/*
EQ2Emulator: Everquest II Server Emulator
Copyright (C) 2007 EQ2EMulator Development Team (http://www.eq2emulator.net)
This file is part of EQ2Emulator.
EQ2Emulator is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
EQ2Emulator is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with EQ2Emulator. If not, see .
*/
#include "LuaFunctions.h"
#include "Spawn.h"
#include "WorldDatabase.h"
#include "LuaInterface.h"
#include "../common/ConfigReader.h"
#include "client.h"
#include "World.h"
#include "Commands/Commands.h"
#include "races.h"
#include "classes.h"
#include "Variables.h"
#include "SpellProcess.h"
#include "Rules/Rules.h"
#include "../common/Log.h"
#include
#include "HeroicOp/HeroicOp.h"
#include "RaceTypes/RaceTypes.h"
#include "ClientPacketFunctions.h"
#include "Transmute.h"
#include "Titles.h"
#include
#include
#include
extern MasterFactionList master_faction_list;
extern WorldDatabase database;
extern LuaInterface* lua_interface;
extern ConfigReader configReader;
extern MasterQuestList master_quest_list;
extern MasterItemList master_item_list;
extern MasterSpellList master_spell_list;
extern World world;
extern Commands commands;
extern ZoneList zone_list;
extern Races races;
extern Classes classes;
extern Variables variables;
extern MasterSkillList master_skill_list;
extern MasterHeroicOPList master_ho_list;
extern MasterRaceTypeList race_types_list;
extern MasterLanguagesList master_languages_list;
extern MasterTitlesList master_titles_list;
extern RuleManager rule_manager;
vector ParseString(string strVal, char delim) {
stringstream ss(strVal);
vector ret;
while (ss.good())
{
string substr;
getline(ss, substr, delim);
ret.push_back(substr);
}
return ret;
}
vector ParseStringToInt32(string strVal, char delim) {
stringstream ss(strVal);
vector ret;
while (ss.good())
{
string substr;
getline(ss, substr, delim);
stringstream valss(substr);
unsigned int val = 0;
valss >> val;
ret.push_back(val);
}
return ret;
}
map ParseStringMap(string strVal, char delim) {
vector pairs = ParseString(strVal, delim);
vector::iterator itr;
map ret;
for (itr = pairs.begin(); itr != pairs.end(); itr++) {
vector keyvaluepair = ParseString(*itr, ':');
if (keyvaluepair.size() == 2) {
stringstream valss(keyvaluepair[1]);
int32 val = 0;
valss >> val;
ret[keyvaluepair[0]] = val;
}
}
return ret;
}
map ParseIntMap(string strVal, char delim) {
vector pairs = ParseString(strVal, delim);
vector::iterator itr;
map ret;
for (itr = pairs.begin(); itr != pairs.end(); itr++) {
vector keyvaluepair = ParseString(*itr, ':');
int32 key = 0;
if (keyvaluepair.size() > 0) {
stringstream keyss(keyvaluepair[0]);
keyss >> key;
}
if (keyvaluepair.size() == 1) {
ret[key] = 1;
}
else if (keyvaluepair.size() == 2) {
stringstream valss(keyvaluepair[1]);
unsigned short val = 0;
valss >> val;
ret[key] = val;
}
}
return ret;
}
map ParseSInt32Map(string strVal, char delim) {
vector pairs = ParseString(strVal, delim);
vector::iterator itr;
map ret;
for (itr = pairs.begin(); itr != pairs.end(); itr++) {
vector keyvaluepair = ParseString(*itr, ':');
int32 key = 0;
if (keyvaluepair.size() > 0) {
stringstream keyss(keyvaluepair[0]);
keyss >> key;
}
if (keyvaluepair.size() == 1) {
ret[key] = 1;
}
else if (keyvaluepair.size() == 2) {
stringstream valss(keyvaluepair[1]);
signed int val = 0;
valss >> val;
ret[key] = val;
}
}
return ret;
}
int EQ2Emu_lua_PlayFlavor(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
string mp3_string = lua_interface->GetStringValue(state, 2);
string text_string = lua_interface->GetStringValue(state, 3);
string emote_string = lua_interface->GetStringValue(state, 4);
int32 key1 = lua_interface->GetInt32Value(state, 5);
int32 key2 = lua_interface->GetInt32Value(state, 6);
Spawn* player = lua_interface->GetSpawn(state, 7);
int8 language = lua_interface->GetInt8Value(state, 8);
lua_interface->ResetFunctionStack(state);
if (spawn) {
const char* mp3 = 0;
const char* text = 0;
const char* emote = 0;
if (mp3_string.length() > 0)
mp3 = mp3_string.c_str();
if (text_string.length() > 0)
text = text_string.c_str();
if (emote_string.length() > 0)
emote = emote_string.c_str();
Client* client = 0;
if (player && player->IsPlayer())
client = ((Player*)player)->GetClient();
if (client) {
if (((Player*)player)->WasSentSpawn(spawn->GetID()))
spawn->GetZone()->PlayFlavor(client, spawn, mp3, text, emote, key1, key2, language);
}
else
spawn->GetZone()->PlayFlavor(spawn, mp3, text, emote, key1, key2, language);
}
return 0;
}
int EQ2Emu_lua_PlayFlavorID(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
int8 type = lua_interface->GetInt8Value(state, 2);
int32 id = lua_interface->GetInt32Value(state, 3);
int16 index = lua_interface->GetInt16Value(state, 4);
Spawn* player = lua_interface->GetSpawn(state, 5);
int8 language = lua_interface->GetInt8Value(state, 6);
lua_interface->ResetFunctionStack(state);
if (spawn) {
Client* client = 0;
if (player && player->IsPlayer())
client = ((Player*)player)->GetClient();
if (client) {
VoiceOverStruct non_garble, garble;
bool garble_success = false;
bool success = world.FindVoiceOver(type, id, index, &non_garble, &garble_success, &garble);
client->SendPlayFlavor(spawn, language, &non_garble, &garble, success, garble_success);
}
else
spawn->GetZone()->PlayFlavorID(spawn, type, id, index, language);
}
return 0;
}
int EQ2Emu_lua_PlaySound(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
string sound_string = lua_interface->GetStringValue(state, 2);
float x = lua_interface->GetFloatValue(state, 3);
float y = lua_interface->GetFloatValue(state, 4);
float z = lua_interface->GetFloatValue(state, 5);
Spawn* player = lua_interface->GetSpawn(state, 6);
lua_interface->ResetFunctionStack(state);
if (spawn && sound_string.length() > 0) {
Client* client = 0;
if (player && player->IsPlayer())
client = ((Player*)player)->GetClient();
if (client)
spawn->GetZone()->PlaySoundFile(client, sound_string.c_str(), x, y, z);
else
spawn->GetZone()->PlaySoundFile(0, sound_string.c_str(), x, y, z);
}
return 0;
}
int EQ2Emu_lua_SetRequiredQuest(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
int32 quest_id = lua_interface->GetInt32Value(state, 2);
int16 quest_step = lua_interface->GetInt16Value(state, 3);
bool private_spawn = (lua_interface->GetInt8Value(state, 4) == 1);
bool continued_access = (lua_interface->GetInt8Value(state, 5) == 1);
int16 flag_override = lua_interface->GetInt16Value(state, 6);
lua_interface->ResetFunctionStack(state);
if (!spawn) {
lua_interface->LogError("%s: LUA SetRequiredQuest command error: spawn is not valid", lua_interface->GetScriptName(state));
return 0;
}
if (quest_id > 0) {
//Add this quest to the list of required quests for this spawn
spawn->SetQuestsRequired(quest_id, quest_step);
//If private spawn value set
if (private_spawn) {
//Set the spawn to be private when not granted access through this quest
spawn->AddAllowAccessSpawn(spawn);
spawn->SetPrivateQuestSpawn(true);
}
//This value allows access after a quest step, or the whole quest has been completed
if (continued_access)
spawn->SetQuestsRequiredContinuedAccess(true);
//This value will override vis_flags in the vis packet
if (flag_override > 0)
spawn->SetQuestsRequiredOverride(flag_override);
}
return 0;
}
int EQ2Emu_lua_SpawnSetByDistance(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
float max_distance = lua_interface->GetFloatValue(state, 2);
string variable = lua_interface->GetStringValue(state, 3);
string value = lua_interface->GetStringValue(state, 4);
lua_interface->ResetFunctionStack(state);
if (max_distance > 0 && spawn && value.length() > 0 && variable.length() > 0 && spawn->GetZone())
spawn->GetZone()->SpawnSetByDistance(spawn, max_distance, variable, value);
return 0;
}
int EQ2Emu_lua_PerformCameraShake(lua_State* state) {
if (!lua_interface)
return 0;
Client* client = 0;
Spawn* player = lua_interface->GetSpawn(state);
float intensity = lua_interface->GetFloatValue(state, 2);
int8 direction = lua_interface->GetInt8Value(state, 3);
lua_interface->ResetFunctionStack(state);
if (!player) {
lua_interface->LogError("LUA PerformCameraShake command error: spawn is not valid");
return 0;
}
if (!player->IsPlayer()) {
lua_interface->LogError("LUA PerformCameraShake command error: spawn is not a player");
return 0;
}
if (player->GetZone())
client = ((Player*)player)->GetClient();
if (!client) {
lua_interface->LogError("LUA PerformCameraShake command error: could not find client");
return 0;
}
PacketStruct* packet = configReader.getStruct("WS_PerformCameraShakeMsg", client->GetVersion());
if (packet) {
/* Client Intensity Logic (does not restrict service side, but expect .01 - 1.0 range)
v1 = *(float *)(a1 + 4);
if ( v1 > 0.0 )
v2 = fminf(v1, 1.0);
else
v2 = 0.1;
*/
packet->setDataByName("intensity", intensity);
if ( client->GetVersion() > 561 )
packet->setDataByName("direction", direction);
client->QueuePacket(packet->serialize());
safe_delete(packet);
}
return 0;
}
int EQ2Emu_lua_KillSpawn(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* dead = lua_interface->GetSpawn(state);
Spawn* killer = lua_interface->GetSpawn(state, 2);
bool send_packet = (lua_interface->GetInt8Value(state, 3) == 1);
lua_interface->ResetFunctionStack(state);
if (dead && dead->Alive() && dead->GetZone())
dead->GetZone()->KillSpawn(false, dead, killer, send_packet);
return 0;
}
int EQ2Emu_lua_KillSpawnByDistance(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
float max_distance = lua_interface->GetFloatValue(state, 2);
bool include_players = lua_interface->GetInt8Value(state, 3);
bool send_packet = (lua_interface->GetInt8Value(state, 4) == 1);
lua_interface->ResetFunctionStack(state);
if (max_distance > 0 && spawn && spawn->GetZone())
spawn->GetZone()->KillSpawnByDistance(spawn, max_distance, include_players, send_packet);
return 0;
}
int EQ2Emu_lua_Despawn(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
int32 delay = lua_interface->GetInt32Value(state, 2);
lua_interface->ResetFunctionStack(state);
if (spawn && spawn->GetZone())
spawn->GetZone()->Despawn(spawn, delay);
return 0;
}
int EQ2Emu_lua_ChangeHandIcon(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
int8 displayHandIcon = lua_interface->GetInt8Value(state, 2);
lua_interface->ResetFunctionStack(state);
if (spawn) {
spawn->info_changed = true;
spawn->SetShowHandIcon(displayHandIcon);
}
return 0;
}
//this function is used to force an update packet to be sent.
//Useful if certain calculated things change after the player is sent the spawn packet, like quest flags or player has access to an object now
int EQ2Emu_lua_SetVisualFlag(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
lua_interface->ResetFunctionStack(state);
if (spawn) {
spawn->vis_changed = true;
spawn->GetZone()->AddChangedSpawn(spawn);
}
return 0;
}
//this function is used to force an update packet to be sent.
