12 KiB
12 KiB
File: Commands.h
Classes
Client
Spawn
ZoneServer
ZoneInfo
EQ2_CommandString
EQ2_RemoteCommandString
RemoteCommands
Commands
Functions
void addCommand(EQ2_RemoteCommandString add){ commands.push_back(add); num_commands++;}
void AddSubCommand(string command, EQ2_RemoteCommandString subcommand){
bool validSubCommand(string command, string subcommand){
void addZero(){
void CheckAddSubCommand(string command, EQ2_RemoteCommandString subcommand){
void AddDataCommand(EQ2_RemoteCommandString* command){
int32 GetCommandHandler(const char* name){
bool SetSpawnCommand(Client* client, Spawn* target, int8 type, const char* value, bool send_update = true, bool temporary = false, string* temp_value = 0, int8 index = 0);
void UpdateDatabaseAppearance(Client* client, Spawn* target, string fieldName, sint8 r, sint8 g, sint8 b);
bool SetZoneCommand(Client* client, int32 zone_id, ZoneServer* zone, int8 type, const char* value);
void Process(int32 index, EQ2_16BitString* command_parms, Client* client, Spawn* targetOverride=NULL);
int32 GetCommandHandler(const char* name){
int32 GetSpawnSetType(string val);
void Command_AcceptAdvancement(Client* client, Seperator* sep);
void Command_AFK(Client* client, Seperator* sep);
void Command_Appearance(Client* client, Seperator* sep, int handler);
void Command_CancelMaintained(Client* client, Seperator* sep);
void Command_Claim(Client* client, Seperator* sep);
void Command_ClearAllQueued(Client* client);
void Command_Create(Client* client, Seperator* sep);
void Command_CreateFromRecipe(Client* client, Seperator* sep);
void Command_Distance(Client* client);
void Command_Duel(Client* client, Seperator* sep);
void Command_DuelBet(Client* client, Seperator* sep);
void Command_DuelAccept(Client* client, Seperator* sep);
void Command_DuelDecline(Client* client, Seperator* sep);
void Command_DuelSurrender(Client* client, Seperator* sep);
void Command_DuelToggle(Client* client, Seperator* sep);
void Command_EntityCommand(Client* client, Seperator* sep, int handler);
void Command_Follow(Client* client, Seperator* sep);
void Command_StopFollow(Client* client, Seperator* sep);
void Command_Grid(Client* client, Seperator* sep);
void Command_Guild(Client* client, Seperator* sep);
void Command_CreateGuild(Client* client, Seperator* sep);
void Command_SetGuildOfficerNote(Client* client, Seperator* sep);
void Command_SetGuildMemberNote(Client* client, Seperator* sep);
void Command_OfficerSay(Client* client, Seperator* sep);
void Command_GuildSay(Client* client, Seperator* sep);
void Command_Guilds(Client* client);
void Command_GuildsAdd(Client* client, Seperator* sep);
void Command_GuildsCreate(Client* client, Seperator* sep, bool prompted_dialog = false);
void Command_GuildsDelete(Client* client, Seperator* sep);
void Command_GuildsList(Client* client);
void Command_GuildsRemove(Client* client, Seperator* sep);
void Command_InspectPlayer(Client* client, Seperator* sep);
void Command_Inventory(Client* client, Seperator* sep, EQ2_RemoteCommandString* command);
void Command_Languages(Client* client, Seperator* sep);
void Command_SetLanguage(Client* client, Seperator* sep);
void Command_LastName(Client* client, Seperator* sep);
void Command_ConfirmLastName(Client* client, Seperator* sep);
void Command_Location(Client* client);
void Command_LocationAdd(Client* client, Seperator* sep);
void Command_LocationCreate(Client* client, Seperator* sep);
void Command_LocationDelete(Client* client, Seperator* sep);
void Command_LocationList(Client* client, Seperator* sep);
void Command_LocationRemove(Client* client, Seperator* sep);
void Command_Merchant(Client* client, Seperator* sep, int handler);
void Command_Mood(Client* client, Seperator* sep);
void Command_Modify(Client* client); // usage function
