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Lua work - loading works, I think checking for sub works. Calling subs is in the beginning stages and binding is starting
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+38
-28
@@ -2,46 +2,56 @@
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#define _EQE_LUA_PARSER_H
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#ifdef LUA_EQEMU
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#include <lua.hpp>
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#include "QuestParserCollection.h"
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#include "QuestInterface.h"
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#include <string>
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#include <map>
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struct lua_State;
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class ItemInst;
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class Client;
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class NPC;
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class LuaParser : public QuestInterface {
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public:
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//virtual void EventNPC(QuestEventID evt, NPC* npc, Mob *init, std::string data, uint32 extra_data);
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//virtual void EventGlobalNPC(QuestEventID evt, NPC* npc, Mob *init, std::string data, uint32 extra_data);
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//virtual void EventPlayer(QuestEventID evt, Client *client, std::string data, uint32 extra_data);
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//virtual void EventGlobalPlayer(QuestEventID evt, Client *client, std::string data, uint32 extra_data);
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//virtual void EventItem(QuestEventID evt, Client *client, ItemInst *item, uint32 objid, uint32 extra_data);
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//virtual void EventSpell(QuestEventID evt, NPC* npc, Client *client, uint32 spell_id, uint32 extra_data);
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//
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//virtual bool HasQuestSub(uint32 npcid, const char *subname);
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//virtual bool HasGlobalQuestSub(const char *subname);
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//virtual bool PlayerHasQuestSub(const char *subname);
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//virtual bool GlobalPlayerHasQuestSub(const char *subname);
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//virtual bool SpellHasQuestSub(uint32 spell_id, const char *subname);
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//virtual bool ItemHasQuestSub(ItemInst *itm, const char *subname);
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//
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//virtual void LoadNPCScript(std::string filename, int npc_id) { }
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////virtual void LoadGlobalNPCScript(std::string filename) { }
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//virtual void LoadPlayerScript(std::string filename) { }
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////virtual void LoadGlobalPlayerScript(std::string filename) { }
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//virtual void LoadItemScript(std::string filename, std::string item_script) { }
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//virtual void LoadSpellScript(std::string filename, uint32 spell_id) { }
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//
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//virtual void AddVar(std::string name, std::string val);
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//virtual void ReloadQuests(bool reset_timers = true);
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LuaParser();
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~LuaParser();
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virtual double EventNPC(QuestEventID evt, NPC* npc, Mob *init, std::string data, uint32 extra_data);
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virtual double EventGlobalNPC(QuestEventID evt, NPC* npc, Mob *init, std::string data, uint32 extra_data);
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virtual double EventPlayer(QuestEventID evt, Client *client, std::string data, uint32 extra_data);
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virtual double EventGlobalPlayer(QuestEventID evt, Client *client, std::string data, uint32 extra_data);
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virtual double EventItem(QuestEventID evt, Client *client, ItemInst *item, uint32 objid, uint32 extra_data);
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virtual double EventSpell(QuestEventID evt, NPC* npc, Client *client, uint32 spell_id, uint32 extra_data);
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virtual bool HasQuestSub(uint32 npc_id, const char *subname);
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virtual bool HasGlobalQuestSub(const char *subname);
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virtual bool PlayerHasQuestSub(const char *subname);
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virtual bool GlobalPlayerHasQuestSub(const char *subname);
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virtual bool SpellHasQuestSub(uint32 spell_id, const char *subname);
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virtual bool ItemHasQuestSub(ItemInst *itm, const char *subname);
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virtual void LoadNPCScript(std::string filename, int npc_id);
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virtual void LoadGlobalNPCScript(std::string filename);
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virtual void LoadPlayerScript(std::string filename);
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virtual void LoadGlobalPlayerScript(std::string filename);
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virtual void LoadItemScript(std::string filename, std::string item_script);
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virtual void LoadSpellScript(std::string filename, uint32 spell_id);
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virtual void AddVar(std::string name, std::string val);
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virtual std::string GetVar(std::string name);
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virtual void ReloadQuests();
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virtual uint32 GetIdentifier() { return 0xb0712acc; }
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private:
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lua_State* L;
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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 ClearStates();
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void MapFunctions(lua_State *L);
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std::map<std::string, std::string> vars_;
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std::map<std::string, lua_State*> states_;
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};
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#endif
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#endif
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