//Useful if certain calculated things change after the player is sent the spawn packet, like quest flags or player has access to an object now
int EQ2Emu_lua_SetInfoFlag(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
lua_interface->ResetFunctionStack(state);
if (spawn) {
spawn->info_changed = true;
spawn->GetZone()->AddChangedSpawn(spawn);
}
return 0;
}
int EQ2Emu_lua_SendStateCommand(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
int32 new_state = lua_interface->GetInt32Value(state, 2);
Spawn* player = lua_interface->GetSpawn(state, 3);
lua_interface->ResetFunctionStack(state);
if (spawn) {
if(player)
{
if(player->IsPlayer())
{
Client* client = ((Player*)player)->GetClient();
if(client)
{
ClientPacketFunctions::SendStateCommand(client, client->GetPlayer()->GetIDWithPlayerSpawn(spawn), new_state);
lua_interface->SetBooleanValue(state, true);
return 1;
}
else
LogWrite(LUA__ERROR, 0, "LUA", "Spawn %s Error in SendStateCommand,attempted to pass player value in argument 3, but argument does not have active client.", spawn->GetName());
}
else
LogWrite(LUA__ERROR, 0, "LUA", "Spawn %s Error in SendStateCommand,attempted to pass player value in argument 3, but argument is NOT a player.", spawn->GetName());
}
else
{
spawn->GetZone()->QueueStateCommandToClients(spawn->GetID(), new_state);
lua_interface->SetBooleanValue(state, true);
return 1;
}
}
lua_interface->SetBooleanValue(state, false);
return 1;
}
int EQ2Emu_lua_SpawnSet(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
string variable = lua_interface->GetStringValue(state, 2);
string value = lua_interface->GetStringValue(state, 3);
bool no_update = lua_interface->GetBooleanValue(state, 4); // send update is true by default in SetSpawnCommand, so allow user to specify 'true' to disable send update.
bool temporary_flag = true;
int8 num_args = (int8)lua_interface->GetNumberOfArgs(state);
int8 index = 0;
if(num_args >= 5)
{
temporary_flag = lua_interface->GetBooleanValue(state, 5); // this used to be false, but no one bothered to set it temporary, we don't need to update the DB
index = lua_interface->GetInt8Value(state, 6);
}
lua_interface->ResetFunctionStack(state);
int32 type = commands.GetSpawnSetType(variable);
if (type != 0xFFFFFFFF && value.length() > 0 && spawn)
commands.SetSpawnCommand(0, spawn, type, value.c_str(), !no_update, temporary_flag, nullptr, index);
return 0;
}
int EQ2Emu_lua_GetSpawn(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
int32 spawn_id = lua_interface->GetInt32Value(state, 2);
lua_interface->ResetFunctionStack(state);
if (spawn && spawn_id > 0) {
Spawn* closest_spawn = spawn->GetZone()->GetClosestSpawn(spawn, spawn_id);
if (closest_spawn) {
lua_interface->SetSpawnValue(state, closest_spawn);
return 1;
}
}
return 0;
}
int EQ2Emu_lua_GetSpawnFromList(lua_State* state) {
if (!lua_interface)
return 0;
vector spawns;
int32 position = 0;
if(lua_istable(state, 1)) {
size_t len = lua_rawlen(state, 1);
for(int i=1;i <= len; i++)
{
// get the entry to stack
lua_rawgeti(state, 1, i);
int Top = lua_gettop(state);
if(lua_islightuserdata(state,Top)) {
LUAUserData* data = (LUAUserData*)lua_touserdata(state, Top);
if(data->IsSpawn()) {
spawns.push_back(data->spawn);
}
}
// remove entry from stack
lua_pop(state,1);
}
}
position = lua_interface->GetInt32Value(state, 2);
lua_interface->ResetFunctionStack(state);
Spawn* spawn = 0;
if(position < spawns.size()) {
spawn = spawns.at(position);
}
if(spawn) {
lua_interface->SetSpawnValue(state, spawn);
return 1;
}
return 0;
}
int EQ2Emu_lua_GetSpawnListSize(lua_State* state) {
if (!lua_interface)
return 0;
vector spawns;
if(lua_istable(state, 1)) {
size_t len = lua_rawlen(state, 1);
for(int i=1;i <= len; i++)
{
// get the entry to stack
lua_rawgeti(state, 1, i);
int Top = lua_gettop(state);
if(lua_islightuserdata(state,Top)) {
LUAUserData* data = (LUAUserData*)lua_touserdata(state, Top);
if(data->IsSpawn()) {
spawns.push_back(data->spawn);
}
}
// remove entry from stack
lua_pop(state,1);
}
}
lua_interface->ResetFunctionStack(state);
lua_interface->SetInt32Value(state, spawns.size());
return 1;
}
int EQ2Emu_lua_GetSpawnListBySpawnID(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
int32 spawn_id = lua_interface->GetInt32Value(state, 2);
lua_interface->ResetFunctionStack(state);
if (spawn) {
vector spawns = spawn->GetZone()->GetSpawnsByID(spawn_id);
if (spawns.size() > 0) {
lua_createtable(state, spawns.size(), 0);
int newTable = lua_gettop(state);
for (int32 i = 0; i < spawns.size(); i++) {
lua_interface->SetSpawnValue(state, spawns.at(i));
lua_rawseti(state, newTable, i + 1);
}
return 1;
}
}
return 0;
}
int EQ2Emu_lua_GetSpawnListByRailID(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
sint64 rail_id = lua_interface->GetSInt64Value(state, 2);
lua_interface->ResetFunctionStack(state);
if (spawn) {
vector spawns = spawn->GetZone()->GetSpawnsByRailID(rail_id);
if (spawns.size() > 0) {
lua_createtable(state, spawns.size(), 0);
int newTable = lua_gettop(state);
for (int32 i = 0; i < spawns.size(); i++) {
lua_interface->SetSpawnValue(state, spawns.at(i));
lua_rawseti(state, newTable, i + 1);
}
return 1;
}
}
return 0;
}
int EQ2Emu_lua_GetPassengerSpawnList(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
lua_interface->ResetFunctionStack(state);
if (spawn) {
vector spawns = spawn->GetPassengersOnRail();
if (spawns.size() > 0) {
lua_createtable(state, spawns.size(), 0);
int newTable = lua_gettop(state);
for (int32 i = 0; i < spawns.size(); i++) {
lua_interface->SetSpawnValue(state, spawns.at(i));
lua_rawseti(state, newTable, i + 1);
}
return 1;
}
}
return 0;
}
int EQ2Emu_lua_GetVariableValue(lua_State* state) {
if (!lua_interface)
return 0;
string variable_name = lua_interface->GetStringValue(state);
lua_interface->ResetFunctionStack(state);
Variable* var = variables.FindVariable(variable_name);
if (var) {
lua_interface->SetStringValue(state, var->GetValue());
return 1;
}
return 0;
}
int EQ2Emu_lua_GetCoinMessage(lua_State* state) {
if (!lua_interface)
return 0;
int32 total_coins = lua_interface->GetInt32Value(state);
lua_interface->ResetFunctionStack(state);
if (total_coins == 0) {
lua_interface->SetStringValue(state, "0 copper");
return 1;
}
char tmp[64] = { 0 };
string message = "";
int32 val = 0;
if (total_coins >= 1000000) {
val = total_coins / 1000000;
total_coins -= 1000000 * val;
sprintf(tmp, " %u Platinum", val);
message.append(tmp);
memset(tmp, 0, 64);
}
if (total_coins >= 10000) {
val = total_coins / 10000;
total_coins -= 10000 * val;
sprintf(tmp, " %u Gold", val);
message.append(tmp);
memset(tmp, 0, 64);
}
if (total_coins >= 100) {
val = total_coins / 100;
total_coins -= 100 * val;
sprintf(tmp, " %u Silver", val);
message.append(tmp);
memset(tmp, 0, 64);
}
if (total_coins > 0) {
sprintf(tmp, " %u Copper", (int32)total_coins);
message.append(tmp);
}
lua_interface->SetStringValue(state, message.c_str());
return 1;
}
int EQ2Emu_lua_GetSpawnByGroupID(lua_State* state) {
ZoneServer* zone = lua_interface->GetZone(state);
int32 group_id = lua_interface->GetInt32Value(state, 2);
lua_interface->ResetFunctionStack(state);
if (zone) {
Spawn* spawn = zone->GetSpawnGroup(group_id);
if (spawn) {
lua_interface->SetSpawnValue(state, spawn);
return 1;
}
}
return 0;
}
int EQ2Emu_lua_GetSpawnByLocationID(lua_State* state) {
ZoneServer* zone = lua_interface->GetZone(state);
int32 location_id = lua_interface->GetInt32Value(state, 2);
lua_interface->ResetFunctionStack(state);
if (zone) {
Spawn* spawn = zone->GetSpawnByLocationID(location_id);
if (spawn) {
lua_interface->SetSpawnValue(state, spawn);
return 1;
}
}
return 0;
}
int EQ2Emu_lua_GetSpawnID(lua_State* state) {
Spawn* spawn = lua_interface->GetSpawn(state);
lua_interface->ResetFunctionStack(state);
if (spawn) {
lua_interface->SetInt32Value(state, spawn->GetDatabaseID());
return 1;
}
return 0;
}
int EQ2Emu_lua_GetSpawnGroupID(lua_State* state) {
Spawn* spawn = lua_interface->GetSpawn(state);
lua_interface->ResetFunctionStack(state);
if (spawn) {
lua_interface->SetInt32Value(state, spawn->GetSpawnGroupID());
return 1;
}
return 0;
}
int EQ2Emu_lua_SetSpawnGroupID(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
int32 new_group_id = lua_interface->GetInt32Value(state, 2);
lua_interface->ResetFunctionStack(state);
if (spawn) {
spawn->SetSpawnGroupID(new_group_id);
lua_interface->SetBooleanValue(state, true);
return 1;
}
lua_interface->SetBooleanValue(state, false);
return 1;
}
int EQ2Emu_lua_AddSpawnToGroup(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
int32 new_group_id = lua_interface->GetInt32Value(state, 2);
lua_interface->ResetFunctionStack(state);
if (spawn) {
if(spawn->GetSpawnGroupID() == new_group_id) {
lua_interface->SetBooleanValue(state, false);
return 1;
}
spawn->GetZone()->AddSpawnToGroup(spawn, new_group_id);
lua_interface->SetBooleanValue(state, true);
return 1;
}
lua_interface->SetBooleanValue(state, false);
return 1;
}
int EQ2Emu_lua_GetSpawnLocationID(lua_State* state) {
Spawn* spawn = lua_interface->GetSpawn(state);
lua_interface->ResetFunctionStack(state);
if (spawn) {
lua_interface->SetInt32Value(state, spawn->GetSpawnLocationID());
return 1;
}
return 0;
}
int EQ2Emu_lua_GetSpawnLocationPlacementID(lua_State* state) {
Spawn* spawn = lua_interface->GetSpawn(state);
lua_interface->ResetFunctionStack(state);
if (spawn) {
lua_interface->SetInt32Value(state, spawn->GetSpawnLocationPlacementID());
return 1;
}
return 0;
}
int EQ2Emu_lua_GetFactionAmount(lua_State* state) {
Player* player = (Player*)lua_interface->GetSpawn(state);
int32 faction_id = lua_interface->GetInt32Value(state, 2);
lua_interface->ResetFunctionStack(state);
if (player && player->IsPlayer() && faction_id > 0) {
lua_interface->SetSInt32Value(state, player->GetFactions()->GetFactionValue(faction_id));
return 1;
}
return 0;
}
int EQ2Emu_lua_SetFactionID(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
int32 value = lua_interface->GetInt32Value(state, 2);
lua_interface->ResetFunctionStack(state);
if (spawn) {
spawn->SetFactionID(value);
}
return 0;
}
int EQ2Emu_lua_GetFactionID(lua_State* state) {
Spawn* spawn = lua_interface->GetSpawn(state);
lua_interface->ResetFunctionStack(state);
if (spawn) {
lua_interface->SetInt32Value(state, spawn->GetFactionID());
return 1;
}
return 0;
}
int EQ2Emu_lua_GetGender(lua_State* state) {
Spawn* spawn = lua_interface->GetSpawn(state);
lua_interface->ResetFunctionStack(state);
if (spawn) {
lua_interface->SetInt32Value(state, spawn->GetGender());
return 1;
}
return 0;
}
int EQ2Emu_lua_GetTarget(lua_State* state) {
Spawn* spawn = lua_interface->GetSpawn(state);
lua_interface->ResetFunctionStack(state);
if (spawn && spawn->IsEntity() && ((Entity*)spawn)->GetTarget()) {
lua_interface->SetSpawnValue(state, ((Entity*)spawn)->GetTarget());
return 1;
}
return 0;
}
int EQ2Emu_lua_PlayVoice(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
string mp3_string = lua_interface->GetStringValue(state, 2);
int32 key1 = lua_interface->GetInt32Value(state, 3);
int32 key2 = lua_interface->GetInt32Value(state, 4);
Spawn* player = lua_interface->GetSpawn(state, 5);
lua_interface->ResetFunctionStack(state);
if (spawn && mp3_string.length() > 0) {
Client* client = 0;
if (player && player->IsPlayer())
client = ((Player*)player)->GetClient();
if (client) {
if (((Player*)player)->WasSentSpawn(spawn->GetID()))
spawn->GetZone()->PlayVoice(client, spawn, mp3_string.c_str(), key1, key2);
}
else
spawn->GetZone()->PlayVoice(spawn, mp3_string.c_str(), key1, key2);
}
return 0;
}
int EQ2Emu_lua_GetCurrentZoneSafeLocation(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
lua_interface->ResetFunctionStack(state);
if (spawn) {
lua_interface->SetFloatValue(state, spawn->GetZone()->GetSafeX());
lua_interface->SetFloatValue(state, spawn->GetZone()->GetSafeY());
lua_interface->SetFloatValue(state, spawn->GetZone()->GetSafeZ());
