
db additionally had field added: alter table character_spell_effects add column caster_level smallint(5) unsigned not null default 0;
365 lines
13 KiB
C++
365 lines
13 KiB
C++
/*
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EQ2Emulator: Everquest II Server Emulator
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Copyright (C) 2007 EQ2EMulator Development Team (http://www.eq2emulator.net)
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This file is part of EQ2Emulator.
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EQ2Emulator is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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EQ2Emulator is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with EQ2Emulator. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef LUA_INTERFACE_H
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#define LUA_INTERFACE_H
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#include <mutex>
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#include <shared_mutex>
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#include "Spawn.h"
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#include "Spells.h"
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#include "../common/Mutex.h"
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#include "Quests.h"
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#include "zoneserver.h"
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#include "client.h"
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#include <lua.hpp>
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using namespace std;
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struct ConversationOption{
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string option;
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string function;
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};
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struct OptionWindowOption {
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string optionName;
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string optionDescription;
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string optionCommand;
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int32 optionIconSheet;
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int16 optionIconID;
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string optionConfirmTitle;
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};
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//Bitmask Values
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#define EFFECT_FLAG_STUN 1
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#define EFFECT_FLAG_ROOT 2
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#define EFFECT_FLAG_MEZ 4
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#define EFFECT_FLAG_STIFLE 8
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#define EFFECT_FLAG_DAZE 16
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#define EFFECT_FLAG_FEAR 32
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#define EFFECT_FLAG_SPELLBONUS 64
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#define EFFECT_FLAG_SKILLBONUS 128
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#define EFFECT_FLAG_STEALTH 256
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#define EFFECT_FLAG_INVIS 512
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#define EFFECT_FLAG_SNARE 1024
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#define EFFECT_FLAG_WATERWALK 2048
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#define EFFECT_FLAG_WATERJUMP 4096
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#define EFFECT_FLAG_FLIGHT 8192
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#define EFFECT_FLAG_GLIDE 16384
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#define EFFECT_FLAG_AOE_IMMUNE 32768
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#define EFFECT_FLAG_STUN_IMMUNE 65536
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#define EFFECT_FLAG_MEZ_IMMUNE 131072
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#define EFFECT_FLAG_DAZE_IMMUNE 262144
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#define EFFECT_FLAG_ROOT_IMMUNE 524288
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#define EFFECT_FLAG_STIFLE_IMMUNE 1048576
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#define EFFECT_FLAG_FEAR_IMMUNE 2097152
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#define EFFECT_FLAG_SAFEFALL 4194304
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struct LuaSpell{
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Entity* caster;
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int32 initial_caster_char_id;
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int32 initial_target;
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int32 initial_target_char_id;
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vector<int32> targets;
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vector<int32> removed_targets; // previously cancelled, expired, used, so on
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multimap<int32, int8> char_id_targets;
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Spell* spell;
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lua_State* state;
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string file_name;
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Timer timer;
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bool is_recast_timer;
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int16 num_calls;
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int16 num_triggers;
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int8 slot_pos;
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int32 damage_remaining;
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bool resisted;
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bool has_damaged;
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bool is_damage_spell;
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bool interrupted;
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bool crit;
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bool last_spellattack_hit;
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bool cancel_after_all_triggers;
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bool had_triggers;
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bool had_dmg_remaining;
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Mutex MSpellTargets;
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int32 effect_bitmask;
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bool restored; // restored spell cross zone
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std::atomic<bool> has_proc;
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ZoneServer* zone;
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int16 initial_caster_level;
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};
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class LUAUserData{
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public:
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LUAUserData();
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virtual ~LUAUserData(){};
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virtual bool IsCorrectlyInitialized();
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virtual bool IsConversationOption();
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virtual bool IsOptionWindow();
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virtual bool IsSpawn();
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virtual bool IsQuest();
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virtual bool IsZone();
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virtual bool IsItem();
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virtual bool IsSkill();
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virtual bool IsSpell();
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bool correctly_initialized;
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Item* item;
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ZoneServer* zone;
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Spawn* spawn;
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vector<ConversationOption>* conversation_options;
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vector<OptionWindowOption>* option_window_option;
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vector<Spawn*>* spawn_list;
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Quest* quest;
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Skill* skill;
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LuaSpell* spell;
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};
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class LUAConversationOptionWrapper : public LUAUserData{
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public:
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LUAConversationOptionWrapper();
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bool IsConversationOption();
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};
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class LUAOptionWindowWrapper : public LUAUserData {
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public:
