eqemu-server/zone/lua_parser.h
2013-06-07 02:26:17 -07:00

94 lines
4.1 KiB
C++

#ifndef _EQE_LUA_PARSER_H
#define _EQE_LUA_PARSER_H
#ifdef LUA_EQEMU
#include "QuestParserCollection.h"
#include "QuestInterface.h"
#include <string>
#include <list>
#include <map>
struct lua_State;
class ItemInst;
class Client;
class NPC;
#include "lua_parser_events.h"
struct lua_registered_event;
namespace luabind {
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<ItemInst*> *items);
virtual int EventGlobalNPC(QuestEventID evt, NPC* npc, Mob *init, std::string data, uint32 extra_data,
std::vector<ItemInst*> *items);
virtual int EventPlayer(QuestEventID evt, Client *client, std::string data, uint32 extra_data);
virtual int EventGlobalPlayer(QuestEventID evt, Client *client, std::string data, uint32 extra_data);
virtual int EventItem(QuestEventID evt, Client *client, ItemInst *item, Mob *mob, std::string data, uint32 extra_data);
virtual int EventSpell(QuestEventID evt, NPC* npc, Client *client, uint32 spell_id, uint32 extra_data);
virtual int EventEncounter(QuestEventID evt, std::string encounter_name, uint32 extra_data);
virtual bool HasQuestSub(uint32 npc_id, const char *subname);
virtual bool HasGlobalQuestSub(const char *subname);
virtual bool PlayerHasQuestSub(const char *subname);
virtual bool GlobalPlayerHasQuestSub(const char *subname);
virtual bool SpellHasQuestSub(uint32 spell_id, const char *subname);
virtual bool ItemHasQuestSub(ItemInst *itm, const char *subname);
virtual bool EncounterHasQuestSub(std::string encounter_name, const char *subname);
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 void DispatchEventNPC(QuestEventID evt, NPC* npc, Mob *init, std::string data, uint32 extra_data,
std::vector<ItemInst*> *items);
virtual void DispatchEventPlayer(QuestEventID evt, Client *client, std::string data, uint32 extra_data);
virtual void DispatchEventItem(QuestEventID evt, Client *client, ItemInst *item, Mob *mob, std::string data, uint32 extra_data);
virtual void DispatchEventSpell(QuestEventID evt, NPC* npc, Client *client, uint32 spell_id, uint32 extra_data);
private:
int _EventNPC(std::string package_name, QuestEventID evt, NPC* npc, Mob *init, std::string data, uint32 extra_data,
std::vector<ItemInst*> *items, luabind::object *l_func = nullptr);
int _EventPlayer(std::string package_name, QuestEventID evt, Client *client, std::string data, uint32 extra_data,
luabind::object *l_func = nullptr);
int _EventItem(std::string package_name, QuestEventID evt, Client *client, ItemInst *item, Mob *mob, std::string data,
uint32 extra_data, luabind::object *l_func = nullptr);
int _EventSpell(std::string package_name, QuestEventID evt, NPC* npc, Client *client, uint32 spell_id, uint32 extra_data,
luabind::object *l_func = nullptr);
int _EventEncounter(std::string package_name, QuestEventID evt, std::string encounter_name, uint32 extra_data);
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);
std::map<std::string, std::string> vars_;
std::map<std::string, bool> loaded_;
lua_State *L;
NPCArgumentHandler NPCArgumentDispatch[_LargestEventID];
PlayerArgumentHandler PlayerArgumentDispatch[_LargestEventID];
ItemArgumentHandler ItemArgumentDispatch[_LargestEventID];
SpellArgumentHandler SpellArgumentDispatch[_LargestEventID];
};
#endif
#endif