return 3;
}
return 0;
}
int EQ2Emu_lua_HasLootItem(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
if (spawn) {
int32 item_id = lua_interface->GetInt32Value(state, 2);
lua_interface->ResetFunctionStack(state);
lua_interface->SetBooleanValue(state, spawn->HasLootItemID(item_id));
return 1;
}
lua_interface->ResetFunctionStack(state);
return 0;
}
int EQ2Emu_lua_AddLootItem(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
if (spawn && spawn->IsEntity()) {
int32 item_id = lua_interface->GetInt32Value(state, 2);
int16 charges = lua_interface->GetInt16Value(state, 3);
if (charges == 0)
charges = 1;
((Entity*)spawn)->AddLootItem(item_id, charges);
}
lua_interface->ResetFunctionStack(state);
return 0;
}
int EQ2Emu_lua_RemoveLootItem(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
if (spawn && spawn->IsEntity()) {
int32 item_id = lua_interface->GetInt32Value(state, 2);
Item* item = spawn->LootItem(item_id);
lua_interface->SetLuaUserDataStale(item);
safe_delete(item);
}
lua_interface->ResetFunctionStack(state);
return 0;
}
int EQ2Emu_lua_AddLootCoin(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
if (spawn) {
int32 val = lua_interface->GetInt32Value(state, 2);
spawn->AddLootCoins(val);
}
lua_interface->ResetFunctionStack(state);
return 0;
}
int EQ2Emu_lua_GiveLoot(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* entity = lua_interface->GetSpawn(state);
Spawn* player = lua_interface->GetSpawn(state, 2);
if (entity && player && player->IsPlayer()) {
int32 coins = lua_interface->GetInt32Value(state, 3);
vector- * items = 0;
int i = 0;
int32 item_id = 0;
while ((item_id = lua_interface->GetInt32Value(state, 4 + i))) {
if (items == 0)
items = new vector
- ;
if (master_item_list.GetItem(item_id))
items->push_back(master_item_list.GetItem(item_id));
i++;
}
Client* client = 0;
client = ((Player*)player)->GetClient();
if (client)
((Player*)player)->AddPendingLootItems(entity->GetID(), items);
if(coins > 0)
entity->AddLootCoins(coins);
safe_delete(items);
}
lua_interface->ResetFunctionStack(state);
return 0;
}
int EQ2Emu_lua_HasPendingLootItem(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* entity = lua_interface->GetSpawn(state);
Spawn* player = lua_interface->GetSpawn(state, 2);
int32 item_id = lua_interface->GetInt32Value(state, 3);
lua_interface->ResetFunctionStack(state);
if (entity && entity->IsEntity() && player && player->IsPlayer() && item_id > 0) {
lua_interface->SetBooleanValue(state, ((Player*)player)->HasPendingLootItem(entity->GetID(), item_id));
return 1;
}
return 0;
}
int EQ2Emu_lua_HasPendingLoot(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* entity = lua_interface->GetSpawn(state);
Spawn* player = lua_interface->GetSpawn(state, 2);
lua_interface->ResetFunctionStack(state);
if (entity && player && player->IsPlayer()) {
lua_interface->SetBooleanValue(state, ((Player*)player)->HasPendingLootItems(entity->GetID()));
return 1;
}
return 0;
}
int EQ2Emu_lua_CreateConversation(lua_State* state) {
if (!lua_interface)
return 0;
vector* conversation = lua_interface->GetConversation(state);
lua_interface->SetLuaUserDataStale(conversation);
safe_delete(conversation);
lua_interface->ResetFunctionStack(state);
conversation = new vector();
lua_interface->SetConversationValue(state, conversation);
return 1;
}
int EQ2Emu_lua_AddConversationOption(lua_State* state) {
if (!lua_interface)
return 0;
vector* conversation = lua_interface->GetConversation(state);
if (conversation) {
ConversationOption conv_option;
conv_option.option = lua_interface->GetStringValue(state, 2);
conv_option.function = lua_interface->GetStringValue(state, 3);
if (conv_option.option.length() > 0)
conversation->push_back(conv_option);
}
lua_interface->ResetFunctionStack(state);
return 0;
}
int EQ2Emu_lua_CloseConversation(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* npc = lua_interface->GetSpawn(state);
Spawn* player = lua_interface->GetSpawn(state, 2);
lua_interface->ResetFunctionStack(state);
if (npc && player && player->IsPlayer() && player->GetZone()) {
Client* client = ((Player*)player)->GetClient();
if (client) {
int32 conversation_id = client->GetConversationID(npc, 0);
client->CloseDialog(conversation_id);
}
}
return 0;
}
int EQ2Emu_lua_CloseItemConversation(lua_State* state) {
if (!lua_interface)
return 0;
Item* item = lua_interface->GetItem(state);
Spawn* player = lua_interface->GetSpawn(state, 2);
lua_interface->ResetFunctionStack(state);
if (item && player && player->IsPlayer() && player->GetZone()) {
Client* client = ((Player*)player)->GetClient();
if (client) {
int32 conversation_id = client->GetConversationID(0, item);
client->CloseDialog(conversation_id);
}
}
return 0;
}
int EQ2Emu_lua_StartDialogConversation(lua_State* state) {
if (!lua_interface)
return 0;
vector* conversation = lua_interface->GetConversation(state);
Spawn* spawn = 0;
Item* item = 0;
int8 type = lua_interface->GetInt8Value(state, 2);
if (type == 1 || type == 3)
spawn = lua_interface->GetSpawn(state, 3);
else if (type == 2 || type == 4)
item = lua_interface->GetItem(state, 3);
Spawn* player = lua_interface->GetSpawn(state, 4);
string text = lua_interface->GetStringValue(state, 5);
string mp3 = lua_interface->GetStringValue(state, 6);
int32 key1 = lua_interface->GetInt32Value(state, 7);
int32 key2 = lua_interface->GetInt32Value(state, 8);
int8 language = lua_interface->GetInt8Value(state, 9);
int numargs = lua_interface->GetNumberOfArgs(state);
int8 can_close = 1;
if(numargs > 9)
can_close = lua_interface->GetInt32Value(state, 10);
lua_interface->ResetFunctionStack(state);
if (conversation && text.length() > 0 && (spawn || item) && player && player->IsPlayer()) {
Client* client = ((Player*)player)->GetClient();
if (client) {
if (spawn) {
// Need to do this so the function works the same as it did before
if (type == 1)
type++;
if (mp3.length() > 0)
client->DisplayConversation((Entity*)spawn, type, conversation, const_cast(text.c_str()), mp3.c_str(), key1, key2, language, can_close);
else
client->DisplayConversation((Entity*)spawn, type, conversation, const_cast(text.c_str()), nullptr, 0, 0, language, can_close);
}
else {
if (mp3.length() > 0)
client->DisplayConversation(item, conversation, const_cast(text.c_str()), type, mp3.c_str(), key1, key2, language, can_close);
else
client->DisplayConversation(item, conversation, const_cast(text.c_str()), type, nullptr, 0, 0, language, can_close);
}
}
}
lua_interface->SetLuaUserDataStale(conversation);
safe_delete(conversation);
return 0;
}
int EQ2Emu_lua_StartConversation(lua_State* state) {
if (!lua_interface)
return 0;
vector* conversation = lua_interface->GetConversation(state);
Spawn* source = lua_interface->GetSpawn(state, 2);
Spawn* player = lua_interface->GetSpawn(state, 3);
string text = lua_interface->GetStringValue(state, 4);
string mp3 = lua_interface->GetStringValue(state, 5);
int32 key1 = lua_interface->GetInt32Value(state, 6);
int32 key2 = lua_interface->GetInt32Value(state, 7);
int8 language = lua_interface->GetInt32Value(state, 8);
int numargs = lua_interface->GetNumberOfArgs(state);
int8 can_close = 1;
if(numargs > 8)
can_close = lua_interface->GetInt32Value(state, 9);
lua_interface->ResetFunctionStack(state);
if (conversation && conversation->size() > 0 && text.length() > 0 && source && player && player->IsPlayer()) {
Client* client = ((Player*)player)->GetClient();
if (mp3.length() > 0)
client->DisplayConversation(source, 1, conversation, text.c_str(), mp3.c_str(), key1, key2, language, can_close);
else
client->DisplayConversation(source, 1, conversation, text.c_str(), nullptr, 0, 0, language, can_close);
lua_interface->SetLuaUserDataStale(conversation);
safe_delete(conversation);
}
else
LogWrite(LUA__ERROR, 0, "LUA", "Spawn %s Error in StartConversation, potentially AddConversationOption not yet called or the StartConversation arguments are incorrect, text: %s, conversationSize: %i.", source ? source->GetName() : "UNKNOWN", text.size() ? text.c_str() : "", conversation ? conversation->size() : -1);
return 0;
}
int EQ2Emu_lua_SetPlayerProximityFunction(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
float distance = lua_interface->GetFloatValue(state, 2);
string in_range_function = lua_interface->GetStringValue(state, 3);
string leaving_range_function = lua_interface->GetStringValue(state, 4);
if (spawn && !spawn->IsPlayer() && distance > 0 && in_range_function.length() > 0)
spawn->GetZone()->AddPlayerProximity(spawn, distance, in_range_function, leaving_range_function);
return 0;
}
int EQ2Emu_lua_SetLocationProximityFunction(lua_State* state) {
ZoneServer* zone = lua_interface->GetZone(state);
float x = lua_interface->GetFloatValue(state, 2);
float y = lua_interface->GetFloatValue(state, 3);
float z = lua_interface->GetFloatValue(state, 4);
float max_variation = lua_interface->GetFloatValue(state, 5);
string in_range_function = lua_interface->GetStringValue(state, 6);
string leaving_range_function = lua_interface->GetStringValue(state, 7);
lua_interface->ResetFunctionStack(state);
if (zone && in_range_function.length() > 0)
zone->AddLocationProximity(x, y, z, max_variation, in_range_function, leaving_range_function);
return 0;
}
int EQ2Emu_lua_SetLootCoin(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
if (spawn && spawn->IsEntity()) {
int32 val = lua_interface->GetInt32Value(state, 2);
((Entity*)spawn)->SetLootCoins(val);
}
lua_interface->ResetFunctionStack(state);
return 0;
}
int EQ2Emu_lua_GetLootCoin(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
lua_interface->ResetFunctionStack(state);
if (spawn && spawn->IsEntity()) {
lua_interface->SetInt32Value(state, ((Entity*)spawn)->GetLootCoins());
return 1;
}
return 0;
}
int EQ2Emu_lua_MovementLoopAdd(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
float x = lua_interface->GetFloatValue(state, 2);
float y = lua_interface->GetFloatValue(state, 3);
float z = lua_interface->GetFloatValue(state, 4);
float speed = lua_interface->GetFloatValue(state, 5);
int32 delay = lua_interface->GetInt32Value(state, 6); //this should be given as seconds, as it is converted to ms later
string function = lua_interface->GetStringValue(state, 7);
int8 num_args = (int8)lua_interface->GetNumberOfArgs(state);
float heading = lua_interface->GetFloatValue(state, 8);
if (spawn) {
spawn->AddMovementLocation(x, y, z, speed, delay, function.c_str(), heading, (num_args > 7) ? true : false );
spawn->GetZone()->AddMovementNPC(spawn);
}
lua_interface->ResetFunctionStack(state);
return 0;
}
int EQ2Emu_lua_IsPlayer(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
lua_interface->ResetFunctionStack(state);
if (spawn) {
lua_interface->SetBooleanValue(state, spawn->IsPlayer());
return 1;
}
return 0;
}
int EQ2Emu_lua_GetCharacterID(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
lua_interface->ResetFunctionStack(state);
if (spawn && spawn->IsPlayer()) {
lua_interface->SetInt32Value(state, ((Player*)spawn)->GetCharacterID());
return 1;
}
lua_interface->SetInt32Value(state, 0);
return 1;
}
int EQ2Emu_lua_FaceTarget(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
Spawn* target = lua_interface->GetSpawn(state, 2);
int8 num_args = (int8)lua_interface->GetNumberOfArgs(state);
bool reset_action_state = true;
if(num_args > 2)
reset_action_state = lua_interface->GetBooleanValue(state, 3);
if (spawn && target) {
if (spawn->IsEntity())
// ((Entity*)spawn)->FaceTarget(target);
static_cast(spawn)->FaceTarget(target, reset_action_state);
}
lua_interface->ResetFunctionStack(state);
return 0;
}
int EQ2Emu_lua_MoveToLocation(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
float x = lua_interface->GetFloatValue(state, 2);
float y = lua_interface->GetFloatValue(state, 3);
float z = lua_interface->GetFloatValue(state, 4);
float speed = lua_interface->GetFloatValue(state, 5);
