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* Rename dz member id field The name of the struct is enough to make this implicit * Rename dz member enum and struct Rename ExpeditionMember to DynamicZoneMember Rename ExpeditionMemberStatus to DynamicZoneMemberStatus * Rename dz window packet structs This makes it more clear the window may be used by any dynamic zone system not just expeditions (live missions fill the window when player doesn't have an active expedition). * Rename dz window packet fields
308 lines
11 KiB
C++
308 lines
11 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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#ifdef LUA_EQEMU
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#include "lua_expedition.h"
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#include "expedition.h"
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#include "zone_store.h"
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#include "lua.hpp"
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#include <luabind/luabind.hpp>
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#include <luabind/object.hpp>
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void Lua_Expedition::AddLockout(std::string event_name, uint32_t seconds) {
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Lua_Safe_Call_Void();
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self->AddLockout(event_name, seconds);
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}
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void Lua_Expedition::AddLockoutDuration(std::string event_name, int seconds) {
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Lua_Safe_Call_Void();
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self->AddLockoutDuration(event_name, seconds);
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}
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void Lua_Expedition::AddLockoutDuration(std::string event_name, int seconds, bool members_only) {
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Lua_Safe_Call_Void();
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self->AddLockoutDuration(event_name, seconds, members_only);
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}
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void Lua_Expedition::AddReplayLockout(uint32_t seconds) {
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Lua_Safe_Call_Void();
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self->AddReplayLockout(seconds);
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}
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void Lua_Expedition::AddReplayLockoutDuration(int seconds) {
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Lua_Safe_Call_Void();
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self->AddReplayLockoutDuration(seconds);
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}
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void Lua_Expedition::AddReplayLockoutDuration(int seconds, bool members_only) {
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Lua_Safe_Call_Void();
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self->AddReplayLockoutDuration(seconds, members_only);
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}
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uint32_t Lua_Expedition::GetDynamicZoneID() {
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Lua_Safe_Call_Int();
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return self->GetDynamicZone().GetID();
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}
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uint32_t Lua_Expedition::GetID() {
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Lua_Safe_Call_Int();
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return self->GetID();
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}
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int Lua_Expedition::GetInstanceID() {
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Lua_Safe_Call_Int();
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return self->GetDynamicZone().GetInstanceID();
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}
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std::string Lua_Expedition::GetLeaderName() {
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Lua_Safe_Call_String();
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return self->GetLeaderName();
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}
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luabind::object Lua_Expedition::GetLockouts(lua_State* L) {
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luabind::object lua_table = luabind::newtable(L);
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if (d_)
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{
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auto self = reinterpret_cast<NativeType*>(d_);
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auto lockouts = self->GetLockouts();
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for (const auto& lockout : lockouts)
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{
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lua_table[lockout.first] = lockout.second.GetSecondsRemaining();
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}
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}
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return lua_table;
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}
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std::string Lua_Expedition::GetLootEventByNPCTypeID(uint32_t npc_type_id) {
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Lua_Safe_Call_String();
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return self->GetLootEventByNPCTypeID(npc_type_id);
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}
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std::string Lua_Expedition::GetLootEventBySpawnID(uint32_t spawn_id) {
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Lua_Safe_Call_String();
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return self->GetLootEventBySpawnID(spawn_id);
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}
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uint32_t Lua_Expedition::GetMemberCount() {
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Lua_Safe_Call_Int();
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return self->GetMemberCount();
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}
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luabind::object Lua_Expedition::GetMembers(lua_State* L) {
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luabind::object lua_table = luabind::newtable(L);
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if (d_)
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{
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auto self = reinterpret_cast<NativeType*>(d_);
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for (const auto& member : self->GetMembers())
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{
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lua_table[member.name] = member.id;
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}
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}
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return lua_table;
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}
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std::string Lua_Expedition::GetName() {
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Lua_Safe_Call_String();
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return self->GetName();
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}
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int Lua_Expedition::GetSecondsRemaining() {
