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* [Bots] Add support for Bot scripting. # Perl - Add support for `zone/bot.pl` and `zone/bot_v#.pl`. - Add support for `global/global_bot.pl`. - Add `$bot->SignalBot(signal_id)` to Perl. - Add `$bot->OwnerMessage(message)` to Perl. - Add `$entity_list->SignalAllBotsByOwnerCharacterID(character_id, signal_id)` to Perl. - Add `$entity_list->SignalBotByBotID(bot_id, signal_id)` to Perl. - Add `$entity_list->SignalBotByBotName(bot_name, signal_id)` to Perl. - Add `EVENT_SPELL_EFFECT_BOT` to Perl. - Add `EVENT_SPELL_EFFECT_BUFF_TIC_BOT` to Perl. # Lua - Add support for `zone/bot.lua` and `zone/bot_v#.lua`. - Add support for `global/global_bot.lua`. - Add `bot:SignalBot(signal_id)` to Lua. - Add `bot:OwnerMessage(message)` to Lua. - Add `entity_list:SignalAllBotsByOwnerCharacterID(character_id, signal_id)` to Lua. - Add `entity_list:SignalBotByBotID(bot_id, signal_id)` to Lua. - Add `entity_list:SignalBotByBotName(bot_name, signal_id)` to Lua. - Add `EVENT_SPELL_EFFECT_BOT` to Lua. - Add `EVENT_SPELL_EFFECT_BUFF_TIC_BOT` to Lua. # Supported Bot Events 1. `EVENT_CAST` 2. `EVENT_CAST_BEGIN` 3. `EVENT_CAST_ON` 4. `EVENT_COMBAT` 5. `EVENT_DEATH` 6. `EVENT_DEATH_COMPLETE` 7. `EVENT_SAY` 8. `EVENT_SIGNAL` 9. `EVENT_SLAY` 10. `EVENT_SLAY_NPC` 11. `EVENT_SPAWN` 12. `EVENT_TARGET_CHANGE` 13. `EVENT_TIMER` 14. `EVENT_USE_SKILL` # Common - Convert NPC pointers in common events to Mob pointers so bots are supported. - Convert signal IDs to `int` where it wasn't already, allowing negative signals to be sent properly. * Add EVENT_POPUP_RESPONSE. * Cleanup and fix EVENT_COMBAT/EVENT_SLAY/EVENT_NPC_SLAY. * Fix DoNPCEmote calls. * Update attack.cpp * Update event_codes.h * Update bot_command.cpp
293 lines
15 KiB
C++
293 lines
15 KiB
C++
#ifndef _EQE_LUA_PARSER_EVENTS_H
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#define _EQE_LUA_PARSER_EVENTS_H
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#ifdef LUA_EQEMU
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typedef void(*NPCArgumentHandler)(QuestInterface*, lua_State*, NPC*, Mob*, std::string, uint32, std::vector<std::any>*);
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typedef void(*PlayerArgumentHandler)(QuestInterface*, lua_State*, Client*, std::string, uint32, std::vector<std::any>*);
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typedef void(*ItemArgumentHandler)(QuestInterface*, lua_State*, Client*, EQ::ItemInstance*, Mob*, std::string, uint32, std::vector<std::any>*);
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typedef void(*SpellArgumentHandler)(QuestInterface*, lua_State*, Mob*, Client*, uint32, std::string, uint32, std::vector<std::any>*);
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typedef void(*EncounterArgumentHandler)(QuestInterface*, lua_State*, Encounter* encounter, std::string, uint32, std::vector<std::any>*);
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#ifdef BOTS
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typedef void(*BotArgumentHandler)(QuestInterface*, lua_State*, Bot*, Mob*, std::string, uint32, std::vector<std::any>*);
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#endif
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//NPC
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void handle_npc_event_say(QuestInterface *parse, lua_State* L, NPC* npc, Mob *init, std::string data, uint32 extra_data,
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std::vector<std::any> *extra_pointers);
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void handle_npc_event_trade(QuestInterface *parse, lua_State* L, NPC* npc, Mob *init, std::string data, uint32 extra_data,
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std::vector<std::any> *extra_pointers);
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void handle_npc_event_hp(QuestInterface *parse, lua_State* L, NPC* npc, Mob *init, std::string data, uint32 extra_data,
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std::vector<std::any> *extra_pointers);
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void handle_npc_single_mob(QuestInterface *parse, lua_State* L, NPC* npc, Mob *init, std::string data, uint32 extra_data,
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std::vector<std::any> *extra_pointers);
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void handle_npc_single_client(QuestInterface *parse, lua_State* L, NPC* npc, Mob *init, std::string data, uint32 extra_data,
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std::vector<std::any> *extra_pointers);
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void handle_npc_single_npc(QuestInterface *parse, lua_State* L, NPC* npc, Mob *init, std::string data, uint32 extra_data,
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std::vector<std::any> *extra_pointers);
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void handle_npc_task_accepted(QuestInterface *parse, lua_State* L, NPC* npc, Mob *init, std::string data, uint32 extra_data,
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std::vector<std::any> *extra_pointers);
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void handle_npc_popup(QuestInterface *parse, lua_State* L, NPC* npc, Mob *init, std::string data, uint32 extra_data,
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std::vector<std::any> *extra_pointers);
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void handle_npc_waypoint(QuestInterface *parse, lua_State* L, NPC* npc, Mob *init, std::string data, uint32 extra_data,
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std::vector<std::any> *extra_pointers);
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void handle_npc_hate(QuestInterface *parse, lua_State* L, NPC* npc, Mob *init, std::string data, uint32 extra_data,
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std::vector<std::any> *extra_pointers);
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void handle_npc_signal(QuestInterface *parse, lua_State* L, NPC* npc, Mob *init, std::string data, uint32 extra_data,
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std::vector<std::any> *extra_pointers);
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void handle_npc_timer(QuestInterface *parse, lua_State* L, NPC* npc, Mob *init, std::string data, uint32 extra_data,
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std::vector<std::any> *extra_pointers);
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void handle_npc_death(QuestInterface *parse, lua_State* L, NPC* npc, Mob *init, std::string data, uint32 extra_data,
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std::vector<std::any> *extra_pointers);
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void handle_npc_cast(QuestInterface *parse, lua_State* L, NPC* npc, Mob *init, std::string data, uint32 extra_data,
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std::vector<std::any> *extra_pointers);
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void handle_npc_area(QuestInterface *parse, lua_State* L, NPC* npc, Mob *init, std::string data, uint32 extra_data,
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std::vector<std::any> *extra_pointers);
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void handle_npc_null(QuestInterface *parse, lua_State* L, NPC* npc, Mob *init, std::string data, uint32 extra_data,
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std::vector<std::any> *extra_pointers);
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void handle_npc_loot_zone(QuestInterface *parse, lua_State* L, NPC* npc, Mob *init, std::string data, uint32 extra_data,