string lua_function = lua_interface->GetStringValue(state, 6);
bool more_points = lua_interface->GetBooleanValue(state, 7);
if (spawn) {
if (speed == 0)
speed = spawn->GetSpeed();
spawn->AddRunningLocation(x, y, z, speed, 0.0f, true, !more_points, lua_function);
}
lua_interface->ResetFunctionStack(state);
return 0;
}
int EQ2Emu_lua_ClearRunningLocations(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
lua_interface->ResetFunctionStack(state);
if (spawn) {
spawn->ClearRunningLocations();
}
return 0;
}
int EQ2Emu_lua_Say(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
string message = lua_interface->GetStringValue(state, 2);
Spawn* player = lua_interface->GetSpawn(state, 3);
float dist = lua_interface->GetFloatValue(state, 4);
int32 language = lua_interface->GetInt32Value(state, 5);
if (spawn && message.length() > 0) {
Client* client = 0;
if (player && player->IsPlayer())
client = ((Player*)player)->GetClient();
if (client)
spawn->GetZone()->HandleChatMessage(client, spawn, 0, CHANNEL_SAY, message.c_str(), (dist > 0.0f) ? dist : 30.0f, 0, true, language);
else
spawn->GetZone()->HandleChatMessage(spawn, 0, CHANNEL_SAY, message.c_str(), (dist > 0.0f) ? dist : 30.0f, 0, true, language);
}
lua_interface->ResetFunctionStack(state);
return 0;
}
int EQ2Emu_lua_Shout(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
string message = lua_interface->GetStringValue(state, 2);
Spawn* player = lua_interface->GetSpawn(state, 3);
float dist = lua_interface->GetFloatValue(state, 4);
int32 language = lua_interface->GetInt32Value(state, 5);
if (spawn && message.length() > 0) {
Client* client = 0;
if (player && player->IsPlayer())
client = ((Player*)player)->GetClient();
if (client)
spawn->GetZone()->HandleChatMessage(client, spawn, 0, CHANNEL_SHOUT, message.c_str(), (dist > 0.0f) ? dist : 30.0f, 0, true, language);
else
spawn->GetZone()->HandleChatMessage(spawn, 0, CHANNEL_SHOUT, message.c_str(), (dist > 0.0f) ? dist : 30.0f, 0, true, language);
}
lua_interface->ResetFunctionStack(state);
return 0;
}
int EQ2Emu_lua_SayOOC(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
string message = lua_interface->GetStringValue(state, 2);
Spawn* player = lua_interface->GetSpawn(state, 3);
float dist = lua_interface->GetFloatValue(state, 4);
int32 language = lua_interface->GetInt32Value(state, 5);
if (spawn && message.length() > 0) {
Client* client = 0;
if (player && player->IsPlayer())
client = ((Player*)player)->GetClient();
if (client)
spawn->GetZone()->HandleChatMessage(client, spawn, 0, CHANNEL_OUT_OF_CHARACTER, message.c_str(), (dist > 0.0f) ? dist : 30.0f, 0, true, language);
else
spawn->GetZone()->HandleChatMessage(spawn, 0, CHANNEL_OUT_OF_CHARACTER, message.c_str(), (dist > 0.0f) ? dist : 30.0f, 0, true, language);
}
lua_interface->ResetFunctionStack(state);
return 0;
}
int EQ2Emu_lua_Emote(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
string message = lua_interface->GetStringValue(state, 2);
Spawn* spawn2 = lua_interface->GetSpawn(state, 3);
Spawn* player = lua_interface->GetSpawn(state, 4);
char* to = 0;
if (spawn2)
to = spawn2->GetName();
if (spawn && message.length() > 0) {
Client* client = 0;
if (player && player->IsPlayer())
client = ((Player*)player)->GetClient();
if (client)
spawn->GetZone()->HandleChatMessage(client, spawn, to, CHANNEL_EMOTE, message.c_str(), 30);
else
spawn->GetZone()->HandleChatMessage(spawn, to, CHANNEL_EMOTE, message.c_str(), 30);
}
lua_interface->ResetFunctionStack(state);
return 0;
}
int EQ2Emu_lua_SpellHeal(lua_State* state) {
if (!lua_interface)
return 0;
LuaSpell* luaspell = lua_interface->GetCurrentSpell(state);
if(!luaspell || luaspell->resisted) {
lua_interface->ResetFunctionStack(state);
return 0;
}
Spawn* caster = luaspell->caster;
string heal_type = lua_interface->GetStringValue(state);//power, heal ect
int32 min_heal = lua_interface->GetInt32Value(state, 2);
int32 max_heal = lua_interface->GetInt32Value(state, 3);
Spawn* target = lua_interface->GetSpawn(state, 4);
int8 crit_mod = lua_interface->GetInt32Value(state, 5);
bool no_calcs = lua_interface->GetInt32Value(state, 6) == 1;
string custom_spell_name = lua_interface->GetStringValue(state, 7);//custom spell name
lua_interface->ResetFunctionStack(state);
boost::to_lower(heal_type);
if (caster && caster->IsEntity()) {
bool success = false;
luaspell->resisted = false;
if (target) {
float distance = caster->GetDistance(target, true);
if (((Entity*)caster)->SpellHeal(target, distance, luaspell, heal_type, min_heal, max_heal, crit_mod, no_calcs, custom_spell_name))
success = true;
}
if ((!success || luaspell->spell->GetSpellData()->group_spell) && luaspell->targets.size() > 0) {
Spawn* target = 0;
ZoneServer* zone = luaspell->caster->GetZone();
luaspell->MSpellTargets.readlock(__FUNCTION__, __LINE__);
for (int32 i = 0; i < luaspell->targets.size(); i++) {
if ((target = zone->GetSpawnByID(luaspell->targets[i]))) {
float distance = caster->GetDistance(target, true);
((Entity*)caster)->SpellHeal(target, distance, luaspell, heal_type, min_heal, max_heal, crit_mod, no_calcs, custom_spell_name);
}
}
luaspell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
success = true;
}
if (success) {
if (caster->GetZone())
caster->GetZone()->TriggerCharSheetTimer();
}
}
return 0;
}
int EQ2Emu_lua_SpellHealPct(lua_State* state) {
if (!lua_interface)
return 0;
LuaSpell* luaspell = lua_interface->GetCurrentSpell(state);
if(!luaspell || luaspell->resisted) {
lua_interface->ResetFunctionStack(state);
return 0;
}
Spawn* caster = luaspell->caster;
string heal_type = lua_interface->GetStringValue(state);//power, heal ect
float percentage = lua_interface->GetFloatValue(state, 2);
bool current_value = lua_interface->GetBooleanValue(state, 3);
bool caster_value = lua_interface->GetBooleanValue(state, 4);
Spawn* target = lua_interface->GetSpawn(state, 5);
int8 crit_mod = lua_interface->GetInt32Value(state, 6);
bool no_calcs = lua_interface->GetInt32Value(state, 7) == 1;
string custom_spell_name = lua_interface->GetStringValue(state, 8);//custom spell name
lua_interface->ResetFunctionStack(state);
boost::to_lower(heal_type);
int32 min_heal = 0, max_heal = 0;
if (caster && caster->IsEntity() && target) {
if(percentage <= 0.0f)
{
LogWrite(LUA__ERROR, 0, "LUA", "Error applying SpellHealPct on '%s'. percentage %f is less than or equal to 0.",target->GetName(),percentage);
return 0;
}
if(heal_type == "power")
{
if(current_value)
{
if(caster_value)
min_heal = max_heal = (int32)(float)caster->GetPower() * (percentage / 100.0f);
else
min_heal = max_heal = (int32)(float)target->GetPower() * (percentage / 100.0f);
}
else
{
if(caster_value)
min_heal = max_heal = (int32)(float)caster->GetTotalPower() * (percentage / 100.0f);
else
min_heal = max_heal = (int32)(float)target->GetTotalPower() * (percentage / 100.0f);
}
}
else
{
if(current_value)
{
if(caster_value)
min_heal = max_heal = (int32)(float)caster->GetHP() * (percentage / 100.0f);
else
min_heal = max_heal = (int32)(float)target->GetHP() * (percentage / 100.0f);
}
else
{
if(caster_value)
min_heal = max_heal = (int32)(float)caster->GetTotalHP() * (percentage / 100.0f);
else
min_heal = max_heal = (int32)(float)target->GetTotalHP() * (percentage / 100.0f);
}
}
bool success = false;
luaspell->resisted = false;
if (target) {
float distance = caster->GetDistance(target, true);
if (((Entity*)caster)->SpellHeal(target, distance, luaspell, heal_type, min_heal, max_heal, crit_mod, no_calcs, custom_spell_name))
success = true;
}
if ((!success || luaspell->spell->GetSpellData()->group_spell) && luaspell->targets.size() > 0) {
Spawn* target = 0;
ZoneServer* zone = luaspell->caster->GetZone();
luaspell->MSpellTargets.readlock(__FUNCTION__, __LINE__);
for (int32 i = 0; i < luaspell->targets.size(); i++) {
if ((target = zone->GetSpawnByID(luaspell->targets[i]))) {
float distance = caster->GetDistance(target, true);
((Entity*)caster)->SpellHeal(target, distance, luaspell, heal_type, min_heal, max_heal, crit_mod, no_calcs, custom_spell_name);
}
}
luaspell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
success = true;
}
if (success) {
if (caster->GetZone())
caster->GetZone()->TriggerCharSheetTimer();
}
}
return 0;
}
int EQ2Emu_lua_AddItem(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
int32 item_id = lua_interface->GetInt32Value(state, 2);
int16 quantity = lua_interface->GetInt32Value(state, 3);
lua_interface->ResetFunctionStack(state);
// default of 1 quantity to add
if (quantity == 0)
quantity = 1;
if (spawn && spawn->IsPlayer()) {
Client* client = ((Player*)spawn)->GetClient();
if (client && item_id > 0) {
lua_interface->SetBooleanValue(state, client->AddItem(item_id, quantity));
return 1;
}
}
lua_interface->SetBooleanValue(state, false);
return 1;
}
int EQ2Emu_lua_SummonItem(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
int32 item_id = lua_interface->GetInt32Value(state, 2);
bool send_messages = (lua_interface->GetInt8Value(state, 3) == 1);
string location = lua_interface->GetStringValue(state, 4);
int16 item_count = lua_interface->GetInt16Value(state,5);
//devn00b: if we dont have a count, assume 1 item.
if(!item_count) {
item_count = 1;
}
lua_interface->ResetFunctionStack(state);
if (spawn && spawn->IsPlayer()) {
Client* client = ((Player*)spawn)->GetClient();
if (client && item_id > 0) {
if (strncasecmp(location.c_str(), "bank", 4) == 0)
lua_interface->SetBooleanValue(state, client->AddItemToBank(item_id, item_count));
else
lua_interface->SetBooleanValue(state, client->AddItem(item_id, item_count));
if (send_messages) {
Item* item = master_item_list.GetItem(item_id);
if (item) {
if(item_count > 1) {
client->Message(CHANNEL_COLOR_YELLOW, "You receive %i %s.", item_count, item->CreateItemLink(client->GetVersion()).c_str());
string popup_text1 = "You receive "+ item_count;
string popup_text2 = " " + item->name;
string popup_text = popup_text1 + popup_text2;
client->SendPopupMessage(10, popup_text.c_str(), "ui_harvested_normal", 3, 0xFF, 0xFF, 0xFF);
// return 1;
} else {
client->Message(CHANNEL_COLOR_YELLOW, "You receive %s.", item->CreateItemLink(client->GetVersion()).c_str());
string popup_text = "You receive " + item->name;
client->SendPopupMessage(10, popup_text.c_str(), "ui_harvested_normal", 3, 0xFF, 0xFF, 0xFF);
}
}
}
return 1;
}
}
lua_interface->SetBooleanValue(state, false);
return 1;
}
int EQ2Emu_lua_RemoveItem(lua_State* state) {
Spawn* spawn = lua_interface->GetSpawn(state);
int32 item_id = lua_interface->GetInt32Value(state, 2);
int16 quantity = lua_interface->GetInt16Value(state, 3);
lua_interface->ResetFunctionStack(state);
// default of 1 to remove
if (quantity == 0)
quantity = 1;
Client* client;
Item* item;
if (spawn && spawn->IsPlayer() && item_id > 0) {
if ((client = ((Player*)spawn)->GetClient())) {
if ((item = client->GetPlayer()->item_list.GetItemFromID(item_id))) {
if (client->RemoveItem(item, quantity)) {
lua_interface->SetBooleanValue(state, true);
return 1;
}
}
}
}
lua_interface->SetBooleanValue(state, false);
return 1;
}
int EQ2Emu_lua_HasItem(lua_State* state) {
Spawn* player = lua_interface->GetSpawn(state);
int32 item_id = lua_interface->GetInt32Value(state, 2);
bool include_bank = lua_interface->GetInt8Value(state, 3);
lua_interface->ResetFunctionStack(state);
if (player && player->IsPlayer()) {
bool hasItem = false;
hasItem = ((Player*)player)->item_list.HasItem(item_id, include_bank);
if (!hasItem)
hasItem = ((Player*)player)->GetEquipmentList()->HasItem(item_id);
lua_interface->SetBooleanValue(state, hasItem);
return 1;
}
lua_interface->SetBooleanValue(state, false);
return 1;
}
int EQ2Emu_lua_Spawn(lua_State* state) {
if (!lua_interface)
return 0;
ZoneServer* zone = lua_interface->GetZone(state);
int32 spawn_id = lua_interface->GetInt32Value(state, 2);
bool restricted_npc = (lua_interface->GetInt8Value(state, 3) == 1);
float x = lua_interface->GetFloatValue(state, 4);
