eqemu-server/zone/lua_parser.h
Kinglykrab 81e7cf5a32
[Quest API] Convert Spell Events to similar formats and exports. (#1618)
* [Quest API] Convert Spell Events to similar formats and exports.
Export spell ID, caster ID, caster level, tics remaining, and buff slot to Perl/Lua spell events.
- Export e.buff_slot, e.caster_id, e.caster_level, e.spell_id, and e.tics_remaining to `event_spell_buff_tic`, `event_spell_effect`, and `event_spell_fade` in Lua.
- Export $buff_slot, $caster_id, $caster_level, $spell_id, $tics_remaining to `EVENT_SPELL_EFFECT_BUFF_TIC_CLIENT`, `EVENT_SPELL_EFFECT_BUFF_TIC_NPC`, `EVENT_SPELL_EFFECT_CLIENT`, `EVENT_SPELL_EFFECT_NPC`, and `EVENT_SPELL_FADE` in Perl.

* Formatting.

* Remove debug variable.
2021-10-20 16:02:12 -04:00

139 lines
6.0 KiB
C++

#ifndef _EQE_LUA_PARSER_H
#define _EQE_LUA_PARSER_H
#ifdef LUA_EQEMU
#include "quest_parser_collection.h"
#include "quest_interface.h"
#include <string>
#include <list>
#include <map>
#include <exception>
#include "zone_config.h"
#include "lua_mod.h"
extern const ZoneConfig *Config;
struct lua_State;
class Client;
class NPC;
namespace EQ
{
class ItemInstance;
}
#include "lua_parser_events.h"
struct lua_registered_event;
namespace luabind {
namespace adl {
class object;
}
}
class LuaParser : public QuestInterface {
public:
~LuaParser();
virtual int EventNPC(QuestEventID evt, NPC* npc, Mob *init, std::string data, uint32 extra_data,
std::vector<EQ::Any> *extra_pointers);
virtual int EventGlobalNPC(QuestEventID evt, NPC* npc, Mob *init, std::string data, uint32 extra_data,
std::vector<EQ::Any> *extra_pointers);
virtual int EventPlayer(QuestEventID evt, Client *client, std::string data, uint32 extra_data,
std::vector<EQ::Any> *extra_pointers);
virtual int EventGlobalPlayer(QuestEventID evt, Client *client, std::string data, uint32 extra_data,
std::vector<EQ::Any> *extra_pointers);
virtual int EventItem(QuestEventID evt, Client *client, EQ::ItemInstance *item, Mob *mob, std::string data, uint32 extra_data,
std::vector<EQ::Any> *extra_pointers);
virtual int EventSpell(QuestEventID evt, NPC* npc, Client *client, uint32 spell_id, std::string data, uint32 extra_data,
std::vector<EQ::Any> *extra_pointers);
virtual int EventEncounter(QuestEventID evt, std::string encounter_name, std::string data, uint32 extra_data,
std::vector<EQ::Any> *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(EQ::ItemInstance *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, EQ::ItemInstance *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 void RemoveEncounter(const std::string &name);
virtual uint32 GetIdentifier() { return 0xb0712acc; }
virtual int DispatchEventNPC(QuestEventID evt, NPC* npc, Mob *init, std::string data, uint32 extra_data,
std::vector<EQ::Any> *extra_pointers);
virtual int DispatchEventPlayer(QuestEventID evt, Client *client, std::string data, uint32 extra_data,
std::vector<EQ::Any> *extra_pointers);
virtual int DispatchEventItem(QuestEventID evt, Client *client, EQ::ItemInstance *item, Mob *mob, std::string data, uint32 extra_data,
std::vector<EQ::Any> *extra_pointers);
virtual int DispatchEventSpell(QuestEventID evt, NPC* npc, Client *client, uint32 spell_id, std::string data, uint32 extra_data,
std::vector<EQ::Any> *extra_pointers);
static LuaParser* Instance() {
static LuaParser inst;
return &inst;
}
bool HasFunction(std::string function, std::string package_name);
//Mod Extensions
void MeleeMitigation(Mob *self, Mob *attacker, DamageHitInfo &hit, ExtraAttackOptions *opts, bool &ignoreDefault);
void ApplyDamageTable(Mob *self, DamageHitInfo &hit, bool &ignoreDefault);
bool AvoidDamage(Mob *self, Mob *other, DamageHitInfo &hit, bool &ignoreDefault);
bool CheckHitChance(Mob *self, Mob* other, DamageHitInfo &hit, bool &ignoreDefault);
void TryCriticalHit(Mob *self, Mob *defender, DamageHitInfo &hit, ExtraAttackOptions *opts, bool &ignoreDefault);
void CommonOutgoingHitSuccess(Mob *self, Mob* other, DamageHitInfo &hit, ExtraAttackOptions *opts, bool &ignoreDefault);
uint32 GetRequiredAAExperience(Client *self, bool &ignoreDefault);
uint32 GetEXPForLevel(Client *self, uint16 level, bool &ignoreDefault);
uint32 GetExperienceForKill(Client *self, Mob *against, bool &ignoreDefault);
private:
LuaParser();
LuaParser(const LuaParser&);
LuaParser& operator=(const LuaParser&);
int _EventNPC(std::string package_name, QuestEventID evt, NPC* npc, Mob *init, std::string data, uint32 extra_data,
std::vector<EQ::Any> *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<EQ::Any> *extra_pointers, luabind::adl::object *l_func = nullptr);
int _EventItem(std::string package_name, QuestEventID evt, Client *client, EQ::ItemInstance *item, Mob *mob, std::string data,
uint32 extra_data, std::vector<EQ::Any> *extra_pointers, luabind::adl::object *l_func = nullptr);
int _EventSpell(std::string package_name, QuestEventID evt, NPC* npc, Client *client, uint32 spell_id, std::string data, uint32 extra_data,
std::vector<EQ::Any> *extra_pointers, luabind::adl::object *l_func = nullptr);
int _EventEncounter(std::string package_name, QuestEventID evt, std::string encounter_name, std::string data, uint32 extra_data,
std::vector<EQ::Any> *extra_pointers);
void LoadScript(std::string filename, std::string package_name);
void MapFunctions(lua_State *L);
QuestEventID ConvertLuaEvent(QuestEventID evt);
std::map<std::string, std::string> vars_;
std::map<std::string, bool> loaded_;
std::vector<LuaMod> mods_;
lua_State *L;
NPCArgumentHandler NPCArgumentDispatch[_LargestEventID];
PlayerArgumentHandler PlayerArgumentDispatch[_LargestEventID];
ItemArgumentHandler ItemArgumentDispatch[_LargestEventID];
SpellArgumentHandler SpellArgumentDispatch[_LargestEventID];
EncounterArgumentHandler EncounterArgumentDispatch[_LargestEventID];
};
#endif
#endif