#ifndef _EQE_LUA_PARSER_EVENTS_H #define _EQE_LUA_PARSER_EVENTS_H #ifdef LUA_EQEMU typedef void(*NPCArgumentHandler)(QuestInterface*, lua_State*, NPC*, Mob*, std::string, uint32, std::vector*); typedef void(*PlayerArgumentHandler)(QuestInterface*, lua_State*, Client*, std::string, uint32, std::vector*); typedef void(*ItemArgumentHandler)(QuestInterface*, lua_State*, Client*, EQ::ItemInstance*, Mob*, std::string, uint32, std::vector*); typedef void(*SpellArgumentHandler)(QuestInterface*, lua_State*, Mob*, Client*, uint32, std::string, uint32, std::vector*); typedef void(*EncounterArgumentHandler)(QuestInterface*, lua_State*, Encounter* encounter, std::string, uint32, std::vector*); typedef void(*BotArgumentHandler)(QuestInterface*, lua_State*, Bot*, Mob*, std::string, uint32, std::vector*); typedef void(*MercArgumentHandler)(QuestInterface*, lua_State*, Merc*, Mob*, std::string, uint32, std::vector*); // NPC void handle_npc_event_say( QuestInterface *parse, lua_State* L, NPC* npc, Mob *init, std::string data, uint32 extra_data, std::vector *extra_pointers ); void handle_npc_event_trade( QuestInterface *parse, lua_State* L, NPC* npc, Mob *init, std::string data, uint32 extra_data, std::vector *extra_pointers ); void handle_npc_event_hp( QuestInterface *parse, lua_State* L, NPC* npc, Mob *init, std::string data, uint32 extra_data, std::vector *extra_pointers ); void handle_npc_single_mob( QuestInterface *parse, lua_State* L, NPC* npc, Mob *init, std::string data, uint32 extra_data, std::vector *extra_pointers ); void handle_npc_single_client( QuestInterface *parse, lua_State* L, NPC* npc, Mob *init, std::string data, uint32 extra_data, std::vector *extra_pointers ); void handle_npc_task_accepted( QuestInterface *parse, lua_State* L, NPC* npc, Mob *init, std::string data, uint32 extra_data, std::vector *extra_pointers ); void handle_npc_popup( QuestInterface *parse, lua_State* L, NPC* npc, Mob *init, std::string data, uint32 extra_data, std::vector *extra_pointers ); void handle_npc_waypoint( QuestInterface *parse, lua_State* L, NPC* npc, Mob *init, std::string data, uint32 extra_data, std::vector *extra_pointers ); void handle_npc_hate( QuestInterface *parse, lua_State* L, NPC* npc, Mob *init, std::string data, uint32 extra_data, std::vector *extra_pointers ); void handle_npc_signal( QuestInterface *parse, lua_State* L, NPC* npc, Mob *init, std::string data, uint32 extra_data, std::vector *extra_pointers ); void handle_npc_timer( QuestInterface *parse, lua_State* L, NPC* npc, Mob *init, std::string data, uint32 extra_data, std::vector *extra_pointers ); void handle_npc_death( QuestInterface *parse, lua_State* L, NPC* npc, Mob *init, std::string data, uint32 extra_data, std::vector *extra_pointers ); void handle_npc_cast( QuestInterface *parse, lua_State* L, NPC* npc, Mob *init, std::string data, uint32 extra_data, std::vector *extra_pointers ); void handle_npc_area( QuestInterface *parse, lua_State* L, NPC* npc, Mob *init, std::string data, uint32 extra_data, std::vector *extra_pointers ); void handle_npc_null( QuestInterface *parse, lua_State* L, NPC* npc, Mob *init, std::string data, uint32 extra_data, std::vector *extra_pointers ); void handle_npc_loot_zone( QuestInterface *parse, lua_State* L, NPC* npc, Mob *init, std::string data, uint32 extra_data, std::vector *extra_pointers ); void handle_npc_spawn_zone( QuestInterface *parse, lua_State* L, NPC* npc, Mob *init, std::string data, uint32 extra_data, std::vector *extra_pointers ); void handle_npc_payload( QuestInterface *parse, lua_State* L, NPC* npc, Mob *init, std::string data, uint32 extra_data, std::vector *extra_pointers ); void handle_npc_despawn_zone( QuestInterface *parse, lua_State* L, NPC* npc, Mob *init, std::string data, uint32 extra_data, std::vector *extra_pointers ); void handle_npc_damage( QuestInterface *parse, lua_State* L, NPC* npc, Mob *init, std::string data, uint32 extra_data, std::vector *extra_pointers ); void handle_npc_loot_added( QuestInterface *parse, lua_State* L, NPC* npc, Mob *init, std::string data, uint32 extra_data, std::vector *extra_pointers ); void handle_npc_timer_pause_resume_start( QuestInterface *parse, lua_State* L, NPC* npc, Mob *init, std::string data, uint32 extra_data, std::vector *extra_pointers ); void handle_npc_timer_stop( QuestInterface *parse, lua_State* L, NPC* npc, Mob *init, std::string data, uint32 extra_data, std::vector *extra_pointers ); void handle_npc_entity_variable( QuestInterface *parse, lua_State* L, NPC* npc, Mob *init, std::string data, uint32 extra_data, std::vector *extra_pointers ); void handle_npc_spell_blocked( QuestInterface *parse, lua_State* L, NPC* npc, Mob *init, std::string data, uint32 extra_data, std::vector *extra_pointers ); // Player void handle_player_say( QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data, std::vector *extra_pointers ); void handle_player_environmental_damage( QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data, std::vector *extra_pointers ); void handle_player_death( QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data, std::vector *extra_pointers ); void handle_player_timer( QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data, std::vector *extra_pointers ); void handle_player_discover_item( QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data, std::vector *extra_pointers ); void handle_player_fish_forage_success( QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data, std::vector *extra_pointers ); void handle_player_click_object( QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data, std::vector *extra_pointers ); void handle_player_click_door( QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data, std::vector *extra_pointers ); void handle_player_signal( QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data, std::vector *extra_pointers ); void handle_player_popup_response( QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data, std::vector *extra_pointers ); void handle_player_pick_up( QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data, std::vector *extra_pointers ); void handle_player_cast( QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data, std::vector *extra_pointers ); void handle_player_task_fail( QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data, std::vector *extra_pointers ); void handle_player_zone( QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data, std::vector *extra_pointers ); void handle_player_duel_win( QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data, std::vector *extra_pointers ); void handle_player_duel_loss( QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data, std::vector *extra_pointers ); void handle_player_loot( QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data, std::vector *extra_pointers ); void handle_player_task_stage_complete( QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data, std::vector *extra_pointers ); void handle_player_task_accepted( QuestInterface* parse, lua_State* L, Client* client, std::string data, uint32 extra_data, std::vector* extra_pointers ); void handle_player_task_update( QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data, std::vector *extra_pointers ); void handle_player_command( QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data, std::vector *extra_pointers ); void handle_player_combine( QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data, std::vector *extra_pointers ); void handle_player_feign( QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data, std::vector *extra_pointers ); void handle_player_area( QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data, std::vector *extra_pointers ); void handle_player_respawn( QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data, std::vector *extra_pointers ); void handle_player_packet( QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data, std::vector *extra_pointers ); void handle_player_null( QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data, std::vector *extra_pointers ); void handle_player_use_skill( QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data, std::vector *extra_pointers ); void handle_test_buff( QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data, std::vector *extra_pointers ); void handle_player_combine_validate( QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data, std::vector *extra_pointers ); void handle_player_bot_command( QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data, std::vector *extra_pointers ); void handle_player_warp( QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data, std::vector *extra_pointers ); void handle_player_quest_combine( QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data, std::vector *extra_pointers ); void handle_player_consider( QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data, std::vector *extra_pointers ); void handle_player_consider_corpse( QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data, std::vector *extra_pointers ); void handle_player_equip_item( QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data, std::vector *extra_pointers ); void handle_player_skill_up( QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data, std::vector *extra_pointers ); void handle_player_language_skill_up( QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data, std::vector *extra_pointers ); void handle_player_alt_currency_merchant( QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data, std::vector *extra_pointers ); void handle_player_merchant( QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data, std::vector *extra_pointers ); void handle_player_inspect( QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data, std::vector *extra_pointers ); void handle_player_aa_buy( QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data, std::vector *extra_pointers ); void handle_player_aa_gain( QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data, std::vector *extra_pointers ); void handle_player_aa_exp_gain( QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data, std::vector *extra_pointers ); void handle_player_exp_gain( QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data, std::vector *extra_pointers ); void handle_player_payload( QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data, std::vector *extra_pointers ); void handle_player_level_up( QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data, std::vector *extra_pointers ); void handle_player_level_down( QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data, std::vector *extra_pointers ); void handle_player_gm_command( QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data, std::vector *extra_pointers ); void handle_player_bot_create( QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data, std::vector *extra_pointers ); void handle_player_augment_insert( QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data, std::vector *extra_pointers ); void handle_player_augment_remove( QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data, std::vector *extra_pointers ); void handle_player_damage( QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data, std::vector *extra_pointers ); void handle_player_item_click( QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data, std::vector *extra_pointers ); void handle_player_destroy_item( QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data, std::vector *extra_pointers ); void handle_player_target_change( QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data, std::vector *extra_pointers ); void handle_player_drop_item( QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data, std::vector *extra_pointers ); void handle_player_memorize_scribe_spell( QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data, std::vector *extra_pointers ); void handle_player_ldon_points_gain_loss( QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data, std::vector *extra_pointers ); void handle_player_alt_currency_gain_loss( QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data, std::vector *extra_pointers ); void handle_player_crystal_gain_loss( QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data, std::vector *extra_pointers ); void handle_player_timer_pause_resume_start( QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data, std::vector *extra_pointers ); void handle_player_timer_stop( QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data, std::vector *extra_pointers ); void handle_player_entity_variable( QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data, std::vector *extra_pointers ); void handle_player_aa_loss( QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data, std::vector *extra_pointers ); void handle_player_spell_blocked( QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data, std::vector *extra_pointers ); void handle_player_read_item( QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data, std::vector *extra_pointers ); // Item void handle_item_click( QuestInterface *parse, lua_State* L, Client* client, EQ::ItemInstance* item, Mob *mob, std::string data, uint32 extra_data, std::vector *extra_pointers ); void handle_item_timer( QuestInterface *parse, lua_State* L, Client* client, EQ::ItemInstance* item, Mob *mob, std::string data, uint32 extra_data, std::vector *extra_pointers ); void handle_item_proc( QuestInterface *parse, lua_State* L, Client* client, EQ::ItemInstance* item, Mob *mob, std::string data, uint32 extra_data, std::vector *extra_pointers ); void handle_item_loot( QuestInterface *parse, lua_State* L, Client* client, EQ::ItemInstance* item, Mob *mob, std::string data, uint32 extra_data, std::vector *extra_pointers ); void handle_item_equip( QuestInterface *parse, lua_State* L, Client* client, EQ::ItemInstance* item, Mob *mob, std::string data, uint32 extra_data, std::vector *extra_pointers ); void handle_item_augment( QuestInterface *parse, lua_State* L, Client* client, EQ::ItemInstance* item, Mob *mob, std::string data, uint32 extra_data, std::vector *extra_pointers ); void handle_item_augment_insert( QuestInterface *parse, lua_State* L, Client* client, EQ::ItemInstance* item, Mob *mob, std::string data, uint32 extra_data, std::vector *extra_pointers ); void handle_item_augment_remove( QuestInterface *parse, lua_State* L, Client* client, EQ::ItemInstance* item, Mob *mob, std::string data, uint32 extra_data, std::vector *extra_pointers ); void handle_item_null( QuestInterface *parse, lua_State* L, Client* client, EQ::ItemInstance* item, Mob *mob, std::string data, uint32 extra_data, std::vector *extra_pointers ); void handle_item_timer_pause_resume_start( QuestInterface *parse, lua_State* L, Client* client, EQ::ItemInstance* item, Mob *mob, std::string data, uint32 extra_data, std::vector *extra_pointers ); void handle_item_timer_stop( QuestInterface *parse, lua_State* L, Client* client, EQ::ItemInstance* item, Mob *mob, std::string data, uint32 extra_data, std::vector *extra_pointers ); // Spell void handle_spell_event( QuestInterface *parse, lua_State* L, Mob* mob, Client* client, uint32 spell_id, std::string data, uint32 extra_data, std::vector *extra_pointers ); void handle_translocate_finish( QuestInterface *parse, lua_State* L, Mob* mob, Client* client, uint32 spell_id, std::string data, uint32 extra_data, std::vector *extra_pointers ); void handle_spell_null( QuestInterface *parse, lua_State* L, Mob* mob, Client* client, uint32 spell_id, std::string data, uint32 extra_data, std::vector *extra_pointers ); // Encounter void handle_encounter_timer( QuestInterface *parse, lua_State* L, Encounter* encounter, std::string data, uint32 extra_data, std::vector *extra_pointers ); void handle_encounter_load( QuestInterface *parse, lua_State* L, Encounter* encounter, std::string data, uint32 extra_data, std::vector *extra_pointers ); void handle_encounter_unload( QuestInterface *parse, lua_State* L, Encounter* encounter, std::string data, uint32 extra_data, std::vector *extra_pointers ); void handle_encounter_null( QuestInterface *parse, lua_State* L, Encounter* encounter, std::string data, uint32 extra_data, std::vector *extra_pointers ); // Bot void handle_bot_null( QuestInterface *parse, lua_State* L, Bot* bot, Mob* init, std::string data, uint32 extra_data, std::vector *extra_pointers ); void handle_bot_cast( QuestInterface *parse, lua_State* L, Bot* bot, Mob* init, std::string data, uint32 extra_data, std::vector *extra_pointers ); void handle_bot_combat( QuestInterface *parse, lua_State* L, Bot* bot, Mob* init, std::string data, uint32 extra_data, std::vector *extra_pointers ); void handle_bot_death( QuestInterface *parse, lua_State* L, Bot* bot, Mob* init, std::string data, uint32 extra_data, std::vector *extra_pointers ); void handle_bot_popup_response( QuestInterface *parse, lua_State* L, Bot* bot, Mob* init, std::string data, uint32 extra_data, std::vector *extra_pointers ); void handle_bot_say( QuestInterface *parse, lua_State* L, Bot* bot, Mob* init, std::string data, uint32 extra_data, std::vector *extra_pointers ); void handle_bot_signal( QuestInterface *parse, lua_State* L, Bot* bot, Mob* init, std::string data, uint32 extra_data, std::vector *extra_pointers ); void handle_bot_slay( QuestInterface *parse, lua_State* L, Bot* bot, Mob *init, std::string data, uint32 extra_data, std::vector *extra_pointers ); void handle_bot_target_change( QuestInterface *parse, lua_State* L, Bot* bot, Mob* init, std::string data, uint32 extra_data, std::vector *extra_pointers ); void handle_bot_timer( QuestInterface *parse, lua_State* L, Bot* bot, Mob* init, std::string data, uint32 extra_data, std::vector *extra_pointers ); void handle_bot_trade( QuestInterface *parse, lua_State* L, Bot* bot, Mob* init, std::string data, uint32 extra_data, std::vector *extra_pointers ); void handle_bot_use_skill( QuestInterface *parse, lua_State* L, Bot* bot, Mob* init, std::string data, uint32 extra_data, std::vector *extra_pointers ); void handle_bot_payload( QuestInterface *parse, lua_State* L, Bot* bot, Mob* init, std::string data, uint32 extra_data, std::vector *extra_pointers ); void handle_bot_equip_item( QuestInterface *parse, lua_State* L, Bot* bot, Mob* init, std::string data, uint32 extra_data, std::vector *extra_pointers ); void handle_bot_damage( QuestInterface *parse, lua_State* L, Bot* bot, Mob* init, std::string data, uint32 extra_data, std::vector *extra_pointers ); void handle_bot_level_up( QuestInterface *parse, lua_State* L, Bot* bot, Mob* init, std::string data, uint32 extra_data, std::vector *extra_pointers ); void handle_bot_level_down( QuestInterface *parse, lua_State* L, Bot* bot, Mob* init, std::string data, uint32 extra_data, std::vector *extra_pointers ); void handle_bot_timer_pause_resume_start( QuestInterface *parse, lua_State* L, Bot* bot, Mob* init, std::string data, uint32 extra_data, std::vector *extra_pointers ); void handle_bot_timer_stop( QuestInterface *parse, lua_State* L, Bot* bot, Mob* init, std::string data, uint32 extra_data, std::vector *extra_pointers ); void handle_bot_entity_variable( QuestInterface *parse, lua_State* L, Bot* bot, Mob* init, std::string data, uint32 extra_data, std::vector *extra_pointers ); void handle_bot_spell_blocked( QuestInterface *parse, lua_State* L, Bot* bot, Mob* init, std::string data, uint32 extra_data, std::vector *extra_pointers ); #endif #endif