float y = lua_interface->GetFloatValue(state, 5);
float z = lua_interface->GetFloatValue(state, 6);
float heading = lua_interface->GetFloatValue(state, 7);
if (zone && spawn_id > 0 && (x != 0 || y != 0 || z != 0)) {
Spawn* spawn = zone->GetSpawn(spawn_id);
if (!spawn)
lua_interface->LogError("%s: LUA Spawn command error: Could not find spawn with id of %u.", lua_interface->GetScriptName(state), spawn_id);
else {
spawn->SetX(x);
spawn->SetZ(z);
spawn->SetY(y,true,true);
spawn->SetLocation(zone->GetClosestLocation(spawn));
spawn->SetHeading(heading);
if (restricted_npc)
spawn->AddAllowAccessSpawn(spawn);
const char* spawn_script = world.GetSpawnScript(spawn_id);
bool scriptActive = false;
if (spawn_script && lua_interface->GetSpawnScript(spawn_script) != 0) {
scriptActive = true;
spawn->SetSpawnScript(string(spawn_script));
}
zone->CallSpawnScript(spawn, SPAWN_SCRIPT_PRESPAWN);
zone->AddSpawn(spawn);
if (scriptActive) {
zone->CallSpawnScript(spawn, SPAWN_SCRIPT_SPAWN);
}
lua_interface->ResetFunctionStack(state);
lua_interface->SetSpawnValue(state, spawn);
return 1;
}
}
else {
string output = "Invalid paramaters to LUA Spawn command: \n";
if (!zone)
output = output.append("\t").append("Missing zone reference. \n");
if (spawn_id == 0)
output = output.append("\t").append("Missing spawn_id.");
lua_interface->LogError("%s: Error in EQ2Emu_lua_Spawn - %s", lua_interface->GetScriptName(state), output.c_str());
}
lua_interface->ResetFunctionStack(state);
return 0;
}
int EQ2Emu_lua_GetZoneName(lua_State* state) {
if (!lua_interface)
return 0;
ZoneServer* zone = lua_interface->GetZone(state);
lua_interface->ResetFunctionStack(state);
if (zone) {
lua_interface->SetStringValue(state, zone->GetZoneName());
return 1;
}
return 0;
}
int EQ2Emu_lua_GetZoneID(lua_State* state) {
if (!lua_interface)
return 0;
ZoneServer* zone = lua_interface->GetZone(state);
lua_interface->ResetFunctionStack(state);
if (zone) {
lua_interface->SetInt32Value(state, zone->GetZoneID());
return 1;
}
return 0;
}
int EQ2Emu_lua_GetZone(lua_State* state) {
if (!lua_interface)
return 0;
int32 zone_id = lua_interface->GetInt32Value(state);
ZoneChangeDetails zone_details;
std::string zone_name;
ZoneServer* zone = nullptr;
if(zone_id < 1) {
zone_name = lua_interface->GetStringValue(state);
}
bool zone_avail = zone_list.GetZone(&zone_details, zone_id, zone_name, true, false, false, false);
if (zone_avail) {
zone = (ZoneServer*)zone_details.zonePtr;
}
else {
Spawn* spawn = lua_interface->GetSpawn(state);
if (spawn)
zone = spawn->GetZone();
}
lua_interface->ResetFunctionStack(state);
if (zone) {
lua_interface->SetZoneValue(state, zone);
return 1;
}
return 0;
}
int EQ2Emu_lua_AddHate(lua_State* state) {
Spawn* entity = lua_interface->GetSpawn(state);
Spawn* npc = lua_interface->GetSpawn(state, 2);
sint32 amount = lua_interface->GetSInt32Value(state, 3);
bool send_packet = lua_interface->GetInt8Value(state, 4) == 1 ? true : false;
LuaSpell* luaspell = lua_interface->GetCurrentSpell(state);
lua_interface->ResetFunctionStack(state);
if(luaspell && luaspell->resisted) {
return 0;
}
if (entity && entity->IsEntity() && amount != 0) {
if (luaspell && luaspell->caster) {
ZoneServer* zone = luaspell->caster->GetZone();
luaspell->MSpellTargets.readlock(__FUNCTION__, __LINE__);
for (int32 i = 0; i < luaspell->targets.size(); i++) {
Spawn* spawn = zone->GetSpawnByID(luaspell->targets.at(i));
if (spawn && spawn->IsNPC() && spawn->Alive() && spawn->GetZone()) {
entity->CheckEncounterState((Entity*)spawn);
((NPC*)spawn)->AddHate((Entity*)entity, amount);
if (send_packet)
entity->GetZone()->SendThreatPacket(entity, npc, amount, luaspell->spell->GetName());
}
}
luaspell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
}
else if (npc && npc->IsNPC() && npc->GetZone()) {
entity->CheckEncounterState((Entity*)npc);
((NPC*)npc)->AddHate((Entity*)entity, amount);
}
}
lua_interface->ResetFunctionStack(state);
return 0;
}
int EQ2Emu_lua_Zone(lua_State* state) {
if (!lua_interface)
return 0;
ZoneServer* zone = lua_interface->GetZone(state);
Spawn* player = lua_interface->GetSpawn(state, 2);
Client* client = 0;
if (player && player->IsPlayer())
client = ((Player*)player)->GetClient();
float x = lua_interface->GetFloatValue(state, 3);
float y = lua_interface->GetFloatValue(state, 4);
float z = lua_interface->GetFloatValue(state, 5);
float heading = lua_interface->GetFloatValue(state, 6);
lua_interface->ResetFunctionStack(state);
if (zone && client) {
LogWrite(LUA__DEBUG, 0, "LUA", "LUA Zone Request by Player: '%s' (%u)", player->GetName(), player->GetID());
LogWrite(LUA__DEBUG, 5, "LUA", "\tTo Zone: '%s' (%u)", zone->GetZoneName(), zone->GetZoneID());
if (!client->CheckZoneAccess(zone->GetZoneName()))
{
LogWrite(LUA__WARNING, 0, "LUA", "CheckZoneAccess() FAILED! LUA Zone Request Denied!");
return 0;
}
if (x != 0 || y != 0 || z != 0) {
LogWrite(LUA__DEBUG, 5, "LUA", "\tTo Coordinates: %2f, %2f, %2f, %2f", x, y, z, heading);
player->SetX(x);
player->SetY(y);
player->SetZ(z);
player->SetHeading(heading);
client->Zone(zone->GetZoneName(), false);
}
else
client->Zone(zone->GetZoneName());
}
else
lua_interface->LogError("%s: Error in EQ2Emu_lua_Zone: invalid zone or spawn input.", lua_interface->GetScriptName(state));
return 0;
}
int EQ2Emu_lua_AddSpawnAccess(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
Spawn* spawn2 = lua_interface->GetSpawn(state, 2);
lua_interface->ResetFunctionStack(state);
if (spawn && spawn2)
spawn->AddAllowAccessSpawn(spawn2);
lua_interface->ResetFunctionStack(state);
return 0;
}
int EQ2Emu_lua_CastSpell(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* target = lua_interface->GetSpawn(state);
int32 spell_id = lua_interface->GetInt32Value(state, 2);
int8 spell_tier = lua_interface->GetInt8Value(state, 3);
Spawn* caster = lua_interface->GetSpawn(state, 4);
int16 custom_cast_time = lua_interface->GetInt16Value(state, 5);
lua_interface->ResetFunctionStack(state);
if (!target) {
lua_interface->LogError("%s: LUA CastSpell command error: target is not a valid spawn", lua_interface->GetScriptName(state));
return 0;
}
if (!target->IsEntity()) {
lua_interface->LogError("%s: LUA CastSpell command error: target (%s) is not an entity", lua_interface->GetScriptName(state), target->GetName());
return 0;
}
if (spell_id <= 0) {
lua_interface->LogError("%s: LUA CastSpell command error: spell id is not valid", lua_interface->GetScriptName(state));
return 0;
}
if (caster && !caster->IsEntity()) {
lua_interface->LogError("%s: LUA CastSpell command error: caster (%s) is not an entity", lua_interface->GetScriptName(state), caster->GetName());
return 0;
}
if (spell_tier == 0)
spell_tier = 1;
if (!caster)
caster = target;
target->GetZone()->ProcessSpell(master_spell_list.GetSpell(spell_id, spell_tier), (Entity*)caster, (Entity*)target, true, false, NULL, custom_cast_time);
return 0;
}
int EQ2Emu_lua_SpellDamage(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* target = lua_interface->GetSpawn(state);
LuaSpell* luaspell = lua_interface->GetCurrentSpell(state);
if(!luaspell || luaspell->resisted) {
lua_interface->ResetFunctionStack(state);
lua_interface->SetBooleanValue(state, false);
return 1;
}
Spawn* caster = luaspell->caster;
sint32 type = lua_interface->GetSInt32Value(state, 2);
int32 min_damage = lua_interface->GetInt32Value(state, 3);
int32 max_damage = lua_interface->GetInt32Value(state, 4);
int8 crit_mod = lua_interface->GetInt32Value(state, 5);
bool no_calcs = lua_interface->GetInt32Value(state, 6) == 1;
//lua_interface->ResetFunctionStack(state);
int32 class_id = lua_interface->GetInt32Value(state, 7);
vector faction_req;
vector race_req;
int32 class_req = 0;
int32 i = 0;
int8 f = 0;
int8 r = 0;
while ((class_id = lua_interface->GetInt32Value(state, 7 + i))) {
if (class_id < 100) {
class_req += pow(2.0, double(class_id - 1));
}
else if (class_id > 100 && class_id < 1000) {
race_req.push_back(class_id);
r++;
}
else {
faction_req.push_back(class_id);
f++;
}
i++;
}
lua_interface->ResetFunctionStack(state);
if (caster && caster->IsEntity()) {
bool race_match = false;
bool success = false;
luaspell->resisted = false;
if (luaspell->targets.size() > 0) {
ZoneServer* zone = luaspell->caster->GetZone();
Spawn* target = 0;
luaspell->MSpellTargets.readlock(__FUNCTION__, __LINE__);
for (int32 i = 0; i < luaspell->targets.size(); i++) {
if ((target = zone->GetSpawnByID(luaspell->targets[i]))) {
if (race_req.size() > 0) {
for (int8 i = 0; i < race_req.size(); i++) {
if(race_req[i] == target->GetRace() ||
race_req[i] == race_types_list.GetRaceType(target->GetModelType()) ||
race_req[i] == race_types_list.GetRaceBaseType(target->GetModelType())) {
race_match = true;
}
}
}
else
race_match = true; // if the race_req.size = 0 then there is no race requirement and the race_match will be true
if (race_match == true) {
float distance = caster->GetDistance(target, true);
((Entity*)caster)->SpellAttack(target, distance, luaspell, type, min_damage, max_damage, crit_mod, no_calcs);
}
}
}
success = true;
luaspell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
}
else if (target) {
//check class and race/faction here
if (race_req.size() > 0) {
for (int8 i = 0; i < race_req.size(); i++) {
if(race_req[i] == target->GetRace() ||
race_req[i] == race_types_list.GetRaceType(target->GetModelType()) ||
race_req[i] == race_types_list.GetRaceBaseType(target->GetModelType())) {
race_match = true;
}
}
}
else
race_match = true; // if the race_req.size = 0 then there is no race requirement and the race_match will be true
if (race_match == true) {
float distance = caster->GetDistance(target, true);
if (((Entity*)caster)->SpellAttack(target, distance, luaspell, type, min_damage, max_damage, crit_mod, no_calcs))
success = true;
}
}
lua_interface->SetBooleanValue(state, luaspell->has_damaged);
if (success) {
Spell* spell = luaspell->spell;
if (caster->IsPlayer() && spell && spell->GetSpellData()->target_type == 1 && spell->GetSpellData()->spell_book_type == 1) { //offense combat art
((Player*)caster)->InCombat(true);
if (caster->GetZone())
caster->GetZone()->TriggerCharSheetTimer();
}
}
}
else {
lua_interface->SetBooleanValue(state, false);
}
return 1;
}
int EQ2Emu_lua_SpellDamageExt(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* target = lua_interface->GetSpawn(state);
LuaSpell* luaspell = lua_interface->GetCurrentSpell(state);
if(!luaspell || luaspell->resisted) {
lua_interface->ResetFunctionStack(state);
lua_interface->SetBooleanValue(state, false);
return 1;
}
Spawn* caster = luaspell->caster;
sint32 type = lua_interface->GetSInt32Value(state, 2);
int32 min_damage = lua_interface->GetInt32Value(state, 3);
int32 max_damage = lua_interface->GetInt32Value(state, 4);
int8 crit_mod = lua_interface->GetInt32Value(state, 5);
bool no_calcs = lua_interface->GetInt32Value(state, 6) == 1;
int32 override_packet_type = lua_interface->GetInt32Value(state, 7);
bool take_power = lua_interface->GetInt32Value(state, 8) == 1;
//lua_interface->ResetFunctionStack(state);
int32 class_id = lua_interface->GetInt32Value(state, 9);
vector faction_req;
vector race_req;
int32 class_req = 0;
int32 i = 0;
int8 f = 0;
int8 r = 0;
while ((class_id = lua_interface->GetInt32Value(state, 9 + i))) {
if (class_id < 100) {
class_req += pow(2.0, double(class_id - 1));
}
else if (class_id > 100 && class_id < 1000) {
race_req.push_back(class_id);
r++;
}
else {
faction_req.push_back(class_id);
f++;
}
i++;
}
lua_interface->ResetFunctionStack(state);
if (caster && caster->IsEntity()) {
bool race_match = false;
bool success = false;
luaspell->resisted = false;
if (luaspell->targets.size() > 0) {
ZoneServer* zone = luaspell->caster->GetZone();
Spawn* target = 0;
luaspell->MSpellTargets.readlock(__FUNCTION__, __LINE__);
for (int32 i = 0; i < luaspell->targets.size(); i++) {
