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EQ2Emu/docs/code/LuaInterface.md
2025-05-06 09:54:48 -04:00

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

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