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std::vector<std::any> *extra_pointers);
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void handle_npc_spawn_zone(QuestInterface *parse, lua_State* L, NPC* npc, Mob *init, std::string data, uint32 extra_data,
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std::vector<std::any> *extra_pointers);
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//Player
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void handle_player_say(QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data,
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std::vector<std::any> *extra_pointers);
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void handle_player_environmental_damage(QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data,
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std::vector<std::any> *extra_pointers);
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void handle_player_death(QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data,
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std::vector<std::any> *extra_pointers);
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void handle_player_timer(QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data,
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std::vector<std::any> *extra_pointers);
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void handle_player_discover_item(QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data,
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std::vector<std::any> *extra_pointers);
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void handle_player_fish_forage_success(QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data,
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std::vector<std::any> *extra_pointers);
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void handle_player_click_object(QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data,
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std::vector<std::any> *extra_pointers);
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void handle_player_click_door(QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data,
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std::vector<std::any> *extra_pointers);
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void handle_player_signal(QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data,
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std::vector<std::any> *extra_pointers);
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void handle_player_popup_response(QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data,
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std::vector<std::any> *extra_pointers);
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void handle_player_pick_up(QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data,
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std::vector<std::any> *extra_pointers);
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void handle_player_cast(QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data,
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std::vector<std::any> *extra_pointers);
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void handle_player_task_fail(QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data,
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std::vector<std::any> *extra_pointers);
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void handle_player_zone(QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data,
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std::vector<std::any> *extra_pointers);
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void handle_player_duel_win(QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data,
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std::vector<std::any> *extra_pointers);
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void handle_player_duel_loss(QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data,
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std::vector<std::any> *extra_pointers);
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void handle_player_loot(QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data,
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std::vector<std::any> *extra_pointers);
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void handle_player_task_stage_complete(QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data,
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std::vector<std::any> *extra_pointers);
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void handle_player_task_update(QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data,
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std::vector<std::any> *extra_pointers);
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void handle_player_command(QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data,
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std::vector<std::any> *extra_pointers);
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void handle_player_combine(QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data,
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std::vector<std::any> *extra_pointers);
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void handle_player_feign(QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data,
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std::vector<std::any> *extra_pointers);
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void handle_player_area(QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data,
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std::vector<std::any> *extra_pointers);
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void handle_player_respawn(QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data,
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std::vector<std::any> *extra_pointers);
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void handle_player_packet(QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data,
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std::vector<std::any> *extra_pointers);
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void handle_player_null(QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data,
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std::vector<std::any> *extra_pointers);
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void handle_player_use_skill(QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data,
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std::vector<std::any> *extra_pointers);
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void handle_test_buff(QuestInterface* parse, lua_State* L, Client* client, std::string data, uint32 extra_data,
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std::vector<std::any>* extra_pointers);
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void handle_player_combine_validate(QuestInterface* parse, lua_State* L, Client* client, std::string data, uint32 extra_data,
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std::vector<std::any>* extra_pointers);
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void handle_player_bot_command(QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data,
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std::vector<std::any> *extra_pointers);