if ((target = zone->GetSpawnByID(luaspell->targets[i]))) {
if (race_req.size() > 0) {
for (int8 i = 0; i < race_req.size(); i++) {
if(race_req[i] == target->GetRace() ||
race_req[i] == race_types_list.GetRaceType(target->GetModelType()) ||
race_req[i] == race_types_list.GetRaceBaseType(target->GetModelType())) {
race_match = true;
}
}
}
else
race_match = true; // if the race_req.size = 0 then there is no race requirement and the race_match will be true
if (race_match == true) {
float distance = caster->GetDistance(target, true);
((Entity*)caster)->SpellAttack(target, distance, luaspell, type, min_damage, max_damage, crit_mod, no_calcs, override_packet_type, take_power);
}
}
}
success = true;
luaspell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
}
else if (target) {
//check class and race/faction here
if (race_req.size() > 0) {
for (int8 i = 0; i < race_req.size(); i++) {
if(race_req[i] == target->GetRace() ||
race_req[i] == race_types_list.GetRaceType(target->GetModelType()) ||
race_req[i] == race_types_list.GetRaceBaseType(target->GetModelType())) {
race_match = true;
}
}
}
else
race_match = true; // if the race_req.size = 0 then there is no race requirement and the race_match will be true
if (race_match == true) {
float distance = caster->GetDistance(target, true);
if (((Entity*)caster)->SpellAttack(target, distance, luaspell, type, min_damage, max_damage, crit_mod, no_calcs, override_packet_type, take_power))
success = true;
}
}
lua_interface->SetBooleanValue(state, luaspell->has_damaged);
if (success) {
Spell* spell = luaspell->spell;
if (caster->IsPlayer() && spell && spell->GetSpellData()->target_type == 1 && spell->GetSpellData()->spell_book_type == 1) { //offense combat art
((Player*)caster)->InCombat(true);
if (caster->GetZone())
caster->GetZone()->TriggerCharSheetTimer();
}
}
}
else {
lua_interface->SetBooleanValue(state, false);
}
return 1;
}
int EQ2Emu_lua_ModifyPower(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
sint32 value = lua_interface->GetSInt32Value(state, 2);
lua_interface->ResetFunctionStack(state);
if (spawn && value != 0) {
if (spawn->GetPower() + value > spawn->GetTotalPower())
spawn->SetPower(spawn->GetTotalPower());
else
spawn->SetPower(spawn->GetPower() + value);
}
return 0;
}
int EQ2Emu_lua_ModifyHP(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
sint32 value = lua_interface->GetSInt32Value(state, 2);
lua_interface->ResetFunctionStack(state);
if (spawn && value != 0) {
if (spawn->GetHP() + value > spawn->GetTotalHP())
spawn->SetHP(spawn->GetTotalHP());
else
spawn->SetHP(spawn->GetHP() + value);
}
return 0;
}
int EQ2Emu_lua_ModifyMaxPower(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
sint32 value = lua_interface->GetSInt32Value(state, 2);
lua_interface->ResetFunctionStack(state);
if (spawn && value != 0) {
spawn->SetTotalPower(value);
spawn->SetTotalPowerBaseInstance(value);
}
return 0;
}
int EQ2Emu_lua_ModifyMaxHP(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
sint32 value = lua_interface->GetSInt32Value(state, 2);
lua_interface->ResetFunctionStack(state);
if (spawn && value != 0) {
spawn->SetTotalHP(value);
spawn->SetTotalHPBaseInstance(value);
}
return 0;
}
int EQ2Emu_lua_SetCurrentHP(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
sint32 value = lua_interface->GetSInt32Value(state, 2);
lua_interface->ResetFunctionStack(state);
if (spawn) {
spawn->SetHP(value);
if (value > spawn->GetTotalHPBase())
spawn->SetTotalHP(value);
}
return 0;
}
int EQ2Emu_lua_SetMaxHP(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
LuaSpell* luaspell = lua_interface->GetCurrentSpell(state);
sint32 value = lua_interface->GetSInt32Value(state, 2);
lua_interface->ResetFunctionStack(state);
if (spawn && spawn->IsEntity() && value > 0)
((Entity*)spawn)->AddSpellBonus(luaspell, ITEM_STAT_HEALTH, value - spawn->GetTotalHP());
if (spawn && spawn->IsPlayer())
((Player*)spawn)->SetCharSheetChanged(true);
return 0;
}
int EQ2Emu_lua_SetMaxHPBase(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
sint32 value = lua_interface->GetSInt32Value(state, 2);
lua_interface->ResetFunctionStack(state);
if (spawn && spawn->IsEntity() && value > 0)
((Entity*)spawn)->SetTotalHPBase(value);
return 0;
}
int EQ2Emu_lua_SetCurrentPower(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
sint32 value = lua_interface->GetSInt32Value(state, 2);
lua_interface->ResetFunctionStack(state);
if (spawn && value > 0) {
spawn->SetPower(value);
if (value > spawn->GetTotalPowerBase())
spawn->SetTotalPower(value);
}
return 0;
}
int EQ2Emu_lua_SetMaxPower(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
LuaSpell* luaspell = lua_interface->GetCurrentSpell(state);
sint32 value = lua_interface->GetSInt32Value(state, 2);
lua_interface->ResetFunctionStack(state);
if (spawn && spawn->IsEntity() && value > 0)
((Entity*)spawn)->AddSpellBonus(luaspell, ITEM_STAT_POWER, value - spawn->GetTotalPower());
return 0;
}
int EQ2Emu_lua_SetMaxPowerBase(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
sint32 value = lua_interface->GetSInt32Value(state, 2);
lua_interface->ResetFunctionStack(state);
if (spawn && spawn->IsEntity() && value > 0)
((Entity*)spawn)->SetTotalPowerBase(value);
return 0;
}
int EQ2Emu_lua_SetPosition(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
float x = lua_interface->GetFloatValue(state, 2);
float y = lua_interface->GetFloatValue(state, 3);
float z = lua_interface->GetFloatValue(state, 4);
float heading = lua_interface->GetFloatValue(state, 5);
lua_interface->ResetFunctionStack(state);
if (spawn) {
spawn->SetX(x);
spawn->SetY(y);
spawn->SetZ(z);
if (heading != 0)
spawn->SetHeading(heading);
spawn->SetSpawnOrigX(spawn->GetX());
spawn->SetSpawnOrigY(spawn->GetY());
spawn->SetSpawnOrigZ(spawn->GetZ());
spawn->SetSpawnOrigHeading(spawn->GetHeading());
if (spawn->IsPlayer()) {
Client* client = ((Player*)spawn)->GetClient();
if (client) {
EQ2Packet* packet = client->GetPlayer()->Move(x, y, z, client->GetVersion(), (heading == 0 ? -1.0f : (heading + 180.0f)));
client->QueuePacket(packet);
}
}
}
return 0;
}
int EQ2Emu_lua_SetHeading(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
float value = lua_interface->GetFloatValue(state, 2);
lua_interface->ResetFunctionStack(state);
if (spawn) {
spawn->SetHeading(value);
if (spawn->IsPlayer()) {
Client* client = ((Player*)spawn)->GetClient();
if (client) {
EQ2Packet* packet = client->GetPlayer()->Move(spawn->GetX(), spawn->GetY(), spawn->GetZ(), client->GetVersion(), value + 180.0f);
client->QueuePacket(packet);
}
}
}
return 0;
}
int EQ2Emu_lua_SetModelType(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
int16 value = lua_interface->GetInt16Value(state, 2);
lua_interface->ResetFunctionStack(state);
if (spawn)
spawn->SetModelType(value);
return 0;
}
int EQ2Emu_lua_SetAdventureClass(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
int8 value = lua_interface->GetInt8Value(state, 2);
lua_interface->ResetFunctionStack(state);
if (spawn) {
if (spawn->IsPlayer())
((Player*)spawn)->SetPlayerAdventureClass(value);
else
spawn->SetAdventureClass(value);
}
return 0;
}
int EQ2Emu_lua_SetTradeskillClass(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
int8 value = lua_interface->GetInt8Value(state, 2);
lua_interface->ResetFunctionStack(state);
if (spawn) {
spawn->SetTradeskillClass(value);
if (spawn->IsEntity()) {
((Entity*)spawn)->GetInfoStruct()->set_tradeskill_class1(classes.GetTSBaseClass(spawn->GetTradeskillClass()));
((Entity*)spawn)->GetInfoStruct()->set_tradeskill_class2(classes.GetSecondaryTSBaseClass(spawn->GetTradeskillClass()));
((Entity*)spawn)->GetInfoStruct()->set_tradeskill_class3(spawn->GetTradeskillClass());
}
if (spawn->IsPlayer())
((Player*)spawn)->SetCharSheetChanged(true);
}
return 0;
}
int EQ2Emu_lua_SetMount(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
int16 value = lua_interface->GetInt16Value(state, 2);
lua_interface->ResetFunctionStack(state);
if (spawn && spawn->IsEntity()) {
((Entity*)spawn)->SetMount(value);
EQ2_Color color;
color.red = 255;
color.green = 255;
color.blue = 255;
((Entity*)spawn)->SetMountColor(&color);
((Entity*)spawn)->SetMountSaddleColor(&color);
}
return 0;
}
int EQ2Emu_lua_SetMountColor(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
EQ2_Color mount_color;
EQ2_Color saddle_color;
mount_color.red = lua_interface->GetInt8Value(state, 2);
mount_color.green = lua_interface->GetInt8Value(state, 3);
mount_color.blue = lua_interface->GetInt8Value(state, 4);
saddle_color.red = lua_interface->GetInt8Value(state, 5);
saddle_color.green = lua_interface->GetInt8Value(state, 6);
saddle_color.blue = lua_interface->GetInt8Value(state, 7);
lua_interface->ResetFunctionStack(state);
if (spawn && spawn->IsEntity()) {
((Entity*)spawn)->SetMountColor(&mount_color);
((Entity*)spawn)->SetMountSaddleColor(&saddle_color);
}
return 0;
}
int EQ2Emu_lua_GetMount(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
lua_interface->ResetFunctionStack(state);
if (spawn && spawn->IsEntity()) {
lua_interface->SetInt32Value(state, ((Entity*)spawn)->GetMount());
return 1;
}
return 0;
}
int EQ2Emu_lua_GetRace(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
lua_interface->ResetFunctionStack(state);
if (spawn)
{
LogWrite(LUA__DEBUG, 0, "LUA", "%s - Race: %i", __FUNCTION__, spawn->GetRace());
lua_interface->SetInt32Value(state, spawn->GetRace());
return 1;
}
return 0;
}
int EQ2Emu_lua_GetRaceName(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
lua_interface->ResetFunctionStack(state);
if (spawn) {
lua_interface->SetStringValue(state, races.GetRaceName(spawn->GetRace()));
return 1;
}
return 0;
}
int EQ2Emu_lua_GetClass(lua_State* state) {
Spawn* spawn = lua_interface->GetSpawn(state);
lua_interface->ResetFunctionStack(state);
if (spawn) {
lua_interface->SetInt32Value(state, spawn->GetAdventureClass());
return 1;
}
return 0;
}
int EQ2Emu_lua_GetClassName(lua_State* state) {
Spawn* spawn = lua_interface->GetSpawn(state);
lua_interface->ResetFunctionStack(state);
if (spawn) {
lua_interface->SetStringValue(state, classes.GetClassName(spawn->GetAdventureClass()));
return 1;
}
return 0;
}
int EQ2Emu_lua_SetSpeed(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
float value = lua_interface->GetFloatValue(state, 2);
lua_interface->ResetFunctionStack(state);
if (spawn) {
spawn->SetSpeed(value);
if(spawn->IsEntity())
((Entity*)spawn)->SetSpeed(value);
if (spawn->IsPlayer()) {
Client* client = ((Player*)spawn)->GetClient();
if (client) {
PacketStruct* packet = configReader.getStruct("WS_SetControlGhost", client->GetVersion());
if (packet) {
packet->setDataByName("spawn_id", 0xFFFFFFFF);
packet->setDataByName("speed", value);
packet->setDataByName("size", 0.51);
EQ2Packet* app = packet->serialize();
client->QueuePacket(app);
safe_delete(packet);
}
}
}
}
return 0;
}
int EQ2Emu_lua_AddSpellBonus(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
const int16 type = lua_interface->GetInt16Value(state, 2);
const float value = lua_interface->GetFloatValue(state, 3);
LuaSpell* luaspell = lua_interface->GetCurrentSpell(state);
lua_interface->ResetFunctionStack(state);
if(!luaspell || luaspell->resisted) {
return 0;
}
int64 class_req = 0;
int32 class_id = 0;
vector faction_req;
vector race_req;
int32 i = 0;
int8 f = 0;
int8 r = 0;
while ((class_id = lua_interface->GetInt32Value(state, 4 + i))) {
if (class_id < 100) {
class_req += pow(2.0, double(class_id - 1));
}
else if (class_id > 100 && class_id < 1000) {
race_req.push_back(class_id);
r++;
}
else {
faction_req.push_back(class_id);
f++;
}
i++;
}
if (value != 0 && type >= 0) {
if (luaspell && luaspell->spell && luaspell->caster) {
ZoneServer* zone = luaspell->caster->GetZone();
luaspell->MSpellTargets.readlock(__FUNCTION__, __LINE__);
for (int32 i = 0; i < luaspell->targets.size(); i++) {
Spawn* target = zone->GetSpawnByID(luaspell->targets[i]);
if (target) {
