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2025-01-09 17:45:40 +08:00
#pragma once
union RedPacketId
{
int nId;
struct
{
BYTE nHour;
BYTE nMin;
BYTE nSec;
BYTE nSeries;
}t;
};
//tolua_begin
/*
使System.xx函数即可获取
: nyear, nMonth,nDay= System.getDate()
*/
static int print(lua_State *L)
{
int n = lua_gettop(L); /* number of arguments */
int i;
lua_getglobal(L, "tostring");
for (i=1; i<=n; i++) {
const char *s;
lua_pushvalue(L, -1); /* function to be called */
lua_pushvalue(L, i); /* value to print */
lua_call(L, 1, 1);
s = lua_tostring(L, -1); /* get result */
if (s == NULL)
return luaL_error(L, LUA_QL("tostring") " must return a string to " LUA_QL("print"));
OutputMsg(rmNormal, s);
lua_pop(L, 1); /* pop result */
}
return 0;
}
namespace System
{
/*
* Comments:
* @Return char *:
*/
char* getServerName();
// 获取平台号
char* getPfId();
// 获取YY的key
char* getYYKey();
// 获取游戏代号
char* getGameFlag();
/*
* Comments: ID
* @Return int: id
*/
int getServerId();
/*
* Comments:
* Param int & nYear:
* Param int & nMonth:
* Param int & nDay:
* @Return void:
*/
void getDate(int & nYear, int &nMonth, int &nDay);
/*
* Comments:
* Param int & nHour:
* Param int & nMinute:
* Param int & nSecond:
* Param int & nMiliSecond:
* @Return void:
*/
void getTime(int & nHour, int &nMinute, int &nSecond, int &nMiliSecond);
/*
* Comments:id
* Param char * sName:
* @Return int:ID,-1
*/
int getSceneIdByName(char *sName);
/*
* Comments:
* @Return int:
*/
int getDayOfWeek();
/*
* Comments:
* @Return int:
*/
int getDayOfMonth();
/*
* Comments:
* @Return int :
*/
int getMonthOfNow();
/*
* Comments:
* @Return Uint64:
*/
unsigned long long getTick();
/*
* Comments:nModule的随机数
* Param int nModule:
* @Return int:
*/
unsigned int getRandomNumber( int nModule);
/*
* Comments:mini时间
* @Return UINT:
*/
unsigned int getCurrMiniTime();
/*
* Comments:
* Param unsigned int t1: CMiniDateTime格式
* Param unsigned t2: CMiniDateTime格式
* @Return bool: t1和t2是同一周truefalse
* @Remark:
*/
bool isSameWeek(unsigned int t1, unsigned int t2);
/*
* Comments:
* Param unsigned int t1: CMiniDateTime格式
* Param unsigned t2: CMiniDateTime格式
* @Return bool: t1和t2是同一周truefalse
* @Remark:
*/
bool isSameDay(unsigned int t1, unsigned int t2);
/*
* Comments:
* Param CEntity * pEntity:
* Param char * sSceneName:
* Param int nPosX:x
* Param int nPosY:y
* Param int nType:
* @Return bool: truefalse
*/
bool telportSceneByName(void * pEntity, char * sSceneName, int nPosX, int nPosY, int nType = 0);
/*
* Comments:
* Param void * pEntity:
* Param int nSceneId:id
* Param int nPosX:x
* Param int nPosY:y
* @Return bool:truefalse
*/
bool telportScene(void * pEntity, int nSceneId, int nPosX, int nPosY);
/*
* Comments:
* Param void * pEntity:
* Param int nSceneId:
* Param int nPosX:
* Param int nPosY:
* Param int nTime:
* @Return void:
*/
void telportSceneDelay(void * pEntity, int nSceneId, int nPosX, int nPosY,int nTime=0);
