Lua_Mob target);
void QuestReward(Lua_Mob target, uint32 copper);
void QuestReward(Lua_Mob target, uint32 copper, uint32 silver);
void QuestReward(Lua_Mob target, uint32 copper, uint32 silver, uint32 gold);
void QuestReward(Lua_Mob target, uint32 copper, uint32 silver, uint32 gold, uint32 platinum);
void QuestReward(Lua_Mob target, uint32 copper, uint32 silver, uint32 gold, uint32 platinum, uint32 itemid);
void QuestReward(Lua_Mob target, uint32 copper, uint32 silver, uint32 gold, uint32 platinum, uint32 itemid, uint32 exp);
void QuestReward(Lua_Mob target, uint32 copper, uint32 silver, uint32 gold, uint32 platinum, uint32 itemid, uint32 exp, bool faction);
void QuestReward(Lua_Mob target, luabind::adl::object reward);
bool IsDead();
int CalcCurrentWeight();
int CalcATK();
void FilteredMessage(Mob *sender, uint32 type, int filter, const char* message);
void EnableAreaHPRegen(int value);
void DisableAreaHPRegen();
void EnableAreaManaRegen(int value);
void DisableAreaManaRegen();
void EnableAreaEndRegen(int value);
void DisableAreaEndRegen();
void EnableAreaRegens(int value);
void DisableAreaRegens();
void SetPrimaryWeaponOrnamentation(uint32 model_id);
void SetSecondaryWeaponOrnamentation(uint32 model_id);
void SetClientMaxLevel(int value);
int GetClientMaxLevel();
Lua_Expedition CreateExpedition(luabind::object dz_info, luabind::object expedition_info);
Lua_Expedition CreateExpedition(std::string zone_name, uint32 version, uint32 duration, std::string expedition_name, uint32 min_players, uint32 max_players);
Lua_Expedition CreateExpedition(std::string zone_name, uint32 version, uint32 duration, std::string expedition_name, uint32 min_players, uint32 max_players, bool disable_messages);
Lua_Expedition GetExpedition();
luabind::object GetExpeditionLockouts(lua_State* L);
luabind::object GetExpeditionLockouts(lua_State* L, std::string expedition_name);
std::string GetLockoutExpeditionUUID(std::string expedition_name, std::string event_name);
void AddExpeditionLockout(std::string expedition_name, std::string event_name, uint32 seconds);
void AddExpeditionLockout(std::string expedition_name, std::string event_name, uint32 seconds, std::string uuid);
void AddExpeditionLockoutDuration(std::string expedition_name, std::string event_name, int seconds);
void AddExpeditionLockoutDuration(std::string expedition_name, std::string event_name, int seconds, std::string uuid);
void RemoveAllExpeditionLockouts();
void RemoveAllExpeditionLockouts(std::string expedition_name);
void RemoveExpeditionLockout(std::string expedition_name, std::string event_name);
bool HasExpeditionLockout(std::string expedition_name, std::string event_name);
void MovePCDynamicZone(uint32 zone_id);
void MovePCDynamicZone(uint32 zone_id, int zone_version);
void MovePCDynamicZone(uint32 zone_id, int zone_version, bool msg_if_invalid);
void MovePCDynamicZone(std::string zone_name);
void MovePCDynamicZone(std::string zone_name, int zone_version);
void MovePCDynamicZone(std::string zone_name, int zone_version, bool msg_if_invalid);
};
#endif
#endif