if (target->IsPlayer()) {
((Player*)target)->AddSpellBonus(luaspell, type, value, class_req, race_req, faction_req);
LogWrite(LUA__DEBUG, 0, "LUA", "Applying Spell Bonus to Player '%s'. Is a Group Member.", ((Player*)target)->GetName());
if (((Player*)target)->GetGroupMemberInfo())
((Player*)target)->UpdateGroupMemberInfo();
((Player*)target)->SetCharSheetChanged(true);
}
else if (target->IsNPC())
((NPC*)target)->AddSpellBonus(luaspell, type, value, class_req, race_req, faction_req);
else
lua_interface->LogError("%s: Error applying spell bonus on non entity.", lua_interface->GetScriptName(state));
}
}
luaspell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
if (!(luaspell->effect_bitmask & EFFECT_FLAG_SPELLBONUS))
luaspell->effect_bitmask += EFFECT_FLAG_SPELLBONUS;
}
else if (spawn && spawn->IsEntity()) {
((Entity*)spawn)->AddSpellBonus(luaspell, type, value, class_req, race_req, faction_req);
LogWrite(LUA__DEBUG, 0, "LUA", "Applying Spell Bonus to Entity '%s'. Is a Group Member.", ((Entity*)spawn)->GetName());
if (spawn->IsPlayer())
((Player*)spawn)->SetCharSheetChanged(true);
}
else
lua_interface->LogError("%s: Unable to apply spell bonus in AddSpellBonus.", lua_interface->GetScriptName(state));
}
else
lua_interface->LogError("%s: Invalid parameters for AddSpellBonus.", lua_interface->GetScriptName(state));
return 0;
}
int EQ2Emu_lua_AddSpawnSpellBonus(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
int16 type = lua_interface->GetInt16Value(state, 2);
sint32 value = lua_interface->GetSInt32Value(state, 3);
LuaSpell* luaspell = lua_interface->GetCurrentSpell(state);
lua_interface->ResetFunctionStack(state);
if (!spawn) {
lua_interface->LogError("%s: LUA AddSpawnSpellBonus command error: spawn is not valid", lua_interface->GetScriptName(state));
return 0;
}
if (!spawn->IsEntity()) {
lua_interface->LogError("%s: LUA AddSpawnSpellBonus command error: spawn is not an entity", lua_interface->GetScriptName(state));
return 0;
}
if (value == 0) {
lua_interface->LogError("%s: LUA AddSpawnSpellBonus command error: value must be set", lua_interface->GetScriptName(state));
return 0;
}
if (!luaspell || !luaspell->spell) {
lua_interface->LogError("%s: LUA AddSpawnSpellBonus command error: can only be used in a spell script", lua_interface->GetScriptName(state));
return 0;
}
if(luaspell->resisted) {
return 0;
}
int32 class_req = 0;
vector faction_req;
vector race_req;
int32 class_id = 0;
int32 i = 0;
int8 f = 0;
int8 r = 0;
while ((class_id = lua_interface->GetInt32Value(state, 4 + i))) {
if (class_id < 100) {
class_req += pow(2.0, double(class_id - 1));
}
else if (class_id > 100 && class_id < 1000) {
race_req.push_back(class_id);
r++;
}
else {
faction_req.push_back(class_id);
f++;
}
i++;
}
((Entity*)spawn)->AddSpellBonus(luaspell, type, value, class_req, race_req, faction_req);
if (!(luaspell->effect_bitmask & EFFECT_FLAG_SPELLBONUS))
luaspell->effect_bitmask += EFFECT_FLAG_SPELLBONUS;
if (spawn->IsPlayer())
((Player*)spawn)->SetCharSheetChanged(true);
return 0;
}
int EQ2Emu_lua_RemoveSpawnSpellBonus(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
LuaSpell* luaspell = lua_interface->GetCurrentSpell(state);
if (!spawn) {
lua_interface->LogError("%s: LUA AddSpawnSpellBonus command error: spawn is not valid", lua_interface->GetScriptName(state));
return 0;
}
if (!spawn->IsEntity()) {
lua_interface->LogError("%s: LUA AddSpawnSpellBonus command error: spawn is not an entity", lua_interface->GetScriptName(state));
return 0;
}
if (!luaspell || !luaspell->spell) {
lua_interface->LogError("%s: LUA AddSpawnSpellBonus command error: can only be used in a spell script", lua_interface->GetScriptName(state));
return 0;
}
((Entity*)spawn)->RemoveSpellBonus(luaspell);
if (spawn->IsPlayer())
((Player*)spawn)->SetCharSheetChanged(true);
return 0;
}
int EQ2Emu_lua_RemoveSpellBonus(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
LuaSpell* luaspell = lua_interface->GetCurrentSpell(state);
lua_interface->ResetFunctionStack(state);
if (luaspell && luaspell->spell) {
ZoneServer* zone = nullptr;
if (luaspell->caster != nullptr)
zone = luaspell->caster->GetZone();
if(!zone && spawn) {
zone = spawn->GetZone(); // workaround to try to establish a zone to find the targets and remove the spells
}
Spawn* target = 0;
if(zone) {
luaspell->MSpellTargets.readlock(__FUNCTION__, __LINE__);
for (int32 i = 0; i < luaspell->targets.size(); i++) {
target = zone->GetSpawnByID(luaspell->targets[i]);
if (target && target->IsEntity()) {
((Entity*)target)->RemoveSpellBonus(luaspell);
if (target->IsPlayer())
((Player*)target)->SetCharSheetChanged(true);
}
}
luaspell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
}
else {
LogWrite(LUA__ERROR, 0, "LUA", "Error removing spell bonus buff %s called by %s, zone is not available.", luaspell->spell ? luaspell->spell->GetName() : "NotSet", spawn ? spawn->GetName() : "N/A");
}
}
else if (spawn && spawn->IsEntity()) {
((Entity*)spawn)->RemoveSpellBonus(luaspell);
if (spawn->IsPlayer())
((Player*)spawn)->SetCharSheetChanged(true);
}
return 0;
}
int EQ2Emu_lua_AddSkillBonus(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
int32 skill_id = lua_interface->GetInt32Value(state, 2);
float value = lua_interface->GetFloatValue(state, 3);
LuaSpell* luaspell = lua_interface->GetCurrentSpell(state);
if (value != 0) {
int32 spell_id = 0;
if (luaspell && luaspell->spell && luaspell->caster) {
if(luaspell->resisted) {
lua_interface->ResetFunctionStack(state);
return 0;
}
spell_id = luaspell->spell->GetSpellID();
ZoneServer* zone = luaspell->caster->GetZone();
Spawn* target = 0;
luaspell->MSpellTargets.readlock(__FUNCTION__, __LINE__);
for (int32 i = 0; i < luaspell->targets.size(); i++) {
target = zone->GetSpawnByID(luaspell->targets[i]);
if (target && target->Alive()) {
if (target->IsPlayer()) {
((Player*)target)->AddSkillBonus(spell_id, skill_id, value);
Client* client = ((Player*)target)->GetClient();
if (client) {
EQ2Packet* packet = ((Player*)target)->GetSkills()->GetSkillPacket(client->GetVersion());
if (packet)
client->QueuePacket(packet);
}
if (!(luaspell->effect_bitmask & EFFECT_FLAG_SKILLBONUS))
luaspell->effect_bitmask += EFFECT_FLAG_SKILLBONUS;
}
else if (target->IsNPC()) {
((NPC*)target)->AddSkillBonus(spell_id, skill_id, value);
if (!(luaspell->effect_bitmask & EFFECT_FLAG_SKILLBONUS))
luaspell->effect_bitmask += EFFECT_FLAG_SKILLBONUS;
}
else
LogWrite(LUA__ERROR, 0, "LUA", "Error applying bonus buff on '%s'. Not a NPC or player.", target->GetName());
}
}
luaspell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
}
else if (spawn) {
if (spawn->IsPlayer()) {
((Player*)spawn)->AddSkillBonus(spell_id, skill_id, value);
Client* client = ((Player*)spawn)->GetClient();
if (client) {
EQ2Packet* packet = ((Player*)spawn)->GetSkills()->GetSkillPacket(client->GetVersion());
if (packet)
client->QueuePacket(packet);
}
}
else if (spawn->IsNPC())
((NPC*)spawn)->AddSkillBonus(spell_id, skill_id, value);
else
LogWrite(LUA__ERROR, 0, "LUA", "Error applying skill bonus on '%s'. Not a NPC or player.", spawn->GetName());
}
}
else
lua_interface->LogError("%s: Invalid parameters for AddSkillBonus.", lua_interface->GetScriptName(state));
return 0;
}
int EQ2Emu_lua_RemoveSkillBonus(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
LuaSpell* luaspell = lua_interface->GetCurrentSpell(state);
lua_interface->ResetFunctionStack(state);
int32 spell_id = 0;
if (luaspell && luaspell->spell && luaspell->caster) {
if(luaspell->resisted) {
return 0;
}
spell_id = luaspell->spell->GetSpellID();
ZoneServer* zone = luaspell->caster->GetZone();
Spawn* target = 0;
luaspell->MSpellTargets.readlock(__FUNCTION__, __LINE__);
for (int32 i = 0; i < luaspell->targets.size(); i++) {
target = zone->GetSpawnByID(luaspell->targets[i]);
if (target) {
if (target->IsPlayer()) {
((Player*)target)->RemoveSkillBonus(spell_id);
Client* client = ((Player*)target)->GetClient();
if (client) {
EQ2Packet* packet = ((Player*)target)->GetSkills()->GetSkillPacket(client->GetVersion());
if (packet)
client->QueuePacket(packet);
}
}
else if (target->IsNPC())
((NPC*)target)->RemoveSkillBonus(spell_id);
else
LogWrite(LUA__ERROR, 0, "LUA", "Error removing skill bonus on '%s'. Not a NPC or player.", spawn->GetName());
}
}
luaspell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
}
else if (spawn) {
if (spawn->IsPlayer()) {
((Player*)spawn)->RemoveSkillBonus(spell_id);
Client* client = ((Player*)spawn)->GetClient();
if (client) {
EQ2Packet* packet = ((Player*)spawn)->GetSkills()->GetSkillPacket(client->GetVersion());
if (packet)
client->QueuePacket(packet);
}
}
else if (spawn->IsNPC())
((NPC*)spawn)->RemoveSkillBonus(spell_id);
else
LogWrite(LUA__ERROR, 0, "LUA", "Error removing skill bonus on '%s'. Not a NPC or player.", spawn->GetName());
}
return 0;
}
int EQ2Emu_lua_AddControlEffect(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
int8 type = lua_interface->GetInt32Value(state, 2);
bool only_add_spawn = lua_interface->GetInt8Value(state, 3) == 1;
LuaSpell* luaspell = lua_interface->GetCurrentSpell(state);
lua_interface->ResetFunctionStack(state);
if(!luaspell || luaspell->resisted) {
return 0;
}
if (!only_add_spawn && luaspell && luaspell->spell && luaspell->caster && type != 0) {
ZoneServer* zone = luaspell->caster->GetZone();
Spawn* target = 0;
luaspell->MSpellTargets.readlock(__FUNCTION__, __LINE__);
for (int32 i = 0; i < luaspell->targets.size(); i++) {
target = zone->GetSpawnByID(luaspell->targets[i]);
if (target && target->IsEntity()) {
if (type == CONTROL_EFFECT_TYPE_MEZ) {
((Entity*)target)->AddMezSpell(luaspell);
if (!(luaspell->effect_bitmask & EFFECT_FLAG_MEZ))
luaspell->effect_bitmask += EFFECT_FLAG_MEZ;
if (target->IsNPC())
((NPC*)target)->Brain()->AddHate(luaspell->caster, 5);
}
else if (type == CONTROL_EFFECT_TYPE_STIFLE) {
((Entity*)target)->AddStifleSpell(luaspell);
if (!(luaspell->effect_bitmask & EFFECT_FLAG_STIFLE))
luaspell->effect_bitmask += EFFECT_FLAG_STIFLE;
if (target->IsNPC())
((NPC*)target)->Brain()->AddHate(luaspell->caster, 5);
}
else if (type == CONTROL_EFFECT_TYPE_DAZE) {
((Entity*)target)->AddDazeSpell(luaspell);
if (!(luaspell->effect_bitmask & EFFECT_FLAG_DAZE))
luaspell->effect_bitmask += EFFECT_FLAG_DAZE;
if (target->IsNPC())
((NPC*)target)->Brain()->AddHate(luaspell->caster, 5);
}
else if (type == CONTROL_EFFECT_TYPE_STUN) {
if (!(luaspell->effect_bitmask & EFFECT_FLAG_STUN))
luaspell->effect_bitmask += EFFECT_FLAG_STUN;
((Entity*)target)->AddStunSpell(luaspell);
if (target->IsNPC())
((NPC*)target)->Brain()->AddHate(luaspell->caster, 5);
}
else if (type == CONTROL_EFFECT_TYPE_ROOT) {
if (!(luaspell->effect_bitmask & EFFECT_FLAG_ROOT))
luaspell->effect_bitmask += EFFECT_FLAG_ROOT;
((Entity*)target)->AddRootSpell(luaspell);
if (target->IsNPC())
((NPC*)target)->Brain()->AddHate(luaspell->caster, 5);
}
else if (type == CONTROL_EFFECT_TYPE_FEAR) {
if (!(luaspell->effect_bitmask & EFFECT_FLAG_FEAR))
luaspell->effect_bitmask += EFFECT_FLAG_FEAR;
((Entity*)target)->AddFearSpell(luaspell);
if (target->IsNPC())
((NPC*)target)->Brain()->AddHate(luaspell->caster, 5);
}
else if (type == CONTROL_EFFECT_TYPE_WALKUNDERWATER) {
((Entity*)target)->AddWaterwalkSpell(luaspell);
if (!(luaspell->effect_bitmask & EFFECT_FLAG_WATERWALK))
luaspell->effect_bitmask += EFFECT_FLAG_WATERWALK;
}
else if (type == CONTROL_EFFECT_TYPE_JUMPUNDERWATER) {
((Entity*)target)->AddWaterjumpSpell(luaspell);
if (!(luaspell->effect_bitmask & EFFECT_FLAG_WATERJUMP))
luaspell->effect_bitmask += EFFECT_FLAG_WATERJUMP;
}
else if (type == CONTROL_EFFECT_TYPE_SNARE) {
((Entity*)target)->AddSnareSpell(luaspell);
if (!(luaspell->effect_bitmask & EFFECT_FLAG_SNARE))
luaspell->effect_bitmask += EFFECT_FLAG_SNARE;
if (target->IsNPC())
((NPC*)target)->Brain()->AddHate(luaspell->caster, 5);
}
else if (type == CONTROL_EFFECT_TYPE_FLIGHT) {