/*
* Comments:
* Param CEntity * pEntity:
* Param char * sSceneName:
* Param int nPointID:ID,使0
* @Return bool: truefalse
*/
bool telportSceneDefaultPoint(void * pEntity, char * sSceneName,int nPointID=0);
/*
* Comments:
* @Return void:
*/
void InitScriptNetmsgDispatcher();
/*
* Comments:
* Param int sysId: id
* Param int cmdId: id
* @Return void:
*/
void regScriptNetMsg(int sysId, int cmdId);
/*
* Comments:
* @Return void:
*/
void InitScriptActorEventDispatcher();
/*
* Comments:
* Param int enType:
* Param int evId: id
* @Return void:
*/
void regScriptEvent(int nType, int evId);
/*
* Comments:
* Param char * str:
* @Return void:
*/
void trace(char * str);
/* 逐层创建目录
* C:\a\b\c\d
* @truefalse
* %false且已经创建的父目录不会被删除
* %MAX_PATH个字符长度以内
*/
bool deepCreateDirectory(char * sDirName);
/* 判断文件或目录是否存在
* 使DirectoryExists
* 使IsArchive
* @true否则返回false
* %MAX_PATH
*/
bool fileExists(char* sFilePath);
/*
* Comments:
* Param char * sName:
* @Return void*:
*/
void* getActorPtr(char* sName);
/*
* Comments:
* Param char * sTipmsg: tipmsg的指针
* Param int nTipmsgType:
* @Return void:
*/
void broadcastTipmsg(char * sTipmsg,int nTipmsgType =ttTipmsgWindow, int nLevel = 0);
/*
* Comments:
* Param char * sTipmsg: tipmsg的指针
* Param int nTipmsgType:
* Param bool bCsFlag: true发布 false不发布
* @Return void:
*/
void broadcastTipmsgCs(char * sTipmsg,int nTipmsgType =ttTipmsgWindow, bool bCsFlag = true);
/*
* Comments:
* Param char * sTipmsg: tipmsg的指针
* Param int nTipmsgType:
* @Return void:
*/
void broadcastTipmsgLimitLev(char * sTipmsg,int nTipmsgType =ttTipmsgWindow,int nLevel = 0);
/*
* Comments: ID广播tipmsg
* Param int nTipmsgID: ID
* Param int nTipmsgType:
* @Return void:
*/
void broadcastTipmsgWithID(int nTipmsgID, int nTipmsgType =ttTipmsgWindow);
/*
* Comments: 广
* Param int nTipmsgID: ID
* Param int nTipmsgType:
* Param char * sParam1:1
* Param char * sParam2:2
* Param char * sParam3:3
* @Return void:
*/
void broadTipmsgWithParams(int nTipmsgID,int nTipmsgType=ttTipmsgWindow,char * sParam1=NULL,char *sParam2=NULL,char * sParam3 =NULL);
/*
* Comments:
* Param void * pEntity:
* @Return int: (,npc等)-1
*/
int getEntityByPtr(void* pEntity);
/*
* Comments:handle返回类型
* Param unsigned long long entityHandle: handle
* @Return int: (,npc等)-1
*/
int getEntityTypeByHandle(unsigned long long entityHandle);
/*
* Comments: actorID获取玩家的指针
* Param unsigned int nActorID:actorID
* @Return void *:
*/
void * getEntityPtrByActorID(unsigned int nActorID);
/*
* Comments:
* Param void * pNPC: NPC对象
* Param char * sFnName:
* Param char * sNextCall: 使2011-03-04 20:19:00
* Param unsigned int dwSecInterval:
* Param bool boCallOnNextBoot:
* Param ... 16
* @Return void*: nil
*
*
* 1
*
* 2sNextCall表示的日期和时间为一个已经过去的时间
* 12010-01-01 12:30
* 2011-03-04 17:532011-03-05 12:30
*
* 3boCallOnNextBoot决定是否在下次启动中的时候恢复调用此函数
*
* 使
* 0:30001:0
* 0:00:20