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LUAOptionWindowWrapper();
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bool IsOptionWindow();
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};
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class LUASpawnWrapper : public LUAUserData{
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public:
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LUASpawnWrapper();
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bool IsSpawn();
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};
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class LUAZoneWrapper : public LUAUserData{
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public:
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LUAZoneWrapper();
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bool IsZone();
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};
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class LUAQuestWrapper : public LUAUserData{
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public:
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LUAQuestWrapper();
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bool IsQuest();
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};
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class LUAItemWrapper : public LUAUserData{
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public:
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LUAItemWrapper();
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bool IsItem();
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};
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class LUASkillWrapper: public LUAUserData {
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public:
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LUASkillWrapper();
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bool IsSkill();
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};
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class LUASpellWrapper : public LUAUserData {
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public:
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LUASpellWrapper();
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bool IsSpell();
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};
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class LuaInterface {
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public:
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LuaInterface();
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~LuaInterface();
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int GetNumberOfArgs(lua_State* state);
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bool LoadItemScript(string name);
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bool LoadItemScript(const char* name);
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bool LoadSpawnScript(string name);
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bool LoadSpawnScript(const char* name);
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bool LoadZoneScript(string name);
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bool LoadZoneScript(const char* name);
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bool LoadRegionScript(string name);
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bool LoadRegionScript(const char* name);
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LuaSpell* LoadSpellScript(string name);
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LuaSpell* LoadSpellScript(const char* name);
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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);
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Spawn* GetSpawn(lua_State* state, int8 arg_num = 1);
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Item* GetItem(lua_State* state, int8 arg_num = 1);
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Quest* GetQuest(lua_State* state, int8 arg_num = 1);
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ZoneServer* GetZone(lua_State* state, int8 arg_num = 1);
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Skill* GetSkill(lua_State* state, int8 arg_num = 1);
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LuaSpell* GetSpell(lua_State* state, int8 arg_num = 1);
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vector<ConversationOption>* GetConversation(lua_State* state, int8 arg_num = 1);
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vector<OptionWindowOption>* GetOptionWindow(lua_State* state, int8 arg_num = 1);
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int8 GetInt8Value(lua_State* state, int8 arg_num = 1);
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int16 GetInt16Value(lua_State* state, int8 arg_num = 1);
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int32 GetInt32Value(lua_State* state, int8 arg_num = 1);
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sint32 GetSInt32Value(lua_State* state, int8 arg_num = 1);
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int64 GetInt64Value(lua_State* state, int8 arg_num = 1);
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sint64 GetSInt64Value(lua_State* state, int8 arg_num = 1);
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float GetFloatValue(lua_State* state, int8 arg_num = 1);
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string GetStringValue(lua_State* state, int8 arg_num = 1);
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bool GetBooleanValue(lua_State*state, int8 arg_num = 1);
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void Process();
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void SetInt32Value(lua_State* state, int32 value);
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void SetSInt32Value(lua_State* state, sint32 value);
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void SetInt64Value(lua_State* state, int64 value);
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void SetSInt64Value(lua_State* state, sint64 value);
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void SetFloatValue(lua_State* state, float value);
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void SetBooleanValue(lua_State* state, bool value);
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void SetStringValue(lua_State* state, const char* value);
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void SetSpawnValue(lua_State* state, Spawn* spawn);
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void SetSkillValue(lua_State* state, Skill* skill);
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void SetItemValue(lua_State* state, Item* item);
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void SetQuestValue(lua_State* state, Quest* quest);
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void SetZoneValue(lua_State* state, ZoneServer* zone);
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void SetSpellValue(lua_State* state, LuaSpell* spell);
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void SetConversationValue(lua_State* state, vector<ConversationOption>* conversation);
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void SetOptionWindowValue(lua_State* state, vector<OptionWindowOption>* optionWindow);
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std::string AddSpawnPointers(LuaSpell* spell, bool first_cast, bool precast = false, const char* function = 0, SpellScriptTimer* timer = 0, bool passLuaSpell=false, Spawn* altTarget = 0);
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LuaSpell* GetCurrentSpell(lua_State* state, bool needsLock = true);
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void RemoveCurrentSpell(lua_State* state, LuaSpell* cur_spell, bool needsLock = true, bool removeCurSpell = true, bool removeSpellScript = true);
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bool CallSpellProcess(LuaSpell* spell, int8 num_parameters, std::string functionCalled);
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LuaSpell* GetSpell(const char* name, bool use = true);
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void UseItemScript(const char* name, lua_State* state, bool val);
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void UseSpawnScript(const char* name, lua_State* state, bool val);
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void UseZoneScript(const char* name, lua_State* state, bool val);
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void UseRegionScript(const char* name, lua_State* state, bool val);
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lua_State* GetItemScript(const char* name, bool create_new = true, bool use = false);
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lua_State* GetSpawnScript(const char* name, bool create_new = true, bool use = false);
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lua_State* GetZoneScript(const char* name, bool create_new = true, bool use = false);
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lua_State* GetRegionScript(const char* name, bool create_new = true, bool use = false);
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LuaSpell* GetSpellScript(const char* name, bool create_new = true, bool use = true);
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LuaSpell* CreateSpellScript(const char* name, lua_State* existState);