void Command_ModifyCharacter(Client* client, Seperator* sep);
void Command_ModifyFaction(Client* client, Seperator* sep);
void Command_ModifyGuild(Client* client, Seperator* sep);
void Command_ModifyItem(Client* client, Seperator* sep);
void Command_ModifyQuest(Client* client, Seperator* sep);
void Command_ModifySkill(Client* client, Seperator* sep);
void Command_ModifySpawn(Client* client, Seperator* sep);
void Command_ModifySpell(Client* client, Seperator* sep);
void Command_ModifyZone(Client* client, Seperator* sep);
void Command_MOTD(Client* client);
void Command_Pet(Client* client, Seperator* sep);
void Command_PetName(Client* client, Seperator* sep);
void Command_NamePet(Client* client, Seperator* sep);
void Command_Rename(Client* client, Seperator* sep);
void Command_ConfirmRename(Client* client, Seperator* sep);
void Command_PetOptions(Client* client, Seperator* sep);
void Command_Random(Client* client, Seperator* sep);
void Command_Randomize(Client* client, Seperator* sep);
void Command_ReportBug(Client* client, Seperator* sep);
void Command_ShowCloak(Client* client, Seperator* sep);
void Command_ShowHelm(Client* client, Seperator* sep);
void Command_ShowHood(Client* client, Seperator* sep);
void Command_ShowHoodHelm(Client* client, Seperator* sep);
void Command_ShowRanged(Client* client, Seperator* sep);
void Command_Skills(Client* client, Seperator* sep, int handler);
void Command_SpawnTemplate(Client* client, Seperator* sep);
void Command_Speed(Client* client, Seperator* sep);
void Command_StationMarketPlace(Client* client, Seperator* sep);
void Command_StopEating(Client* client);
void Command_StopDrinking(Client* client);
void Command_Test(Client* client, EQ2_16BitString* command_parms);
void Command_Title(Client* client);
void Command_TitleList(Client* client);
void Command_TitleSetPrefix(Client* client, Seperator* sep);
void Command_TitleSetSuffix(Client* client, Seperator* sep);
void Command_TitleFix(Client* client, Seperator* sep);
void Command_Toggle_Anonymous(Client* client);
void Command_Toggle_AutoConsume(Client* client, Seperator* sep);
void Command_Toggle_BonusXP(Client* client);
void Command_Toggle_CombatXP(Client* client);
void Command_Toggle_GMHide(Client* client);
void Command_Toggle_GMVanish(Client* client);
void Command_Toggle_Illusions(Client* client, Seperator* sep);
void Command_Toggle_LFG(Client* client);
void Command_Toggle_LFW(Client* client);
void Command_Toggle_QuestXP(Client* client);
void Command_Toggle_Roleplaying(Client* client);
void Command_Toggle_Duels(Client* client);
void Command_Toggle_Trades(Client* client);
void Command_Toggle_Guilds(Client* client);
void Command_Toggle_Groups(Client* client);
void Command_Toggle_Raids(Client* client);
void Command_Toggle_LON(Client* client);
void Command_Toggle_VoiceChat(Client* client);
void Command_Track(Client* client);
void Command_TradeStart(Client* client, Seperator* sep);
void Command_TradeAccept(Client* client, Seperator* sep);
void Command_TradeReject(Client* client, Seperator* sep);
void Command_TradeCancel(Client* client, Seperator* sep);
void Command_TradeSetCoin(Client* client, Seperator* sep);
void Command_TradeAddCoin(Client* client, Seperator* sep, int handler);
void Command_TradeRemoveCoin(Client* client, Seperator* sep, int handler);
void Command_TradeAddItem(Client* client, Seperator* sep);
void Command_TradeRemoveItem(Client* client, Seperator* sep);
void Command_TryOn(Client* client, Seperator* sep);
void Command_JoinChannel(Client *client, Seperator *sep);
void Command_JoinChannelFromLoad(Client *client, Seperator *sep);
void Command_TellChannel(Client *client, Seperator *sep);
void Command_LeaveChannel(Client *client, Seperator *sep);
void Command_WeaponStats(Client *client);