*
*
* 4CScriptValueList::MaxValueCount(16)
* (boCallOnNextBoot = false)
*
*/
int registerTimeCall(lua_State* L);
/*
* Comments: NPC脚本中注册的定时函数句柄
* Param void * pNPC: NPC对象nilnil是表示在任何NPC注册的定时回调中查找
* Param char * sFnName:
* @Return void*:
*/
void* getTimeCall(void *pNPC, char *sFnName);
/*
* Comments:
* Param void * hCall: registerTimeCall注册的定时调用对象句柄
* Param bool boCallOnNextBoot:
* @Return bool: true否则返回false
*
* boCallOnNextBoot决定是否在下次启动的时候恢复调用此函数
*
* 使
* 0:30001:0
* 0:00:20
*
*/
bool unregisterTimeCall(void *hCall);
//用于测试对tolua++修改为支持直接传递lua_State*指针类型的函数导出支持
inline int rawCallExport(lua_State* L){ return 0; }
/*
* Comments:
* Param int nStartHour:
* Param int nStartMin:
* Param int nStartSec:
* Param int nEndHour:
* Param int nEndMin:
* Param int nEndSec:
* @Return bool:truefalse
*/
bool isInTimeRange(int nStartHour,int nStartMin,int nStartSec,int nEndHour,int nEndMin,int nEndSec);
// 获取当天时间段的长度
unsigned int getTimeRange(int nStartHour,int nStartMin,int nStartSec,int nEndHour,int nEndMin,int nEndSec);
/*
* Comments:
* Param int nStartYear:
* Param int nStartMonth:
* Param int nStartDay:
* Param int nStartHour:
* Param int nStartMin:
* Param int nStartSec:
* Param int nEndYear:
* Param int nEndMonth:
* Param int nEndHour:
* Param int nEndHour:
* Param int nEndMin:
* Param int nEndSec:
* @Return bool:truefalse
*/
bool isInDateRange(int nStartYear,int nStartMonth,int nStartDay,int nStartHour,int nStartMin,int nStartSec,int nEndYear,int nEndMonth,int nEndDay,int nEndHour,int nEndMin,int nEndSec);
/*
* Comments: = + + )
* Param const char * sStarTime:20:19:00
* Param unsigned int nOffset:
* Param unsigned int nError:
* @Return bool:truefalse
*/
bool isInOffsetTimeRange(const char* sStartTime, unsigned int nOffset, unsigned int nError);
/*
* Comments:,nil
* Param const char * sStarTime:2011-03-04 20:19:00
* Param const char * sEndTime:
* @Return char*:
*/
char* getRandDateTime(const char* sStarTime,const char* sEndTime);
//将时间格式 转换为 短时间格式
unsigned int encodeNumTime(int nYear,int nMonth,int nDay,int nHour,int nMin,int nSec);
unsigned int encodeTime(char* sTime);
void decodeTime(unsigned int nMiniTime, int& nYear, int& nMonth, int& nDay);
/*
* Comments:
* @Return unsigned int:
*/
unsigned int getToday();
/*
* Comments:
* @Return unsigned int:
*/
unsigned int getOpenServerToday();
/*
* Comments:
* @Return unsigned int:
*/
unsigned int getOpenServerRelToday();
/*
* Comments:npc的指针
* @Return void*:
*/
void* getGlobalNpc();
/*
* Comments:npc的指针
* @Return void *:
*/
void * getItemNpc();
/*
* Comments:
* Param int nGuidID:
* @Return char*:
*/
char* getGuildName(unsigned int nGuidID);
//修改行会资金
void changeGuildCoin(unsigned int nGuidID,int nValue , int nLogId = 0,const char* pStr = "");
/*
* Comments:id获取帮主指针线NULL
* Param int nGuildID:
* @Return void*:
*/
void* getGuildLeader(unsigned int nGuildID);
/*
* Comments:id返回帮主的角色id
