6.3 KiB
6.3 KiB
File: LuaInterface.h
Classes
ConversationOption
OptionWindowOption
LuaSpell
LUAUserData
LUAConversationOptionWrapper
LUAOptionWindowWrapper
LUASpawnWrapper
LUAZoneWrapper
LUAQuestWrapper
LUAItemWrapper
LUASkillWrapper
LUASpellWrapper
LuaInterface
Functions
bool IsConversationOption();
bool IsOptionWindow();
bool IsSpawn();
bool IsZone();
bool IsQuest();
bool IsItem();
bool IsSkill();
bool IsSpell();
int GetNumberOfArgs(lua_State* state);
bool LoadItemScript(string name);
bool LoadItemScript(const char* name);
bool LoadSpawnScript(string name);
bool LoadSpawnScript(const char* name);
bool LoadZoneScript(string name);
bool LoadZoneScript(const char* name);
bool LoadRegionScript(string name);
bool LoadRegionScript(const char* name);
void RemoveSpell(LuaSpell* spell, bool call_remove_function = true, bool can_delete = true, string reason = "", bool removing_all_spells = false, bool return_after_call_remove = false, Spawn* overrideTarget = nullptr);
int8 GetInt8Value(lua_State* state, int8 arg_num = 1);
int16 GetInt16Value(lua_State* state, int8 arg_num = 1);
int32 GetInt32Value(lua_State* state, int8 arg_num = 1);
sint32 GetSInt32Value(lua_State* state, int8 arg_num = 1);
int64 GetInt64Value(lua_State* state, int8 arg_num = 1);
sint64 GetSInt64Value(lua_State* state, int8 arg_num = 1);
float GetFloatValue(lua_State* state, int8 arg_num = 1);
string GetStringValue(lua_State* state, int8 arg_num = 1);
bool GetBooleanValue(lua_State*state, int8 arg_num = 1);
void Process();
void SetInt32Value(lua_State* state, int32 value);
void SetSInt32Value(lua_State* state, sint32 value);
void SetInt64Value(lua_State* state, int64 value);
void SetSInt64Value(lua_State* state, sint64 value);
void SetFloatValue(lua_State* state, float value);
void SetBooleanValue(lua_State* state, bool value);
void SetStringValue(lua_State* state, const char* value);
void SetSpawnValue(lua_State* state, Spawn* spawn);
void SetSkillValue(lua_State* state, Skill* skill);
void SetItemValue(lua_State* state, Item* item);
void SetQuestValue(lua_State* state, Quest* quest);
void SetZoneValue(lua_State* state, ZoneServer* zone);
void SetSpellValue(lua_State* state, LuaSpell* spell);
void SetConversationValue(lua_State* state, vector<ConversationOption>* conversation);
void SetOptionWindowValue(lua_State* state, vector<OptionWindowOption>* optionWindow);
std::string AddSpawnPointers(LuaSpell* spell, bool first_cast, bool precast = false, const char* function = 0, SpellScriptTimer* timer = 0, bool passLuaSpell=false, Spawn* altTarget = 0);
void RemoveCurrentSpell(lua_State* state, LuaSpell* cur_spell, bool needsLock = true, bool removeCurSpell = true, bool removeSpellScript = true);
bool CallSpellProcess(LuaSpell* spell, int8 num_parameters, std::string functionCalled);
void UseItemScript(const char* name, lua_State* state, bool val);
void UseSpawnScript(const char* name, lua_State* state, bool val);
void UseZoneScript(const char* name, lua_State* state, bool val);
void UseRegionScript(const char* name, lua_State* state, bool val);
void RemoveSpawnScript(const char* name);
bool RunItemScript(string script_name, const char* function_name, Item* item, Spawn* spawn = 0, Spawn* target = 0, sint64* returnValue = 0);
bool RunItemScriptWithReturnString(string script_name, const char* function_name, Item* item, Spawn* spawn = 0, std::string* returnValue = 0);
bool CallItemScript(lua_State* state, int8 num_parameters, std::string* returnValue = 0);
bool CallItemScript(lua_State* state, int8 num_parameters, sint64* returnValue = 0);
bool RunSpawnScript(string script_name, const char* function_name, Spawn* npc, Spawn* spawn = 0, const char* message = 0, bool is_door_open = false, sint32 input_value = 0, sint32* return_value = 0);
bool CallSpawnScript(lua_State* state, int8 num_parameters);
bool RunZoneScript(string script_name, const char* function_name, ZoneServer* zone, Spawn* spawn = 0, int32 int32_arg1 = 0, const char* str_arg1 = 0, Spawn* spawn_arg1 = 0, int32 int32_arg2 = 0, const char* str_arg2 = 0, Spawn* spawn_arg2 = 0);
bool RunZoneScriptWithReturn(string script_name, const char* function_name, ZoneServer* zone, Spawn* spawn, int32 int32_arg1, int32 int32_arg2, int32 int32_arg3, int32* returnValue = 0);
bool CallScriptInt32(lua_State* state, int8 num_parameters, int32* returnValue = 0);
bool CallScriptSInt32(lua_State* state, int8 num_parameters, sint32* returnValue = 0);
bool RunRegionScript(string script_name, const char* function_name, ZoneServer* zone, Spawn* spawn = 0, sint32 int32_arg1 = 0, int32* returnValue = 0);
bool CallRegionScript(lua_State* state, int8 num_parameters, int32* returnValue);
void ResetFunctionStack(lua_State* state);
void DestroySpells();
void DestroySpawnScripts();
void DestroyItemScripts();
void DestroyQuests(bool reload = false);
void DestroyZoneScripts();
void DestroyRegionScripts();
void SimpleLogError(const char* error);
void LogError(const char* error, ...);
bool CallQuestFunction(Quest* quest, const char* function, Spawn* player, int32 step_id = 0xFFFFFFFF, int32* returnValue = 0);
void RemoveDebugClients(Client* client);
void UpdateDebugClients(Client* client);
void ProcessErrorMessage(const char* message);
void AddUserDataPtr(LUAUserData* data, void* data_ptr = 0);
void DeleteUserDataPtrs(bool all);
void DeletePendingSpells(bool all);
void DeletePendingSpell(LuaSpell* spell);
void SetLuaSystemReloading(bool val) { lua_system_reloading = val; }
bool IsLuaSystemReloading() { return lua_system_reloading; }
void AddPendingSpellDelete(LuaSpell* spell);
void AddCustomSpell(LuaSpell* spell);
void RemoveCustomSpell(int32 id);
void FindCustomSpellLock() { MCustomSpell.readlock(); }
void FindCustomSpellUnlock() { MCustomSpell.releasereadlock(); }
int32 GetFreeCustomSpellID();
void SetLuaUserDataStale(void* ptr);
void RegisterFunctions(lua_State* state);
Notable Comments
- /*
- */
- //Bitmask Values