void Command_WhoChannel(Client *client, Seperator *sep);
void Command_ZoneSafeCoords(Client *client, Seperator *sep);
void Command_ZoneDetails(Client *client, Seperator *sep);
void Command_ZoneSet(Client *client, Seperator *sep);
void Command_Rain(Client* client, Seperator* sep);
void Command_Wind(Client* client, Seperator* sep);
void Command_SendMerchantWindow(Client* client, Seperator* sep, bool sell = false);
void Command_Weather(Client* client, Seperator* sep);
void Command_Select(Client* client, Seperator* sep);
void Command_ConsumeFood(Client* client, Seperator* sep);
void Command_Aquaman(Client* client, Seperator* sep);
void Command_Attune_Inv(Client* client, Seperator* sep);
void Command_Player(Client* client, Seperator* sep);
void Command_Player_Coins(Client* client, Seperator* sep);
void Command_Reset_Zone_Timer(Client* client, Seperator* sep);
void Command_AchievementAdd(Client* client, Seperator* sep);
void Command_Editor(Client* client, Seperator* sep);
void Command_AcceptResurrection(Client* client, Seperator* sep);
void Command_DeclineResurrection(Client* client, Seperator* set);
void Command_TargetItem(Client* client, Seperator* set);
void Command_FindSpawn(Client* client, Seperator* set);
void Command_MoveCharacter(Client* client, Seperator* set);
void Command_Bot(Client* client, Seperator* sep);
void Command_Bot_Create(Client* client, Seperator* sep);
void Command_Bot_Customize(Client* client, Seperator* sep);
void Command_Bot_Spawn(Client* client, Seperator* sep);
void Command_Bot_List(Client* client, Seperator* sep);
void Command_Bot_Inv(Client* client, Seperator* sep);
void Command_Bot_Settings(Client* client, Seperator* sep);
void Command_Bot_Help(Client* client, Seperator* sep);
void Command_CancelEffect(Client* client, Seperator* sep);
void Command_CurePlayer(Client* client, Seperator* sep);
void Command_ShareQuest(Client* client, Seperator* sep);
void Command_Yell(Client* client, Seperator* sep);
void Command_SetAutoLootMode(Client* client, Seperator* sep);
void Command_AutoAttack(Client* client, Seperator* sep);
void Command_Assist(Client* client, Seperator* sep);
void Command_Target(Client* client, Seperator* sep);
void Command_Target_Pet(Client* client, Seperator* sep);
void Command_WhoGroup(Client* client, Seperator* sep);
void Command_WhoRaid(Client* client, Seperator* sep);
void Command_RaidInvite(Client* client, Seperator* sep);
void Command_Raid_Looter(Client* client, Seperator* sep);
void Command_KickFromGroup(Client* client, Seperator* sep);
void Command_KickFromRaid(Client* client, Seperator* sep);
void Command_LeaveRaid(Client* client, Seperator* sep);
void Command_Split(Client* client, Seperator* sep);
void Command_RaidSay(Client* client, Seperator* sep);
void Command_ReloadZoneInfo(Client* client, Seperator* sep);
void Get_AA_Xml(Client* client, Seperator* sep);
void Add_AA(Client* client, Seperator* sep);
void Commit_AA_Profile(Client* client, Seperator* sep);
void Begin_AA_Profile(Client* client, Seperator* sep);
void Back_AA(Client* client, Seperator* sep);
void Remove_AA(Client* client, Seperator* sep);
void Switch_AA_Profile(Client* client, Seperator* sep);
void Cancel_AA_Profile(Client* client, Seperator* sep);
void Save_AA_Profile(Client* client, Seperator* sep);
Notable Comments
- /*
- */
- // Combat related chat channels start here
- // End of combat chat channels
- // 106 is nothing, message sent with this channel won't display in the client
- // 108+ will crash the client DO NOT USE
- /* Using this in the /zone details command so that we do not have to store a whole zone in memory while changing zone attributes. Also,
- // TODO: cannot seem to use LogWrite in this .h file!
- // JA: New Command handlers
- //devn00b