* Param int nGuildID:
* @Return int:
*/
unsigned int getGuildLeaderId(unsigned int nGuildID);
/*
* Comments:
* @Return unsigned int:
*/
unsigned int getTomorrow();
/*
* Comments:
* Param int nMonsterID:id
* Param flag: ,
* @Return void:
*/
void registerMonsterDeath(int nMonsterID,bool flag =true);
/*
* Comments:
* Param int nMonsterID: id
* Param bool flag:
* @Return void:
*/
void registerMonsterMob(int nMonsterID, bool flag =true);
/*
* Comments:
* Param int nMonsterID: id
* Param bool flag:
* @Return void:
*/
void registerMonsterLiveTimeOut(int nMonsterID, bool flag =true);
/*
* Comments:
* Param const char * pszKey:
* Param CBaseScriptExportObject * object:
* @Return bool:
* @Remark: C++Key()便使Key查询出对象
*/
bool setObjectVar(const char *pszKey, CBaseScriptExportObject *object);
/*
* Comments:
* Param const char * pszKey:
* @Return int:
*/
int getObjectVar(lua_State *L);
/*
* Comments:
* Param const char * pszKey:
* @Return bool: truefalse
* @Remark:
*/
bool removeObjectVar(const char *pszKey);
/*
* Comments:
1addRef
2
release
* Param const char * sKey:
* Param void * ptr:
* @Return bool:
*/
bool setObjectVarPtr(const char* sKey, void* ptr);
/*
* Comments: release函数释放对象
* Param const char * sKey:
* @Return void*:
*/
void* getObjectVarPtr(const char* sKey);
//获取全局动态变量,动态变量仅在运行时有效,游戏服务器程序关闭时不会保存到db
int getDyanmicVar(lua_State *L);
//获取全局静态变量,静态变量在会保存到数据库
int getStaticVar(lua_State *L);
//获取排行榜的第几名的角色id
unsigned int GetActorIdByCsRank(INT_PTR nRankIndex,int nRank);
//行会每周维护
void maintainGuildWeekly();
//排行榜每天
void CallmaintainTopTitle();
/*
* Comments:
* Param char * pDefName:idSPID
* @Return char *:
*/
char * getSystemDef(char * pDefName);
/*
* Comments:
* @Return unsigned int:minitime格式的
*/
unsigned int getServerOpenTime();
/*
* Comments:
* @Return unsigned int:minitime格式的
*/
unsigned int getServerCombineTime();
/*
* Comments:01221122
* @Return int:
*/
int getDaysSinceCombineServer();
/*
* Comments:
* Param int nEffId::id
* Param int nSec:
* @Return void:
*/
void playScrEffect(int nEffId,int nSec);
/*
* Comments:18
* Param int nEffId:id
* Param int nSec:
* @Return void:
*/
void playScrEffectCode(int nEffId,int nSec,int x = 0,int y = 0);
void playSceneScrEffectCode(int nEffId, int nSec, int nScendId = 0, int x = 0,int y = 0);
/*
* Comments:线
* Param int nActorid:
* Param char * sMsg:
* Param int nSrc:idGMGM,0
* @Return void:
*/
void sendOfflineMsg(unsigned int nActorid,char* sMsg,int nSrc);
/*
* Comments: 32nBitPos位置nNum (bBit为true时置10)
* Param unsigned int nValue: 32
* Param unsigned int nBitPos:
* Param bool bBit:
* @Return int: -1
*/
int setIntBit(unsigned int nValue, unsigned int nBitPos, bool bBit);
/*
* Comments: 32nBitPos位是为0/1
* Param unsigned int nValue:
* Param unsigned int nBitPos:
* @Return int:
*/
int getIntBit(unsigned int nValue, unsigned int nBitPos);
