#include #include "lua.hpp" #include #include #include "QuestParserCollection.h" #include "QuestInterface.h" #include "masterentity.h" #include "../common/seperator.h" #include "../common/MiscFunctions.h" #include "lua_item.h" #include "lua_iteminst.h" #include "lua_entity.h" #include "lua_mob.h" #include "lua_client.h" #include "lua_npc.h" #include "lua_spell.h" #include "zone.h" #include "lua_parser_events.h" //NPC void handle_npc_event_say(QuestInterface *parse, lua_State* L, NPC* npc, Mob *init, std::string data, uint32 extra_data, std::vector *items) { npc->DoQuestPause(init); Lua_Client l_client(reinterpret_cast(init)); luabind::object l_client_o = luabind::object(L, l_client); l_client_o.push(L); lua_setfield(L, -2, "other"); lua_pushstring(L, data.c_str()); lua_setfield(L, -2, "message"); lua_pushinteger(L, extra_data); lua_setfield(L, -2, "language"); } void handle_npc_event_trade(QuestInterface *parse, lua_State* L, NPC* npc, Mob *init, std::string data, uint32 extra_data, std::vector *items) { Lua_Client l_client(reinterpret_cast(init)); luabind::object l_client_o = luabind::object(L, l_client); l_client_o.push(L); lua_setfield(L, -2, "other"); lua_createtable(L, 0, 0); std::stringstream ident; ident << npc->GetNPCTypeID(); if(items) { for(size_t i = 0; i < items->size(); ++i) { std::string prefix = "item" + std::to_string(i + 1); Lua_ItemInst l_inst = items->at(i); luabind::object l_inst_o = luabind::object(L, l_inst); l_inst_o.push(L); lua_setfield(L, -2, prefix.c_str()); } } lua_pushinteger(L, std::stoul(parse->GetVar("platinum." + ident.str()))); lua_setfield(L, -2, "platinum"); lua_pushinteger(L, std::stoul(parse->GetVar("gold." + ident.str()))); lua_setfield(L, -2, "gold"); lua_pushinteger(L, std::stoul(parse->GetVar("silver." + ident.str()))); lua_setfield(L, -2, "silver"); lua_pushinteger(L, std::stoul(parse->GetVar("copper." + ident.str()))); lua_setfield(L, -2, "copper"); lua_setfield(L, -2, "trade"); } void handle_npc_event_hp(QuestInterface *parse, lua_State* L, NPC* npc, Mob *init, std::string data, uint32 extra_data, std::vector *items) { if(extra_data == 1) { lua_pushinteger(L, -1); lua_setfield(L, -2, "hp_event"); lua_pushinteger(L, std::stoi(data)); lua_setfield(L, -2, "inc_hp_event"); } else { lua_pushinteger(L, std::stoi(data)); lua_setfield(L, -2, "hp_event"); lua_pushinteger(L, -1); lua_setfield(L, -2, "inc_hp_event"); } } void handle_npc_single_mob(QuestInterface *parse, lua_State* L, NPC* npc, Mob *init, std::string data, uint32 extra_data, std::vector *items) { Lua_Mob l_mob(init); luabind::object l_mob_o = luabind::object(L, l_mob); l_mob_o.push(L); lua_setfield(L, -2, "other"); } void handle_npc_single_client(QuestInterface *parse, lua_State* L, NPC* npc, Mob *init, std::string data, uint32 extra_data, std::vector *items) { Lua_Client l_client(reinterpret_cast(init)); luabind::object l_client_o = luabind::object(L, l_client); l_client_o.push(L); lua_setfield(L, -2, "other"); } void handle_npc_single_npc(QuestInterface *parse, lua_State* L, NPC* npc, Mob *init, std::string data, uint32 extra_data, std::vector *items) { Lua_NPC l_npc(reinterpret_cast(init)); luabind::object l_npc_o = luabind::object(L, l_npc); l_npc_o.push(L); lua_setfield(L, -2, "other"); } void handle_npc_popup(QuestInterface *parse, lua_State* L, NPC* npc, Mob *init, std::string data, uint32 extra_data, std::vector *items) { Lua_Mob l_mob(init); luabind::object l_mob_o = luabind::object(L, l_mob); l_mob_o.push(L); lua_setfield(L, -2, "other"); lua_pushinteger(L, std::stoi(data)); lua_setfield(L, -2, "popup_id"); } void handle_npc_waypoint(QuestInterface *parse, lua_State* L, NPC* npc, Mob *init, std::string data, uint32 extra_data, std::vector *items) { Lua_Mob l_mob(init); luabind::object l_mob_o = luabind::object(L, l_mob); l_mob_o.push(L); lua_setfield(L, -2, "other"); lua_pushinteger(L, std::stoi(data)); lua_setfield(L, -2, "wp"); } void handle_npc_hate(QuestInterface *parse, lua_State* L, NPC* npc, Mob *init, std::string data, uint32 extra_data, std::vector *items) { Lua_Mob l_mob(init); luabind::object l_mob_o = luabind::object(L, l_mob); l_mob_o.push(L); lua_setfield(L, -2, "other"); lua_pushboolean(L, std::stoi(data) == 0 ? false : true); lua_setfield(L, -2, "joined"); } void handle_npc_signal(QuestInterface *parse, lua_State* L, NPC* npc, Mob *init, std::string data, uint32 extra_data, std::vector *items) { lua_pushinteger(L, std::stoi(data)); lua_setfield(L, -2, "signal"); } void handle_npc_timer(QuestInterface *parse, lua_State* L, NPC* npc, Mob *init, std::string data, uint32 extra_data, std::vector *items) { lua_pushstring(L, data.c_str()); lua_setfield(L, -2, "timer"); } void handle_npc_death(QuestInterface *parse, lua_State* L, NPC* npc, Mob *init, std::string data, uint32 extra_data, std::vector *items) { Lua_Mob l_mob(init); luabind::object l_mob_o = luabind::object(L, l_mob); l_mob_o.push(L); lua_setfield(L, -2, "other"); Seperator sep(data.c_str()); lua_pushinteger(L, std::stoi(sep.arg[0])); lua_setfield(L, -2, "damage"); int spell_id = std::stoi(sep.arg[1]); if(IsValidSpell(spell_id)) { Lua_Spell l_spell(&spells[spell_id]); luabind::object l_spell_o = luabind::object(L, l_spell); l_spell_o.push(L); lua_setfield(L, -2, "spell"); } else { Lua_Spell l_spell(nullptr); luabind::object l_spell_o = luabind::object(L, l_spell); l_spell_o.push(L); lua_setfield(L, -2, "spell"); } lua_pushinteger(L, std::stoi(sep.arg[2])); lua_setfield(L, -2, "skill_id"); } void handle_npc_cast(QuestInterface *parse, lua_State* L, NPC* npc, Mob *init, std::string data, uint32 extra_data, std::vector *items) { int spell_id = std::stoi(data); if(IsValidSpell(spell_id)) { Lua_Spell l_spell(&spells[spell_id]); luabind::object l_spell_o = luabind::object(L, l_spell); l_spell_o.push(L); lua_setfield(L, -2, "spell"); } else { Lua_Spell l_spell(nullptr); luabind::object l_spell_o = luabind::object(L, l_spell); l_spell_o.push(L); lua_setfield(L, -2, "spell"); } } void handle_npc_null(QuestInterface *parse, lua_State* L, NPC* npc, Mob *init, std::string data, uint32 extra_data, std::vector *items) { } //Player void handle_player_say(QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data) { lua_pushstring(L, data.c_str()); lua_setfield(L, -2, "message"); lua_pushinteger(L, extra_data); lua_setfield(L, -2, "language"); } void handle_player_death(QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data) { Seperator sep(data.c_str()); Mob *o = entity_list.GetMobID(std::stoi(sep.arg[0])); Lua_Mob l_mob(o); luabind::object l_mob_o = luabind::object(L, l_mob); l_mob_o.push(L); lua_setfield(L, -2, "other"); lua_pushinteger(L, std::stoi(sep.arg[1])); lua_setfield(L, -2, "damage"); int spell_id = std::stoi(sep.arg[2]); if(IsValidSpell(spell_id)) { Lua_Spell l_spell(&spells[spell_id]); luabind::object l_spell_o = luabind::object(L, l_spell); l_spell_o.push(L); lua_setfield(L, -2, "spell"); } else { Lua_Spell l_spell(nullptr); luabind::object l_spell_o = luabind::object(L, l_spell); l_spell_o.push(L); lua_setfield(L, -2, "spell"); } lua_pushinteger(L, std::stoi(sep.arg[3])); lua_setfield(L, -2, "skill"); } void handle_player_timer(QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data) { lua_pushstring(L, data.c_str()); lua_setfield(L, -2, "timer"); } void handle_player_discover_item(QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data) { const Item_Struct *item = database.GetItem(extra_data); if(item) { Lua_Item l_item(item); luabind::object l_item_o = luabind::object(L, l_item); l_item_o.push(L); lua_setfield(L, -2, "item"); } else { Lua_Item l_item(nullptr); luabind::object l_item_o = luabind::object(L, l_item); l_item_o.push(L); lua_setfield(L, -2, "item"); } } void handle_player_fish_forage_success(QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data) { lua_pushinteger(L, extra_data); lua_setfield(L, -2, "item_id"); } void handle_player_click_object(QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data) { lua_pushinteger(L, std::stoi(data)); lua_setfield(L, -2, "object_id"); } void handle_player_click_door(QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data) { lua_pushinteger(L, std::stoi(data)); lua_setfield(L, -2, "door_id"); } void handle_player_signal(QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data) { lua_pushinteger(L, std::stoi(data)); lua_setfield(L, -2, "signal"); } void handle_player_popup_response(QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data) { lua_pushinteger(L, std::stoi(data)); lua_setfield(L, -2, "popup_id"); } void handle_player_pick_up(QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data) { lua_pushinteger(L, std::stoi(data)); lua_setfield(L, -2, "picked_up_id"); } void