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Lua_Safe_Call_Int();
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return self->GetDynamicZone().GetSecondsRemaining();
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}
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std::string Lua_Expedition::GetUUID() {
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Lua_Safe_Call_String();
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return self->GetUUID();
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}
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int Lua_Expedition::GetZoneID() {
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Lua_Safe_Call_Int();
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return self->GetDynamicZone().GetZoneID();
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}
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std::string Lua_Expedition::GetZoneName() {
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Lua_Safe_Call_String();
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return ZoneName(self->GetDynamicZone().GetZoneID());
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}
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int Lua_Expedition::GetZoneVersion() {
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Lua_Safe_Call_Int();
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return self->GetDynamicZone().GetZoneVersion();
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}
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bool Lua_Expedition::HasLockout(std::string event_name) {
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Lua_Safe_Call_Bool();
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return self->HasLockout(event_name);
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}
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bool Lua_Expedition::HasReplayLockout() {
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Lua_Safe_Call_Bool();
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return self->HasReplayLockout();
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}
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bool Lua_Expedition::IsLocked() {
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Lua_Safe_Call_Bool();
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return self->IsLocked();
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}
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void Lua_Expedition::RemoveCompass() {
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Lua_Safe_Call_Void();
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self->GetDynamicZone().SetCompass(0, 0, 0, 0, true);
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}
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void Lua_Expedition::RemoveLockout(std::string event_name) {
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Lua_Safe_Call_Void();
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self->RemoveLockout(event_name);
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}
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void Lua_Expedition::SetCompass(uint32_t zone_id, float x, float y, float z) {
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Lua_Safe_Call_Void();
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self->GetDynamicZone().SetCompass(zone_id, x, y, z, true);
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}
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void Lua_Expedition::SetCompass(std::string zone_name, float x, float y, float z) {
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Lua_Safe_Call_Void();
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self->GetDynamicZone().SetCompass(ZoneID(zone_name), x, y, z, true);
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}
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void Lua_Expedition::SetLocked(bool lock_expedition) {
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Lua_Safe_Call_Void();
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self->SetLocked(lock_expedition, ExpeditionLockMessage::None, true);
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}
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void Lua_Expedition::SetLocked(bool lock_expedition, int lock_msg) {
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Lua_Safe_Call_Void();
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self->SetLocked(lock_expedition, static_cast<ExpeditionLockMessage>(lock_msg), true);
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}
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void Lua_Expedition::SetLocked(bool lock_expedition, int lock_msg, uint32_t msg_color) {
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Lua_Safe_Call_Void();
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self->SetLocked(lock_expedition, static_cast<ExpeditionLockMessage>(lock_msg), true, msg_color);
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}
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void Lua_Expedition::SetLootEventByNPCTypeID(uint32_t npc_type_id, std::string event_name) {
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Lua_Safe_Call_Void();
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self->SetLootEventByNPCTypeID(npc_type_id, event_name);
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}
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void Lua_Expedition::SetLootEventBySpawnID(uint32_t spawn_id, std::string event_name) {
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Lua_Safe_Call_Void();
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self->SetLootEventBySpawnID(spawn_id, event_name);
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}
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void Lua_Expedition::SetReplayLockoutOnMemberJoin(bool enable) {
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Lua_Safe_Call_Void();
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self->SetReplayLockoutOnMemberJoin(enable, true);
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}
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void Lua_Expedition::SetSafeReturn(uint32_t zone_id, float x, float y, float z, float heading) {
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Lua_Safe_Call_Void();
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self->GetDynamicZone().SetSafeReturn(zone_id, x, y, z, heading, true);
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}
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void Lua_Expedition::SetSafeReturn(std::string zone_name, float x, float y, float z, float heading) {
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Lua_Safe_Call_Void();
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self->GetDynamicZone().SetSafeReturn(ZoneID(zone_name), x, y, z, heading, true);
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}
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void Lua_Expedition::SetSecondsRemaining(uint32_t seconds_remaining)
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{
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Lua_Safe_Call_Void();
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self->GetDynamicZone().SetSecondsRemaining(seconds_remaining);
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}
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void Lua_Expedition::SetZoneInLocation(float x, float y, float z, float heading) {
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Lua_Safe_Call_Void();
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self->GetDynamicZone().SetZoneInLocation(x, y, z, heading, true);
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}
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void Lua_Expedition::UpdateLockoutDuration(std::string event_name, uint32_t duration) {
