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Mods get their own file so i can take the big chunks of code out of lua parser
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+15
-2
@@ -10,6 +10,7 @@
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#include <exception>
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#include "zone_config.h"
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#include "lua_mod.h"
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extern const ZoneConfig *Config;
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@@ -86,11 +87,24 @@ public:
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return &inst;
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}
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bool HasFunction(std::string function, std::string package_name);
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//Mod Extensions
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bool ClientAttack(Mob *self, Mob* other, int Hand, bool bRiposte, bool IsStrikethrough, bool IsFromSpell, ExtraAttackOptions *opts, bool &ignoreDefault);
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bool NPCAttack(Mob *self, Mob* other, int Hand, bool bRiposte, bool IsStrikethrough, bool IsFromSpell, ExtraAttackOptions *opts, bool &ignoreDefault);
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bool BotAttack(Mob *self, Mob* other, int Hand, bool bRiposte, bool IsStrikethrough, bool IsFromSpell, ExtraAttackOptions *opts, bool &ignoreDefault);
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void MeleeMitigation(Mob *self, Mob *attacker, DamageHitInfo &hit, ExtraAttackOptions *opts, bool &ignoreDefault);
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void ApplyDamageTable(Mob *self, DamageHitInfo &hit, bool &ignoreDefault);
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bool AvoidDamage(Mob *self, Mob *other, DamageHitInfo &hit, bool &ignoreDefault);
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bool CheckHitChance(Mob *self, Mob* other, DamageHitInfo &hit, bool &ignoreDefault);
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void DoSpecialAttackDamage(Mob *self, Mob *who, EQEmu::skills::SkillType skill, int32 base_damage, int32 min_damage, int32 hate_override, int ReuseTime, bool &ignoreDefault);
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void DoRangedAttackDmg(Mob *self, Mob* other, bool Launch, int16 damage_mod, int16 chance_mod, EQEmu::skills::SkillType skill, float speed, const char *IDFile, bool &ignoreDefault);
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void DoArcheryAttackDmg(Mob *self, Mob *other, const EQEmu::ItemInstance *RangeWeapon, const EQEmu::ItemInstance *Ammo, uint16 weapon_damage, int16 chance_mod, int16 focus,
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int ReuseTime, uint32 range_id, uint32 ammo_id, const EQEmu::ItemData *AmmoItem, int AmmoSlot, float speed, bool &ignoreDefault);
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void DoThrowingAttackDmg(Mob *self, Mob *other, const EQEmu::ItemInstance *RangeWeapon, const EQEmu::ItemData *AmmoItem, uint16 weapon_damage, int16 chance_mod, int16 focus,
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int ReuseTime, uint32 range_id, int AmmoSlot, float speed, bool &ignoreDefault);
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void DoMeleeSkillAttackDmg(Mob *self, Mob *other, uint16 weapon_damage, EQEmu::skills::SkillType skillinuse, int16 chance_mod, int16 focus, bool CanRiposte, int ReuseTime,
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bool &ignoreDefault);
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private:
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LuaParser();
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@@ -109,13 +123,12 @@ private:
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std::vector<EQEmu::Any> *extra_pointers);
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void LoadScript(std::string filename, std::string package_name);
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bool HasFunction(std::string function, std::string package_name);
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void MapFunctions(lua_State *L);
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QuestEventID ConvertLuaEvent(QuestEventID evt);
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std::map<std::string, std::string> vars_;
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std::map<std::string, bool> loaded_;
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std::vector<std::string> mods_;
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std::vector<LuaMod> mods_;
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lua_State *L;
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NPCArgumentHandler NPCArgumentDispatch[_LargestEventID];
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