int getValueMAKELONG(unsigned int param1, unsigned int param2,unsigned int param3);
/*
* Comments:
* Param int nLabel:ID,1 20 1
* @Return void:
*/
void refreshStore( int nLabel);
/*
* Comments:
* @Return int:0122
*/
int getDaysSinceOpenServer();
/*
* Comments:
* Param void * pEntity:
* Param bool bForbid: true表示禁言 nDuration表示禁言时间
* Param int nDuration:
* @Return void:
* @Remark:
*/
void SetShutup(void *pEntity, bool bForbid, int nDuration);
unsigned int findGuildIdByHandle(unsigned int nHandle);
/*
* Comments:
* Param void * pEntity:
guildPos:
* Param const char * sMsg:
* @Return void:
*/
void sendGuildMsg(unsigned int nGuildId,int guildPos,const char* sMsg,int nType = ttTipmsgWindow);
/*
* Comments:
* Param int nGuildId:id
* Param int value:
* @Return void:
*/
void changeGuildFr( unsigned int nGuildId, int value);
/*
* Comments:ID返回技能数据
* Param const INT_PTR nSkillId:ID
* @Return const OneSkillData*:
*/
char *getSkillNameById(int nSkillId);
/*
* Comments: ID
* @Return int:
* @Remark:
*/
int getLocalServerId();
/*
* Comments: Id
* @Return int:
* @Remark:
*/
int getCommonServerId();
//设置传送点是否可见
void setTeleportVisible(bool bVisible,unsigned int hScene,int x,int y);
//传送点是否可视(可用)
bool isTeleportVisible(unsigned int hScene,int x,int y);
/*
* Comments:
* Param void * pEntity:
* @Return bool:
*/
bool telportRandPos(void * pEntity );
bool telportLastSceneRandPos(void * pEntity);
//刷新元宝消费排行
void rfeshConsumeRank();
/*
* Comments:线
* @Return void:
*/
//void updateRankData();
/*
* Comments:
* @Return void:
*/
void updateVocNpcStatue(int nType);
//发送到SS保存跨服排行
void saveCsRank();
//加载跨服排行数据
void loadCsRank();
//在m_CsRankList获取serverId
int getServerIdByCsRank(unsigned int nActorId);
//装载跨服玩家的离线消息
void loadUserOfflineDataCs(int nServerId, unsigned int nActorId);
//设置行会镖车到期时间
void setGuildExipredTime(unsigned int nGuildId,int nValue);
//获取行会镖车的句柄
double getGuildDartHandle(unsigned int nGuildId);
//设置行会镖车的句柄
void setGuildDartHandle(unsigned int nGuildId,int nValue);
/*
* Comments:id取怪的名称
* Param int nMonsterId:id
* @Return char *:null表示没有这个怪id
*/
char * getMonsterNameById( int nMonsterId);
//通过怪物id取怪物的刷新时间
int getMonsterTimeById(int nSceneId, int nMonsterId, bool bDie = false);
//获取怪的等级
int getMonsterLevel( int nMonsterId );
//获取是否开启活动勇闯毒潭状态
int getToxicFreshTimes(unsigned int nGuildId);
//设置开启勇闯毒潭状态
void setToxicFreshTimes(unsigned int nGuildId,int nTimes);
//设置在启勇闯毒潭中击杀的个数
void setkillToxicNum(unsigned int nGuildId,int nValue);
//获取在启勇闯毒潭中击杀的个数
int getkillToxicNum(unsigned int nGuildId);
/*
* Comments: buff
*Param int nGuildId:id
* Param int nBuffType: buff的类型
* Param int nGroupID: buff的分组
* Param double dValue: buff的值
* Param int nTimes:
* Param int nInterval:
* Param char * buffName:buff名字
* Param timeOverlay: ,true表示叠加
* Param pGiver: Buff给予者
* Param int param:
* @Return void:
*/