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Quest* LoadQuest(int32 id, const char* name, const char* type, const char* zone, int8 level, const char* description, char* script_name);
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const char* GetScriptName(lua_State* state);
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void RemoveSpawnScript(const char* name);
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bool RunItemScript(string script_name, const char* function_name, Item* item, Spawn* spawn = 0, Spawn* target = 0, sint64* returnValue = 0);
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bool RunItemScriptWithReturnString(string script_name, const char* function_name, Item* item, Spawn* spawn = 0, std::string* returnValue = 0);
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bool CallItemScript(lua_State* state, int8 num_parameters, std::string* returnValue = 0);
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bool CallItemScript(lua_State* state, int8 num_parameters, sint64* returnValue = 0);
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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);
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bool CallSpawnScript(lua_State* state, int8 num_parameters);
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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);
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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);
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bool CallScriptInt32(lua_State* state, int8 num_parameters, int32* returnValue = 0);
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bool CallScriptSInt32(lua_State* state, int8 num_parameters, sint32* returnValue = 0);
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bool RunRegionScript(string script_name, const char* function_name, ZoneServer* zone, Spawn* spawn = 0, sint32 int32_arg1 = 0, int32* returnValue = 0);
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bool CallRegionScript(lua_State* state, int8 num_parameters, int32* returnValue);
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void ResetFunctionStack(lua_State* state);
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void DestroySpells();
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void DestroySpawnScripts();
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void DestroyItemScripts();
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void DestroyQuests(bool reload = false);
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void DestroyZoneScripts();
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void DestroyRegionScripts();
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void SimpleLogError(const char* error);
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void LogError(const char* error, ...);
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bool CallQuestFunction(Quest* quest, const char* function, Spawn* player, int32 step_id = 0xFFFFFFFF, int32* returnValue = 0);
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void RemoveDebugClients(Client* client);
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void UpdateDebugClients(Client* client);
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void ProcessErrorMessage(const char* message);
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map<Client*, int32> GetDebugClients(){ return debug_clients; }
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void AddUserDataPtr(LUAUserData* data, void* data_ptr = 0);
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void DeleteUserDataPtrs(bool all);
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void DeletePendingSpells(bool all);
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void DeletePendingSpell(LuaSpell* spell);
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Mutex* GetSpawnScriptMutex(const char* name);
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Mutex* GetItemScriptMutex(const char* name);
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Mutex* GetZoneScriptMutex(const char* name);
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Mutex* GetRegionScriptMutex(const char* name);
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Mutex* GetSpellScriptMutex(const char* name);
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Mutex* GetQuestMutex(Quest* quest);
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void SetLuaSystemReloading(bool val) { lua_system_reloading = val; }
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bool IsLuaSystemReloading() { return lua_system_reloading; }
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void AddPendingSpellDelete(LuaSpell* spell);
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void AddCustomSpell(LuaSpell* spell);
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void RemoveCustomSpell(int32 id);
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void FindCustomSpellLock() { MCustomSpell.readlock(); }
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void FindCustomSpellUnlock() { MCustomSpell.releasereadlock(); }
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LuaSpell* FindCustomSpell(int32 id);
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int32 GetFreeCustomSpellID();
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void SetLuaUserDataStale(void* ptr);
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private:
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bool shutting_down;
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bool lua_system_reloading;
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map<LuaSpell*, int32> spells_pending_delete;
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Timer* user_data_timer;
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Timer* spell_delete_timer;
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map<LUAUserData*, int32> user_data;
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map<void*, LUAUserData*> user_data_ptr;
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map<Client*, int32> debug_clients;
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map<lua_State*, LuaSpell*> current_spells;
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vector<string>* GetDirectoryListing(const char* directory);
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lua_State* LoadLuaFile(const char* name);
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void RegisterFunctions(lua_State* state);
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map<lua_State*, string> inverse_spells;
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map<int32, Quest*> quests;
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map<int32, lua_State*> quest_states;
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map<string, map<lua_State*, bool> > item_scripts;
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map<string, map<lua_State*, bool> > spawn_scripts;
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map<string, map<lua_State*, bool> > zone_scripts;
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map<string, map<lua_State*, bool> > region_scripts;
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map<string, map<lua_State*, LuaSpell*> > spell_scripts;
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map<int32, LuaSpell*> custom_spells;
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std::deque<int32> custom_free_spell_ids;
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map<lua_State*, string> item_inverse_scripts;
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map<lua_State*, string> spawn_inverse_scripts;
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map<lua_State*, string> zone_inverse_scripts;
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map<lua_State*, string> region_inverse_scripts;
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map<string, Mutex*> item_scripts_mutex;
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map<string, Mutex*> spawn_scripts_mutex;
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map<string, Mutex*> zone_scripts_mutex;
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map<int32, Mutex*> quests_mutex;
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map<string, Mutex*> region_scripts_mutex;
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map<string, Mutex*> spell_scripts_mutex;
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Mutex MDebugClients;
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Mutex MSpells;
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Mutex MSpawnScripts;
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Mutex MItemScripts;
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Mutex MZoneScripts;
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Mutex MQuests;
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Mutex MLUAMain;
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Mutex MSpellDelete;
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Mutex MCustomSpell;
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Mutex MRegionScripts;
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Mutex MSpellScripts;
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mutable std::shared_mutex MLUAUserData;
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};
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#endif
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