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https://github.com/EQEmu/Server.git
synced 2026-06-09 22:20:24 +00:00
Some quest item and spell work, took out that stupid multiquesting code -> use your brains that's completely doable entirely in quests even perl
This commit is contained in:
+134
-2
@@ -14,6 +14,8 @@
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#include "lua_client.h"
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#include "lua_npc.h"
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#include "lua_item.h"
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#include "lua_iteminst.h"
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#include "lua_spell.h"
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#include "zone.h"
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#include "lua_parser_events.h"
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@@ -179,8 +181,18 @@ void handle_npc_death(QuestInterface *parse, lua_State* L, NPC* npc, Mob *init,
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lua_pushinteger(L, std::stoi(sep.arg[0]));
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lua_setfield(L, -2, "damage");
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lua_pushinteger(L, std::stoi(sep.arg[1]));
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lua_setfield(L, -2, "spell_id");
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int spell_id = std::stoi(sep.arg[1]);
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if(IsValidSpell(spell_id)) {
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Lua_Spell l_spell(&spells[spell_id]);
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luabind::object l_spell_o = luabind::object(L, l_spell);
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l_spell_o.push(L);
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lua_setfield(L, -2, "spell");
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} else {
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Lua_Spell l_spell(nullptr);
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luabind::object l_spell_o = luabind::object(L, l_spell);
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l_spell_o.push(L);
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lua_setfield(L, -2, "spell");
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}
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lua_pushinteger(L, std::stoi(sep.arg[2]));
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lua_setfield(L, -2, "skill_id");
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@@ -189,7 +201,127 @@ void handle_npc_death(QuestInterface *parse, lua_State* L, NPC* npc, Mob *init,
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void handle_npc_null(QuestInterface *parse, lua_State* L, NPC* npc, Mob *init, std::string data, uint32 extra_data) {
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}
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/*switch(evt) {
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case EVENT_FISH_SUCCESS:
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case EVENT_FORAGE_SUCCESS: {
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lua_pushinteger(L, extra_data);
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arg_count += 1;
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break;
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}
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case EVENT_CLICK_OBJECT:
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case EVENT_CLICK_DOOR:
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case EVENT_SIGNAL:
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case EVENT_POPUP_RESPONSE:
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case EVENT_PLAYER_PICKUP:
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case EVENT_CAST:
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case EVENT_TASK_FAIL:
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case EVENT_ZONE: {
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lua_pushinteger(L, std::stoi(data));
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arg_count += 1;
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break;
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}
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case EVENT_DUEL_WIN:
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case EVENT_DUEL_LOSE: {
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lua_pushstring(L, data.c_str());
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lua_pushinteger(L, extra_data);
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arg_count += 2;
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break;
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}
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case EVENT_LOOT: {
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Seperator sep(data.c_str());
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lua_pushinteger(L, std::stoi(sep.arg[0]));
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lua_pushinteger(L, std::stoi(sep.arg[1]));
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lua_pushstring(L, sep.arg[2]);
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arg_count += 3;
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break;
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}
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case EVENT_TASK_STAGE_COMPLETE: {
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Seperator sep(data.c_str());
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lua_pushinteger(L, std::stoi(sep.arg[0]));
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lua_pushinteger(L, std::stoi(sep.arg[1]));
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arg_count += 2;
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break;
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}
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case EVENT_TASK_COMPLETE: {
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Seperator sep(data.c_str());
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lua_pushinteger(L, std::stoi(sep.arg[0]));
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lua_pushinteger(L, std::stoi(sep.arg[1]));
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lua_pushinteger(L, std::stoi(sep.arg[2]));
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arg_count += 3;
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break;
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}
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}*/
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//Player
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void handle_player_say(QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data) {
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lua_pushstring(L, data.c_str());
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lua_setfield(L, -2, "message");
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lua_pushinteger(L, extra_data);
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lua_setfield(L, -2, "language");
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}
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void handle_player_death(QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data) {
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Seperator sep(data.c_str());
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Mob *o = entity_list.GetMobID(std::stoi(sep.arg[0]));
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Lua_Mob l_mob(o);
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luabind::object l_mob_o = luabind::object(L, l_mob);
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l_mob_o.push(L);
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lua_setfield(L, -2, "other");
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lua_pushinteger(L, std::stoi(sep.arg[1]));
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lua_setfield(L, -2, "damage");
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int spell_id = std::stoi(sep.arg[2]);
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if(IsValidSpell(spell_id)) {
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Lua_Spell l_spell(&spells[spell_id]);
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luabind::object l_spell_o = luabind::object(L, l_spell);
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l_spell_o.push(L);
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lua_setfield(L, -2, "spell");
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} else {
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Lua_Spell l_spell(nullptr);
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luabind::object l_spell_o = luabind::object(L, l_spell);
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l_spell_o.push(L);
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lua_setfield(L, -2, "spell");
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}
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lua_pushinteger(L, std::stoi(sep.arg[3]));
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lua_setfield(L, -2, "skill_id");
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}
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void handle_player_timer(QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data) {
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lua_pushstring(L, data.c_str());
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lua_setfield(L, -2, "timer");
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}
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void handle_discover_item(QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data) {
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const Item_Struct *item = database.GetItem(extra_data);
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if(item) {
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Lua_Item l_item(item);
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luabind::object l_item_o = luabind::object(L, l_item);
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l_item_o.push(L);
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lua_setfield(L, -2, "item");
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} else {
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Lua_Item l_item(nullptr);
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luabind::object l_item_o = luabind::object(L, l_item);
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l_item_o.push(L);
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lua_setfield(L, -2, "item");
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}
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}
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void handle_player_null(QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data) {
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}
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