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void handle_player_warp(QuestInterface* parse, lua_State* L, Client* client, std::string data, uint32 extra_data,
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std::vector<std::any>* extra_pointers);
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void handle_player_quest_combine(QuestInterface* parse, lua_State* L, Client* client, std::string data, uint32 extra_data,
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std::vector<std::any>* extra_pointers);
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void handle_player_consider(QuestInterface* parse, lua_State* L, Client* client, std::string data, uint32 extra_data,
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std::vector<std::any>* extra_pointers);
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void handle_player_consider_corpse(QuestInterface* parse, lua_State* L, Client* client, std::string data, uint32 extra_data,
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std::vector<std::any>* extra_pointers);
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void handle_player_equip_item(QuestInterface* parse, lua_State* L, Client* client, std::string data, uint32 extra_data,
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std::vector<std::any>* extra_pointers);
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void handle_player_skill_up(QuestInterface* parse, lua_State* L, Client* client, std::string data, uint32 extra_data,
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std::vector<std::any>* extra_pointers);
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void handle_player_language_skill_up(QuestInterface* parse, lua_State* L, Client* client, std::string data, uint32 extra_data,
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std::vector<std::any>* extra_pointers);
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void handle_player_alt_currency_merchant(QuestInterface* parse, lua_State* L, Client* client, std::string data, uint32 extra_data,
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std::vector<std::any>* extra_pointers);
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void handle_player_merchant(QuestInterface* parse, lua_State* L, Client* client, std::string data, uint32 extra_data,
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std::vector<std::any>* extra_pointers);
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void handle_player_inspect(QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data,
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std::vector<std::any> *extra_pointers);
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void handle_player_aa_buy(QuestInterface* parse, lua_State* L, Client* client, std::string data, uint32 extra_data,
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std::vector<std::any>* extra_pointers);
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void handle_player_aa_gain(QuestInterface* parse, lua_State* L, Client* client, std::string data, uint32 extra_data,
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std::vector<std::any>* extra_pointers);
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//Item
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void handle_item_click(QuestInterface *parse, lua_State* L, Client* client, EQ::ItemInstance* item, Mob *mob, std::string data, uint32 extra_data,
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std::vector<std::any> *extra_pointers);
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void handle_item_timer(QuestInterface *parse, lua_State* L, Client* client, EQ::ItemInstance* item, Mob *mob, std::string data, uint32 extra_data,
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std::vector<std::any> *extra_pointers);
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void handle_item_proc(QuestInterface *parse, lua_State* L, Client* client, EQ::ItemInstance* item, Mob *mob, std::string data, uint32 extra_data,
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std::vector<std::any> *extra_pointers);
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void handle_item_loot(QuestInterface *parse, lua_State* L, Client* client, EQ::ItemInstance* item, Mob *mob, std::string data, uint32 extra_data,
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std::vector<std::any> *extra_pointers);
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void handle_item_equip(QuestInterface *parse, lua_State* L, Client* client, EQ::ItemInstance* item, Mob *mob, std::string data, uint32 extra_data,
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std::vector<std::any> *extra_pointers);
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void handle_item_augment(QuestInterface *parse, lua_State* L, Client* client, EQ::ItemInstance* item, Mob *mob, std::string data, uint32 extra_data,
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std::vector<std::any> *extra_pointers);
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void handle_item_augment_insert(QuestInterface *parse, lua_State* L, Client* client, EQ::ItemInstance* item, Mob *mob, std::string data, uint32 extra_data,
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std::vector<std::any> *extra_pointers);
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void handle_item_augment_remove(QuestInterface *parse, lua_State* L, Client* client, EQ::ItemInstance* item, Mob *mob, std::string data, uint32 extra_data,
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std::vector<std::any> *extra_pointers);
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void handle_item_null(QuestInterface *parse, lua_State* L, Client* client, EQ::ItemInstance* item, Mob *mob, std::string data, uint32 extra_data,
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std::vector<std::any> *extra_pointers);
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//Spell
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void handle_spell_event(QuestInterface *parse, lua_State* L, Mob* mob, Client* client, uint32 spell_id, std::string data, uint32 extra_data,
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std::vector<std::any> *extra_pointers);
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void handle_translocate_finish(QuestInterface *parse, lua_State* L, Mob* mob, Client* client, uint32 spell_id, std::string data, uint32 extra_data,
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std::vector<std::any> *extra_pointers);
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void handle_spell_null(QuestInterface *parse, lua_State* L, Mob* mob, Client* client, uint32 spell_id, std::string data, uint32 extra_data,
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std::vector<std::any> *extra_pointers);
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//Encounter
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void handle_encounter_timer(QuestInterface *parse, lua_State* L, Encounter* encounter, std::string data, uint32 extra_data,
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std::vector<std::any> *extra_pointers);
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void handle_encounter_load(QuestInterface *parse, lua_State* L, Encounter* encounter, std::string data, uint32 extra_data,
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std::vector<std::any> *extra_pointers);
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void handle_encounter_unload(QuestInterface *parse, lua_State* L, Encounter* encounter, std::string data, uint32 extra_data,
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std::vector<std::any> *extra_pointers);