void onSbkMasterOpenBuff(unsigned int nGuildId,int nBuffType,int nGroupID,double dValue,int nTimes, int nInterval,char * buffName,bool timeOverlay =false, void *pGiver=0, int param = 0);
/*
* Comments:
* Param char * sMsg:
* @Return int:
*/
int filterWords(char * sMsg);
//发送爬塔楼主奖励消息
bool sendPataMasterMsg(char * actorname, char * sMsg, char * title, int bType,int nFubenId, int nDeadLine);
//通过ID给玩家物品
bool addItemMsgById(unsigned int nActorId, int nSrcActorId, int nItemId, int nCount, int bBind, char * sTitle,
char * sBtn, int nWay, char * sComment="", bool needLog=true, int nMsgType=0, int nParam=0);
//通过名字给玩家物品
bool addItemMsgByName(char * sActorName, int nSrcActorId, int nItemId, int nCount, int bBind, char * sTitle, char * sBtn, int nWay);
/*
* Comments:
* Param int nMonsterId:
* Param int & nGrowLv:
* Param int & nCurExp:
* @Return int:
*/
int getMonsterGrowInfo(int nMonsterId, int & nGrowLv, int & nCurExp);
//发送物品产出统计
void sendItemOutPutToLog();
//获取商城物品价格数据
int getMerchandisePrice(unsigned int nGoodsId, int &btDealGoldType, int &nPrice, int &nQuality, int &nStrong, int &nBind);
//是否连接到跨服服务器
bool isStartCommonServer();
//是否为公共服
bool isCommonServer();
//获取角色最大等级
unsigned int getPlayerMaxLevel(int nCircle);
//执行文件存盘操作
void saveFiles();
//取得当前短时间,时时获取的,在开服前用到
unsigned int getRealtimeMiniTime();
//通过id给玩家发送消息
bool sendCommonMsgByName(int nMsgId, char * sName, char * sMsg, int nSrcActorId, char * sParam1 = NULL,char * sParam2 = NULL,int nParam = 0, int nParam2 = 0);
//获取开启改名功能的状态
bool getchangeNameFlag();
//发送行会列表到公共服
void sendGuildListToDestServer();
//获取行会已挑战的次数
int getGuildChallengeTimes(unsigned int nGuildId);
//设置行会挑战的次数
void setGuildChallengeTimes(unsigned int nGuildId,int nTimes);
//设置行会下次挑战的时间
void setGuildNextChallengeTime(unsigned int nGuildId,int nTime);
//获取行会下次挑战的时间
int getGuildNextChallengeTime(unsigned int nGuildId);
//设置行会封印兽碑的等级
void setGuildBossLevel(unsigned int nGuildId,int nLevel);
//获得行会封印兽碑
int getGuildBossLevel(unsigned int nGuildId);
//设置挑战副本的句柄
void setBossChanllengeHandle(unsigned int nGuildId,unsigned int bHandle);
//获得帮派副本句柄
unsigned int geBossChanllengeHandle(unsigned int nGuildId);
//获取建筑的等级
int getGuildbuildingLev(unsigned int nGuildId,int nType);
//设置建筑的等级
void changeGuildBuildingLev(unsigned int nGuildId,int nType,int nValue);
//获取建筑的剩余cd
int getGuildBuildingCdTime(unsigned int nGuildId);
//设置建筑的剩余cd
void setGuildBuildingCdTime(unsigned int nGuildId,int nTime);
//发送行会挑战的结果
void sendGuildChanllengeResult(unsigned int nGuildId,unsigned int nActorId,int nType,int nResult);
void sendGuildSBKRank(unsigned int nGuildId,int nRankId);
void sendSBKGuild();
//通过npcID获取npc的名字
const char * getNpcName(int nNpcId);
//设置npc 称号
void setNpcTitle(unsigned int hScene, int nNpcId, char* sTitle);
/*
* Comments:handle,uint64double getHandle(void* pEntity)ActorExportFun.h
* Param void * pEntity:
* @Return Uint64:
*/
unsigned long long getEntityHandle(void* pEntity);
//设置大篝火影响的比例
