#ifndef _EQE_LUA_PARSER_H #define _EQE_LUA_PARSER_H #ifdef LUA_EQEMU #include "QuestParserCollection.h" #include "QuestInterface.h" #include #include #include struct lua_State; class ItemInst; class Client; class NPC; #include "lua_parser_events.h" struct lua_registered_event; namespace luabind { namespace adl { class object; } } class LuaParser : public QuestInterface { public: LuaParser(); ~LuaParser(); virtual int EventNPC(QuestEventID evt, NPC* npc, Mob *init, std::string data, uint32 extra_data, std::vector *extra_pointers); virtual int EventGlobalNPC(QuestEventID evt, NPC* npc, Mob *init, std::string data, uint32 extra_data, std::vector *extra_pointers); virtual int EventPlayer(QuestEventID evt, Client *client, std::string data, uint32 extra_data, std::vector *extra_pointers); virtual int EventGlobalPlayer(QuestEventID evt, Client *client, std::string data, uint32 extra_data, std::vector *extra_pointers); virtual int EventItem(QuestEventID evt, Client *client, ItemInst *item, Mob *mob, std::string data, uint32 extra_data, std::vector *extra_pointers); virtual int EventSpell(QuestEventID evt, NPC* npc, Client *client, uint32 spell_id, uint32 extra_data, std::vector *extra_pointers); virtual int EventEncounter(QuestEventID evt, std::string encounter_name, uint32 extra_data, std::vector *extra_pointers); virtual bool HasQuestSub(uint32 npc_id, QuestEventID evt); virtual bool HasGlobalQuestSub(QuestEventID evt); virtual bool PlayerHasQuestSub(QuestEventID evt); virtual bool GlobalPlayerHasQuestSub(QuestEventID evt); virtual bool SpellHasQuestSub(uint32 spell_id, QuestEventID evt); virtual bool ItemHasQuestSub(ItemInst *itm, QuestEventID evt); virtual bool EncounterHasQuestSub(std::string encounter_name, QuestEventID evt); virtual void LoadNPCScript(std::string filename, int npc_id); virtual void LoadGlobalNPCScript(std::string filename); virtual void LoadPlayerScript(std::string filename); virtual void LoadGlobalPlayerScript(std::string filename); virtual void LoadItemScript(std::string filename, ItemInst *item); virtual void LoadSpellScript(std::string filename, uint32 spell_id); virtual void LoadEncounterScript(std::string filename, std::string encounter_name); virtual void AddVar(std::string name, std::string val); virtual std::string GetVar(std::string name); virtual void Init(); virtual void ReloadQuests(); virtual uint32 GetIdentifier() { return 0xb0712acc; } virtual int DispatchEventNPC(QuestEventID evt, NPC* npc, Mob *init, std::string data, uint32 extra_data, std::vector *extra_pointers); virtual int DispatchEventPlayer(QuestEventID evt, Client *client, std::string data, uint32 extra_data, std::vector *extra_pointers); virtual int DispatchEventItem(QuestEventID evt, Client *client, ItemInst *item, Mob *mob, std::string data, uint32 extra_data, std::vector *extra_pointers); virtual int DispatchEventSpell(QuestEventID evt, NPC* npc, Client *client, uint32 spell_id, uint32 extra_data, std::vector *extra_pointers); private: int _EventNPC(std::string package_name, QuestEventID evt, NPC* npc, Mob *init, std::string data, uint32 extra_data, std::vector *extra_pointers, luabind::adl::object *l_func = nullptr); int _EventPlayer(std::string package_name, QuestEventID evt, Client *client, std::string data, uint32 extra_data, std::vector *extra_pointers, luabind::adl::object *l_func = nullptr); int _EventItem(std::string package_name, QuestEventID evt, Client *client, ItemInst *item, Mob *mob, std::string data, uint32 extra_data, std::vector *extra_pointers, luabind::adl::object *l_func = nullptr); int _EventSpell(std::string package_name, QuestEventID evt, NPC* npc, Client *client, uint32 spell_id, uint32 extra_data, std::vector *extra_pointers, luabind::adl::object *l_func = nullptr); int _EventEncounter(std::string package_name, QuestEventID evt, std::string encounter_name, uint32 extra_data, std::vector *extra_pointers); void LoadScript(std::string filename, std::string package_name); bool HasFunction(std::string function, std::string package_name); void ClearStates(); void MapFunctions(lua_State *L); QuestEventID ConvertLuaEvent(QuestEventID evt); std::map vars_; std::map loaded_; lua_State *L; NPCArgumentHandler NPCArgumentDispatch[_LargestEventID]; PlayerArgumentHandler PlayerArgumentDispatch[_LargestEventID]; ItemArgumentHandler ItemArgumentDispatch[_LargestEventID]; SpellArgumentHandler SpellArgumentDispatch[_LargestEventID]; }; #endif #endif