[Quest API] Convert Spell Events to similar formats and exports. (#1618)

* [Quest API] Convert Spell Events to similar formats and exports.
Export spell ID, caster ID, caster level, tics remaining, and buff slot to Perl/Lua spell events.
- Export e.buff_slot, e.caster_id, e.caster_level, e.spell_id, and e.tics_remaining to `event_spell_buff_tic`, `event_spell_effect`, and `event_spell_fade` in Lua.
- Export $buff_slot, $caster_id, $caster_level, $spell_id, $tics_remaining to `EVENT_SPELL_EFFECT_BUFF_TIC_CLIENT`, `EVENT_SPELL_EFFECT_BUFF_TIC_NPC`, `EVENT_SPELL_EFFECT_CLIENT`, `EVENT_SPELL_EFFECT_NPC`, and `EVENT_SPELL_FADE` in Perl.

* Formatting.

* Remove debug variable.
This commit is contained in:
Kinglykrab
2021-10-20 16:02:12 -04:00
committed by GitHub
parent edf298685e
commit 81e7cf5a32
15 changed files with 164 additions and 184 deletions
+4 -8
View File
@@ -5,7 +5,7 @@
typedef void(*NPCArgumentHandler)(QuestInterface*, lua_State*, NPC*, Mob*, std::string, uint32, std::vector<EQ::Any>*);
typedef void(*PlayerArgumentHandler)(QuestInterface*, lua_State*, Client*, std::string, uint32, std::vector<EQ::Any>*);
typedef void(*ItemArgumentHandler)(QuestInterface*, lua_State*, Client*, EQ::ItemInstance*, Mob*, std::string, uint32, std::vector<EQ::Any>*);
typedef void(*SpellArgumentHandler)(QuestInterface*, lua_State*, NPC*, Client*, uint32, uint32, std::vector<EQ::Any>*);
typedef void(*SpellArgumentHandler)(QuestInterface*, lua_State*, NPC*, Client*, uint32, std::string, uint32, std::vector<EQ::Any>*);
typedef void(*EncounterArgumentHandler)(QuestInterface*, lua_State*, Encounter* encounter, std::string, uint32, std::vector<EQ::Any>*);
//NPC
@@ -135,15 +135,11 @@ void handle_item_null(QuestInterface *parse, lua_State* L, Client* client, EQ::I
std::vector<EQ::Any> *extra_pointers);
//Spell
void handle_spell_effect(QuestInterface *parse, lua_State* L, NPC* npc, Client* client, uint32 spell_id, uint32 extra_data,
void handle_spell_event(QuestInterface *parse, lua_State* L, NPC* npc, Client* client, uint32 spell_id, std::string data, uint32 extra_data,
std::vector<EQ::Any> *extra_pointers);
void handle_spell_tic(QuestInterface *parse, lua_State* L, NPC* npc, Client* client, uint32 spell_id, uint32 extra_data,
void handle_translocate_finish(QuestInterface *parse, lua_State* L, NPC* npc, Client* client, uint32 spell_id, std::string data, uint32 extra_data,
std::vector<EQ::Any> *extra_pointers);
void handle_spell_fade(QuestInterface *parse, lua_State* L, NPC* npc, Client* client, uint32 spell_id, uint32 extra_data,
std::vector<EQ::Any> *extra_pointers);
void handle_translocate_finish(QuestInterface *parse, lua_State* L, NPC* npc, Client* client, uint32 spell_id, uint32 extra_data,
std::vector<EQ::Any> *extra_pointers);
void handle_spell_null(QuestInterface *parse, lua_State* L, NPC* npc, Client* client, uint32 spell_id, uint32 extra_data,
void handle_spell_null(QuestInterface *parse, lua_State* L, NPC* npc, Client* client, uint32 spell_id, std::string data, uint32 extra_data,
std::vector<EQ::Any> *extra_pointers);