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More work on lua parser - gonna get all events firing correctly by end of week also put all arguments into an event table object
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#ifndef _EQE_LUA_PARSER_EVENTS_H
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#define _EQE_LUA_PARSER_EVENTS_H
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#ifdef LUA_EQEMU
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typedef void(*NPCArgumentHandler)(QuestInterface*, lua_State*, NPC*, Mob*, std::string, uint32);
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typedef void(*PlayerArgumentHandler)(QuestInterface*, lua_State*, Client*, std::string, uint32);
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typedef void(*ItemArgumentHandler)(QuestInterface*, lua_State*, Client*, ItemInst*, uint32, uint32);
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typedef void(*SpellArgumentHandler)(QuestInterface*, lua_State*, NPC*, Client*, uint32, uint32);
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//NPC
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void handle_npc_event_say(QuestInterface *parse, lua_State* L, NPC* npc, Mob *init, std::string data, uint32 extra_data);
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void handle_npc_event_trade(QuestInterface *parse, lua_State* L, NPC* npc, Mob *init, std::string data, uint32 extra_data);
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void handle_npc_event_hp(QuestInterface *parse, lua_State* L, NPC* npc, Mob *init, std::string data, uint32 extra_data);
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void handle_npc_single_mob(QuestInterface *parse, lua_State* L, NPC* npc, Mob *init, std::string data, uint32 extra_data);
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void handle_npc_single_client(QuestInterface *parse, lua_State* L, NPC* npc, Mob *init, std::string data, uint32 extra_data);
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void handle_npc_single_npc(QuestInterface *parse, lua_State* L, NPC* npc, Mob *init, std::string data, uint32 extra_data);
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void handle_npc_popup(QuestInterface *parse, lua_State* L, NPC* npc, Mob *init, std::string data, uint32 extra_data);
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void handle_npc_waypoint(QuestInterface *parse, lua_State* L, NPC* npc, Mob *init, std::string data, uint32 extra_data);
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void handle_npc_hate(QuestInterface *parse, lua_State* L, NPC* npc, Mob *init, std::string data, uint32 extra_data);
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void handle_npc_signal(QuestInterface *parse, lua_State* L, NPC* npc, Mob *init, std::string data, uint32 extra_data);
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void handle_npc_timer(QuestInterface *parse, lua_State* L, NPC* npc, Mob *init, std::string data, uint32 extra_data);
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void handle_npc_death(QuestInterface *parse, lua_State* L, NPC* npc, Mob *init, std::string data, uint32 extra_data);
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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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//Player
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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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//Item
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void handle_item_null(QuestInterface *parse, lua_State* L, Client* client, ItemInst* item, uint32 objid, uint32 extra_data);
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//Spell
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void handle_spell_null(QuestInterface *parse, lua_State* L, NPC* npc, Client* client, uint32 spell_id, uint32 extra_data);
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#endif
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#endif
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