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void handle_encounter_null(QuestInterface *parse, lua_State* L, Encounter* encounter, std::string data, uint32 extra_data,
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std::vector<std::any> *extra_pointers);
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#ifdef BOTS
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void handle_bot_null(
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QuestInterface *parse,
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lua_State* L,
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Bot* bot,
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Mob* init,
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std::string data,
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uint32 extra_data,
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std::vector<std::any> *extra_pointers
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);
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void handle_bot_cast(
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QuestInterface *parse,
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lua_State* L,
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Bot* bot,
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Mob* init,
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std::string data,
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uint32 extra_data,
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std::vector<std::any> *extra_pointers
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);
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void handle_bot_combat(
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QuestInterface *parse,
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lua_State* L,
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Bot* bot,
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Mob* init,
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std::string data,
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uint32 extra_data,
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std::vector<std::any> *extra_pointers
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);
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void handle_bot_death(
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QuestInterface *parse,
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lua_State* L,
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Bot* bot,
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Mob* init,
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std::string data,
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uint32 extra_data,
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std::vector<std::any> *extra_pointers
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);
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void handle_bot_popup_response(
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QuestInterface *parse,
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lua_State* L,
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Bot* bot,
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Mob* init,
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std::string data,
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uint32 extra_data,
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std::vector<std::any> *extra_pointers
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);
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void handle_bot_say(
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QuestInterface *parse,
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lua_State* L,
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Bot* bot,
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Mob* init,
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std::string data,
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uint32 extra_data,
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std::vector<std::any> *extra_pointers
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);
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void handle_bot_signal(
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QuestInterface *parse,
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lua_State* L,
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Bot* bot,
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Mob* init,
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std::string data,
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uint32 extra_data,
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std::vector<std::any> *extra_pointers
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);
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void handle_bot_slay(
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QuestInterface *parse,
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lua_State* L,
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Bot* bot,
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Mob *init,
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std::string data,
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uint32 extra_data,
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std::vector<std::any> *extra_pointers
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);
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void handle_bot_target_change(
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QuestInterface *parse,
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lua_State* L,
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Bot* bot,
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Mob* init,
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std::string data,
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uint32 extra_data,
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std::vector<std::any> *extra_pointers
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);
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void handle_bot_timer(
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QuestInterface *parse,
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lua_State* L,
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Bot* bot,
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Mob* init,
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std::string data,
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uint32 extra_data,
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std::vector<std::any> *extra_pointers
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);
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void handle_bot_use_skill(
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QuestInterface *parse,
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lua_State* L,
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Bot* bot,
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Mob* init,
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std::string data,
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uint32 extra_data,
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std::vector<std::any> *extra_pointers
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);
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#endif
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#endif
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#endif
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