void setFireValRate(float fVal);
//删除全服邮件
void delServerMail(int nServerMailId);
int sendSysMail(lua_State *L);
//通过掉落发送邮件
int sendSysDropMail(lua_State *L);
int getMailAttachValue(lua_State* L , int nTableIndex, const char* sKey);
unsigned int getBossLastKillTime(int nBossId); //下发BOSS最近被击杀的时间
// 判断这个活动id对应的活动是否运行中
bool isActivityRunning(int nAtvId);
//结束活动 nNextTime是否开启下一段时间
void closeActivityRunning(int nAtvId, bool nNextTime = false);
/*
* comment n秒
* Paramint activityId
* Param: int second_before_end
* return bool : 0:n秒 1 :n秒
*/
bool isReachSecondBeforeActivityEnd(int activity_id, int second_before_end);
//获取活动结束时间
unsigned int getActivityEndMiniSecond(int activity_id);
//在线玩家发送单个活动数据
void sendAllActorOneActivityData(int nAtvId);
//个人活动开启时间(开服天数)
int getPActivityOpenDay(int nAtvId);
//登陆时检测全局个人活动的开启结束
void CheckGPActivityStartEnd(void* pEntity, int atvId, unsigned int ScriptEndTime);
//发送消息
void SendChatMsg(char* msg, int nChatchannelId, void* pEntity = NULL, int nitemId = 0);
int getRunningActivityId(lua_State* L);
//获取活动开始时间
int getRunningActivityStartTime(int nAtvId);
int getRunningActivityStartTimeRelToday(int nAtvId);
// 添加异步工作
int addAsyncWorker(lua_State* L);
#pragma region CrossBattlefield
/// 降魔战场报名
/// sysarg 玩家实体指针
/// bAdd 1= 报名, 0 = 取消报名
void CrossBattlefieldSignup(void* sysarg, bool bAdd);
/// 获取当前已报名人数
int GetCurrentCrossBattlefieldPlayerNum();
/// 查询玩家是否已经报名
bool HadCrossBattlefieldSignup(void* sysarg);
/// 数据初始化
void initCrossBattlefieldData(int nTriggerNewActivity, int nNewActivityPlayers);
/*
* Comments:
* Param int nRate:
* Param int nTime:
* @Return void:
*/
void setSysRateExp(int nRate, int nTime);
/*
* Comments:
* Param int nSceneId:
* Param int & nPosX:x
* Param int & nPosY:y
* @Return bool:
*/
bool getSceneCenterPos(int nSceneId, int & nPosX, int & nPosY);
//在实体所在坐标创建物品,这里目前只支持道具
bool createDropItems(void* pEntity, int nWardType, int nItemId, int nCount, int nBind = 1);
//创建一个掉金钱
bool createDropMoney(void* pEntity, int nWardType, int nMoneyType, int nDropCount, int nBind = 1);
void sendWorldLevel(void* pEntity);
//获取世界等级
int getWorldLevel();
/*
* Comments:BUFF的ID
* Param int nBuffId:BUFF ID
* @Return void:
*/
void setQuickBuffId(int nBuffId);
int NewRedPacketId();
/// 短时间转换为字符串
const char* miniDateTime2String(unsigned int tv);
/// 报名玩家列表
//int getCrossBattlefieldSignupList( lua_State *L ); ///< 貌似不行的
//马上发送消费记录
void SendConsumeLog();
//刷新世界等级
void RefeshWorldLevel();
//热更新物品
void reloadItem();
//热更新语言包
void reloadLang();
//热更新怪物
void reloadMonster();
//热更新VSPDef
void reloadVSPDef();
//热更新Fw();
void reloadFw();
//热更新配置
void reloadConfig(int nId);
//获取spid
int getSpid();
//获取sspid
const char* getStrSpid();
//MD5加密不支持多线程
const char* MD5(lua_State *L);
int sendCrossServerMail(lua_State *L);
//踢全服玩家
void KickAllCrossServerActor();
#pragma endregion CrossBattlefield
//*/
};
//tolua_end