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Lua_Safe_Call_Void();
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self->UpdateLockoutDuration(event_name, duration);
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}
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void Lua_Expedition::UpdateLockoutDuration(std::string event_name, uint32_t duration, bool members_only) {
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Lua_Safe_Call_Void();
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self->UpdateLockoutDuration(event_name, duration, members_only);
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}
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luabind::scope lua_register_expedition() {
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return luabind::class_<Lua_Expedition>("Expedition")
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.def(luabind::constructor<>())
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.property("null", &Lua_Expedition::Null)
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.property("valid", &Lua_Expedition::Valid)
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.def("AddLockout", (void(Lua_Expedition::*)(std::string, uint32_t))&Lua_Expedition::AddLockout)
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.def("AddLockoutDuration", (void(Lua_Expedition::*)(std::string, int))&Lua_Expedition::AddLockoutDuration)
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.def("AddLockoutDuration", (void(Lua_Expedition::*)(std::string, int, bool))&Lua_Expedition::AddLockoutDuration)
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.def("AddReplayLockout", (void(Lua_Expedition::*)(uint32_t))&Lua_Expedition::AddReplayLockout)
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.def("AddReplayLockoutDuration", (void(Lua_Expedition::*)(int))&Lua_Expedition::AddReplayLockoutDuration)
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.def("AddReplayLockoutDuration", (void(Lua_Expedition::*)(int, bool))&Lua_Expedition::AddReplayLockoutDuration)
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.def("GetDynamicZoneID", &Lua_Expedition::GetDynamicZoneID)
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.def("GetID", (uint32_t(Lua_Expedition::*)(void))&Lua_Expedition::GetID)
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.def("GetInstanceID", (int(Lua_Expedition::*)(void))&Lua_Expedition::GetInstanceID)
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.def("GetLeaderName", (std::string(Lua_Expedition::*)(void))&Lua_Expedition::GetLeaderName)
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.def("GetLockouts", &Lua_Expedition::GetLockouts)
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.def("GetLootEventByNPCTypeID", (std::string(Lua_Expedition::*)(uint32_t))&Lua_Expedition::GetLootEventByNPCTypeID)
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.def("GetLootEventBySpawnID", (std::string(Lua_Expedition::*)(uint32_t))&Lua_Expedition::GetLootEventBySpawnID)
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.def("GetMemberCount", (uint32_t(Lua_Expedition::*)(void))&Lua_Expedition::GetMemberCount)
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.def("GetMembers", &Lua_Expedition::GetMembers)
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.def("GetName", (std::string(Lua_Expedition::*)(void))&Lua_Expedition::GetName)
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.def("GetSecondsRemaining", (int(Lua_Expedition::*)(void))&Lua_Expedition::GetSecondsRemaining)
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.def("GetUUID", (std::string(Lua_Expedition::*)(void))&Lua_Expedition::GetUUID)
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.def("GetZoneID", (int(Lua_Expedition::*)(void))&Lua_Expedition::GetZoneID)
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.def("GetZoneName", &Lua_Expedition::GetZoneName)
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.def("GetZoneVersion", &Lua_Expedition::GetZoneVersion)
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.def("HasLockout", (bool(Lua_Expedition::*)(std::string))&Lua_Expedition::HasLockout)
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.def("HasReplayLockout", (bool(Lua_Expedition::*)(void))&Lua_Expedition::HasReplayLockout)
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.def("IsLocked", &Lua_Expedition::IsLocked)
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.def("RemoveCompass", (void(Lua_Expedition::*)(void))&Lua_Expedition::RemoveCompass)
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.def("RemoveLockout", (void(Lua_Expedition::*)(std::string))&Lua_Expedition::RemoveLockout)
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.def("SetCompass", (void(Lua_Expedition::*)(uint32_t, float, float, float))&Lua_Expedition::SetCompass)
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.def("SetCompass", (void(Lua_Expedition::*)(std::string, float, float, float))&Lua_Expedition::SetCompass)
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.def("SetLocked", (void(Lua_Expedition::*)(bool))&Lua_Expedition::SetLocked)
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.def("SetLocked", (void(Lua_Expedition::*)(bool, int))&Lua_Expedition::SetLocked)
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.def("SetLocked", (void(Lua_Expedition::*)(bool, int, uint32_t))&Lua_Expedition::SetLocked)
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.def("SetLootEventByNPCTypeID", (void(Lua_Expedition::*)(uint32_t, std::string))&Lua_Expedition::SetLootEventByNPCTypeID)
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.def("SetLootEventBySpawnID", (void(Lua_Expedition::*)(uint32_t, std::string))&Lua_Expedition::SetLootEventBySpawnID)
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.def("SetReplayLockoutOnMemberJoin", (void(Lua_Expedition::*)(bool))&Lua_Expedition::SetReplayLockoutOnMemberJoin)
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.def("SetSafeReturn", (void(Lua_Expedition::*)(uint32_t, float, float, float, float))&Lua_Expedition::SetSafeReturn)
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.def("SetSafeReturn", (void(Lua_Expedition::*)(std::string, float, float, float, float))&Lua_Expedition::SetSafeReturn)
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.def("SetSecondsRemaining", &Lua_Expedition::SetSecondsRemaining)
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.def("SetZoneInLocation", (void(Lua_Expedition::*)(float, float, float, float))&Lua_Expedition::SetZoneInLocation)
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.def("UpdateLockoutDuration", (void(Lua_Expedition::*)(std::string, uint32_t))&Lua_Expedition::UpdateLockoutDuration)
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.def("UpdateLockoutDuration", (void(Lua_Expedition::*)(std::string, uint32_t, bool))&Lua_Expedition::UpdateLockoutDuration);
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}
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luabind::scope lua_register_expedition_lock_messages() {
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return luabind::class_<ExpeditionLockMessage>("ExpeditionLockMessage")
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.enum_("constants")
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[
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luabind::value("None", static_cast<int>(ExpeditionLockMessage::None)),
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luabind::value("Close", static_cast<int>(ExpeditionLockMessage::Close)),
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luabind::value("Begin", static_cast<int>(ExpeditionLockMessage::Begin))
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];
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}
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#endif // LUA_EQEMU
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