handle_player_cast(QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data) { int spell_id = std::stoi(data); if(IsValidSpell(spell_id)) { Lua_Spell l_spell(&spells[spell_id]); luabind::object l_spell_o = luabind::object(L, l_spell); l_spell_o.push(L); } else { Lua_Spell l_spell(nullptr); luabind::object l_spell_o = luabind::object(L, l_spell); l_spell_o.push(L); } lua_setfield(L, -2, "spell"); } void handle_player_task_fail(QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data) { lua_pushinteger(L, std::stoi(data)); lua_setfield(L, -2, "task_id"); } void handle_player_zone(QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data) { lua_pushinteger(L, std::stoi(data)); lua_setfield(L, -2, "zone_id"); } void handle_player_duel_win(QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data) { lua_pushstring(L, data.c_str()); lua_setfield(L, -2, "loser_character_name"); lua_pushinteger(L, extra_data); lua_setfield(L, -2, "loser_character_id"); } void handle_player_duel_loss(QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data) { lua_pushstring(L, data.c_str()); lua_setfield(L, -2, "winner_character_name"); lua_pushinteger(L, extra_data); lua_setfield(L, -2, "winner_character_id"); } void handle_player_loot(QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data) { Seperator sep(data.c_str()); lua_pushinteger(L, std::stoi(sep.arg[0])); lua_setfield(L, -2, "looted_id"); lua_pushinteger(L, std::stoi(sep.arg[1])); lua_setfield(L, -2, "looted_charges"); lua_pushstring(L, sep.arg[2]); lua_setfield(L, -2, "corpse"); } void handle_player_task_stage_complete(QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data) { Seperator sep(data.c_str()); lua_pushinteger(L, std::stoi(sep.arg[0])); lua_setfield(L, -2, "task_id"); lua_pushinteger(L, std::stoi(sep.arg[1])); lua_setfield(L, -2, "activity_id"); } void handle_player_task_complete(QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data) { Seperator sep(data.c_str()); lua_pushinteger(L, std::stoi(sep.arg[0])); lua_setfield(L, -2, "done_count"); lua_pushinteger(L, std::stoi(sep.arg[1])); lua_setfield(L, -2, "activity_id"); lua_pushinteger(L, std::stoi(sep.arg[2])); lua_setfield(L, -2, "task_id"); } void handle_player_command(QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data) { Seperator sep(data.c_str(), ' ', 10, 100, true); std::string command(sep.arg[0] + 1); lua_pushstring(L, command.c_str()); lua_setfield(L, -2, "command"); luabind::object args = luabind::newtable(L); int max_args = sep.GetMaxArgNum(); for(int i = 1; i < max_args; ++i) { if(strlen(sep.arg[i]) > 0) { args[i] = std::string(sep.arg[i]); } } args.push(L); lua_setfield(L, -2, "args"); } void handle_player_null(QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data) { } //Item void handle_item_click(QuestInterface *parse, lua_State* L, Client* client, ItemInst* item, uint32 objid, uint32 extra_data) { lua_pushinteger(L, extra_data); lua_setfield(L, -2, "slot_id"); } void handle_item_null(QuestInterface *parse, lua_State* L, Client* client, ItemInst* item, uint32 objid, uint32 extra_data) { } //Spell void handle_spell_effect(QuestInterface *parse, lua_State* L, NPC* npc, Client* client, uint32 spell_id, uint32 extra_data) { if(npc) { Lua_NPC l_npc(npc); luabind::object l_npc_o = luabind::object(L, l_npc); l_npc_o.push(L); } else if(client) { Lua_Client l_client(client); luabind::object l_client_o = luabind::object(L, l_client); l_client_o.push(L); } else { Lua_Mob l_mob(nullptr); luabind::object l_mob_o = luabind::object(L, l_mob); l_mob_o.push(L); } lua_setfield(L, -2, "target"); lua_pushinteger(L, extra_data); lua_setfield(L, -2, "caster_id"); } void handle_spell_fade(QuestInterface *parse, lua_State* L, NPC* npc, Client* client, uint32 spell_id, uint32 extra_data) { if(npc) { Lua_NPC l_npc(npc); luabind::object l_npc_o = luabind::object(L, l_npc); l_npc_o.push(L); } else if(client) { Lua_Client l_client(client); luabind::object l_client_o = luabind::object(L, l_client); l_client_o.push(L); } else { Lua_Mob l_mob(nullptr); luabind::object l_mob_o = luabind::object(L, l_mob); l_mob_o.push(L); } lua_setfield(L, -2, "target"); lua_pushinteger(L, extra_data); lua_setfield(L, -2, "buff_slot"); } void handle_spell_null(QuestInterface *parse, lua_State* L, NPC* npc, Client* client, uint32 spell_id, uint32 extra_data) { }