((Entity*)target)->AddFlightSpell(luaspell);
if (!(luaspell->effect_bitmask & EFFECT_FLAG_FLIGHT))
luaspell->effect_bitmask += EFFECT_FLAG_FLIGHT;
}
else if (type == CONTROL_EFFECT_TYPE_GLIDE) {
((Entity*)target)->AddGlideSpell(luaspell);
if (!(luaspell->effect_bitmask & EFFECT_FLAG_GLIDE))
luaspell->effect_bitmask += EFFECT_FLAG_GLIDE;
}
else if (type == CONTROL_EFFECT_TYPE_SAFEFALL) {
((Entity*)target)->AddSafefallSpell(luaspell);
if (!(luaspell->effect_bitmask & EFFECT_FLAG_SAFEFALL))
luaspell->effect_bitmask += EFFECT_FLAG_SAFEFALL;
}
else
lua_interface->LogError("%s: Unhandled control effect type of %u.", lua_interface->GetScriptName(state), type);
}
else
lua_interface->LogError("%s: Error applying control effect on non entity '%s'.", lua_interface->GetScriptName(state), (target != nullptr) ? target->GetName() : "NO_TARGET");
}
luaspell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
}
else if (only_add_spawn && spawn && spawn->IsEntity()) {
if (type == CONTROL_EFFECT_TYPE_MEZ) {
((Entity*)spawn)->AddMezSpell(luaspell);
if (!(luaspell->effect_bitmask & EFFECT_FLAG_MEZ))
luaspell->effect_bitmask += EFFECT_FLAG_MEZ;
}
else if (type == CONTROL_EFFECT_TYPE_STIFLE) {
((Entity*)spawn)->AddStifleSpell(luaspell);
if (!(luaspell->effect_bitmask & EFFECT_FLAG_STIFLE))
luaspell->effect_bitmask += EFFECT_FLAG_STIFLE;
}
else if (type == CONTROL_EFFECT_TYPE_DAZE) {
((Entity*)spawn)->AddDazeSpell(luaspell);
if (!(luaspell->effect_bitmask & EFFECT_FLAG_DAZE))
luaspell->effect_bitmask += EFFECT_FLAG_DAZE;
}
else if (type == CONTROL_EFFECT_TYPE_STUN) {
((Entity*)spawn)->AddStunSpell(luaspell);
if (!(luaspell->effect_bitmask & EFFECT_FLAG_STUN))
luaspell->effect_bitmask += EFFECT_FLAG_STUN;
}
else if (type == CONTROL_EFFECT_TYPE_ROOT) {
((Entity*)spawn)->AddRootSpell(luaspell);
if (!(luaspell->effect_bitmask & EFFECT_FLAG_ROOT))
luaspell->effect_bitmask += EFFECT_FLAG_ROOT;
}
else if (type == CONTROL_EFFECT_TYPE_FEAR) {
((Entity*)spawn)->AddFearSpell(luaspell);
if (!(luaspell->effect_bitmask & EFFECT_FLAG_FEAR))
luaspell->effect_bitmask += EFFECT_FLAG_FEAR;
}
else if (type == CONTROL_EFFECT_TYPE_WALKUNDERWATER) {
((Entity*)spawn)->AddWaterwalkSpell(luaspell);
if (!(luaspell->effect_bitmask & EFFECT_FLAG_WATERWALK))
luaspell->effect_bitmask += EFFECT_FLAG_WATERWALK;
}
else if (type == CONTROL_EFFECT_TYPE_JUMPUNDERWATER) {
((Entity*)spawn)->AddWaterjumpSpell(luaspell);
if (!(luaspell->effect_bitmask & EFFECT_FLAG_WATERJUMP))
luaspell->effect_bitmask += EFFECT_FLAG_WATERJUMP;
}
else if (type == CONTROL_EFFECT_TYPE_SNARE) {
((Entity*)spawn)->AddSnareSpell(luaspell);
if (!(luaspell->effect_bitmask & EFFECT_FLAG_SNARE))
luaspell->effect_bitmask += EFFECT_FLAG_SNARE;
}
else if (type == CONTROL_EFFECT_TYPE_FLIGHT) {
((Entity*)spawn)->AddFlightSpell(luaspell);
if (!(luaspell->effect_bitmask & EFFECT_FLAG_FLIGHT))
luaspell->effect_bitmask += EFFECT_FLAG_FLIGHT;
}
else if (type == CONTROL_EFFECT_TYPE_GLIDE) {
((Entity*)spawn)->AddGlideSpell(luaspell);
if (!(luaspell->effect_bitmask & EFFECT_FLAG_GLIDE))
luaspell->effect_bitmask += EFFECT_FLAG_GLIDE;
}
else if (type == CONTROL_EFFECT_TYPE_SAFEFALL) {
((Entity*)spawn)->AddSafefallSpell(luaspell);
if (!(luaspell->effect_bitmask & EFFECT_FLAG_SAFEFALL))
luaspell->effect_bitmask += EFFECT_FLAG_SAFEFALL;
}
else
lua_interface->LogError("%s: Unhandled control effect type of %u.", lua_interface->GetScriptName(state), type);
}
else
lua_interface->LogError("%s: Error applying control effect on non entity '%s'.", lua_interface->GetScriptName(state), (spawn != nullptr) ? spawn->GetName() : "NO_SPAWN");
return 0;
}
int EQ2Emu_lua_RemoveControlEffect(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
int8 type = lua_interface->GetInt8Value(state, 2);
bool only_remove_spawn = lua_interface->GetInt8Value(state, 3) == 1;
LuaSpell* luaspell = lua_interface->GetCurrentSpell(state);
lua_interface->ResetFunctionStack(state);
if (spawn && spawn->IsEntity()) {
if (!only_remove_spawn && luaspell && luaspell->spell && luaspell->caster) {
ZoneServer* zone = luaspell->caster->GetZone();
Spawn* target = 0;
luaspell->MSpellTargets.readlock(__FUNCTION__, __LINE__);
for (int32 i = 0; i < luaspell->targets.size(); i++) {
target = zone->GetSpawnByID(luaspell->targets[i]);
if (target) {
if (type == CONTROL_EFFECT_TYPE_MEZ)
((Entity*)target)->RemoveMezSpell(luaspell);
else if (type == CONTROL_EFFECT_TYPE_STIFLE)
((Entity*)target)->RemoveStifleSpell(luaspell);
else if (type == CONTROL_EFFECT_TYPE_DAZE)
((Entity*)target)->RemoveDazeSpell(luaspell);
else if (type == CONTROL_EFFECT_TYPE_STUN)
((Entity*)target)->RemoveStunSpell(luaspell);
else if (type == CONTROL_EFFECT_TYPE_ROOT)
((Entity*)target)->RemoveRootSpell(luaspell);
else if (type == CONTROL_EFFECT_TYPE_FEAR)
((Entity*)target)->RemoveFearSpell(luaspell);
else if (type == CONTROL_EFFECT_TYPE_WALKUNDERWATER)
((Entity*)target)->RemoveWaterwalkSpell(luaspell);
else if (type == CONTROL_EFFECT_TYPE_JUMPUNDERWATER)
((Entity*)target)->RemoveWaterjumpSpell(luaspell);
else if (type == CONTROL_EFFECT_TYPE_SNARE)
((Entity*)target)->RemoveSnareSpell(luaspell);
else if (type == CONTROL_EFFECT_TYPE_FLIGHT)
((Entity*)target)->RemoveFlightSpell(luaspell);
else if (type == CONTROL_EFFECT_TYPE_GLIDE)
((Entity*)target)->RemoveGlideSpell(luaspell);
else if (type == CONTROL_EFFECT_TYPE_SAFEFALL)
((Entity*)target)->RemoveGlideSpell(luaspell);
else
lua_interface->LogError("%s: Unhandled control effect type of %u.", lua_interface->GetScriptName(state), type);
}
}
luaspell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
}
else if (only_remove_spawn) {
if (type == CONTROL_EFFECT_TYPE_MEZ)
((Entity*)spawn)->RemoveMezSpell(luaspell);
else if (type == CONTROL_EFFECT_TYPE_STIFLE)
((Entity*)spawn)->RemoveStifleSpell(luaspell);
else if (type == CONTROL_EFFECT_TYPE_DAZE)
((Entity*)spawn)->RemoveDazeSpell(luaspell);
else if (type == CONTROL_EFFECT_TYPE_STUN)
((Entity*)spawn)->RemoveStunSpell(luaspell);
else if (type == CONTROL_EFFECT_TYPE_ROOT)
((Entity*)spawn)->RemoveRootSpell(luaspell);
else if (type == CONTROL_EFFECT_TYPE_FEAR)
((Entity*)spawn)->RemoveFearSpell(luaspell);
else if (type == CONTROL_EFFECT_TYPE_WALKUNDERWATER)
((Entity*)spawn)->RemoveWaterwalkSpell(luaspell);
else if (type == CONTROL_EFFECT_TYPE_JUMPUNDERWATER)
((Entity*)spawn)->RemoveWaterjumpSpell(luaspell);
else if (type == CONTROL_EFFECT_TYPE_SNARE)
((Entity*)spawn)->RemoveSnareSpell(luaspell);
else if (type == CONTROL_EFFECT_TYPE_FLIGHT)
((Entity*)spawn)->RemoveFlightSpell(luaspell);
else if (type == CONTROL_EFFECT_TYPE_GLIDE)
((Entity*)spawn)->RemoveGlideSpell(luaspell);
else if (type == CONTROL_EFFECT_TYPE_SAFEFALL)
((Entity*)spawn)->RemoveSafefallSpell(luaspell);
else
lua_interface->LogError("%s: Unhandled control effect type of %u.", lua_interface->GetScriptName(state), type);
}
}
return 0;
}
int EQ2Emu_lua_HasControlEffect(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
int8 type = lua_interface->GetInt8Value(state, 2);
lua_interface->ResetFunctionStack(state);
bool hasEffect = false;
if (!spawn)
lua_interface->LogError("%s: LUA HasControlEffect error: Could not find spawn.", lua_interface->GetScriptName(state));
else if (!spawn->IsEntity())
lua_interface->LogError("%s: LUA HasControlEffect error: spawn %s is not an entity!.", lua_interface->GetScriptName(state), spawn->GetName());
else if (type < CONTROL_MAX_EFFECTS)
hasEffect = ((Entity*)spawn)->HasControlEffect(type);
else
lua_interface->LogError("%s: LUA HasControlEffect unhandled control effect type of %u.", lua_interface->GetScriptName(state), type);
lua_interface->SetBooleanValue(state, hasEffect);
return 1;
}
int EQ2Emu_lua_GetBaseAggroRadius(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
float distance = 0.0f;
lua_interface->ResetFunctionStack(state);
if (!spawn)
lua_interface->LogError("%s: LUA GetBaseAggroRadius error: Could not find spawn.", lua_interface->GetScriptName(state));
else if (!spawn->IsNPC())
lua_interface->LogError("%s: LUA GetBaseAggroRadius error: spawn %s is not an NPC!.", lua_interface->GetScriptName(state), spawn->GetName());
else
distance = ((NPC*)spawn)->GetBaseAggroRadius();
lua_interface->SetFloatValue(state, distance);
return 1;
}
int EQ2Emu_lua_GetAggroRadius(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
float distance = 0.0f;
lua_interface->ResetFunctionStack(state);
if (!spawn)
lua_interface->LogError("%s: LUA GetAggroRadius error: Could not find spawn.", lua_interface->GetScriptName(state));
else if (!spawn->IsNPC())
lua_interface->LogError("%s: LUA GetAggroRadius error: spawn %s is not an NPC!.", lua_interface->GetScriptName(state), spawn->GetName());
else
distance = ((NPC*)spawn)->GetAggroRadius();
lua_interface->SetFloatValue(state, distance);
return 1;
}
int EQ2Emu_lua_SetAggroRadius(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
float distance = lua_interface->GetFloatValue(state, 2);
bool override_ = lua_interface->GetBooleanValue(state, 3);
bool result = false;
lua_interface->ResetFunctionStack(state);
if (!spawn)
lua_interface->LogError("%s: LUA SetAggroRadius error: Could not find spawn.", lua_interface->GetScriptName(state));
else if (!spawn->IsNPC())
lua_interface->LogError("%s: LUA SetAggroRadius error: spawn %s is not an NPC!.", lua_interface->GetScriptName(state), spawn->GetName());
else
{
((NPC*)spawn)->SetAggroRadius(distance, override_);
result = true;
}
lua_interface->SetBooleanValue(state, result);
return 1;
}
int EQ2Emu_lua_SetIntBase(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
int16 value = lua_interface->GetInt16Value(state, 2);
lua_interface->ResetFunctionStack(state);
if (spawn && spawn->IsEntity()) {
((Entity*)spawn)->GetInfoStruct()->set_intel_base(value);
if (spawn->IsPlayer())
((Player*)spawn)->SetCharSheetChanged(true);
}
return 0;
}
int EQ2Emu_lua_SetAgiBase(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
int16 value = lua_interface->GetInt16Value(state, 2);
lua_interface->ResetFunctionStack(state);
if (spawn && spawn->IsEntity()) {
((Entity*)spawn)->GetInfoStruct()->set_agi_base(value);
if (spawn->IsPlayer())
((Player*)spawn)->SetCharSheetChanged(true);
}
return 0;
}
int EQ2Emu_lua_SetWisBase(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
int16 value = lua_interface->GetInt16Value(state, 2);
lua_interface->ResetFunctionStack(state);
if (spawn && spawn->IsEntity()) {
((Entity*)spawn)->GetInfoStruct()->set_wis_base(value);
if (spawn->IsPlayer())
((Player*)spawn)->SetCharSheetChanged(true);
}
return 0;
}
int EQ2Emu_lua_SetStaBase(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
int16 value = lua_interface->GetInt16Value(state, 2);
lua_interface->ResetFunctionStack(state);
if (spawn && spawn->IsEntity()) {
((Entity*)spawn)->GetInfoStruct()->set_sta_base(value);
if (spawn->IsPlayer())
((Player*)spawn)->SetCharSheetChanged(true);
}
return 0;
}
int EQ2Emu_lua_SetStrBase(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
int16 value = lua_interface->GetInt16Value(state, 2);
lua_interface->ResetFunctionStack(state);
if (spawn && spawn->IsEntity()) {
((Entity*)spawn)->GetInfoStruct()->set_str_base(value);
if (spawn->IsPlayer())
((Player*)spawn)->SetCharSheetChanged(true);
}
return 0;
}
int EQ2Emu_lua_SetDeity(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
int8 value = lua_interface->GetInt8Value(state, 2);
lua_interface->ResetFunctionStack(state);
if (spawn && spawn->IsEntity()) {
((Entity*)spawn)->SetDeity(value);
if (spawn->IsPlayer())
((Player*)spawn)->SetCharSheetChanged(true);
}
lua_interface->ResetFunctionStack(state);
return 0;
}
int EQ2Emu_lua_GetDeity(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
lua_interface->ResetFunctionStack(state);
if (spawn && spawn->IsEntity()) {
int8 deity = ((Entity*)spawn)->GetDeity();
lua_interface->SetInt32Value(state, deity);
return 1;
}
return 0;
}
int EQ2Emu_lua_SetInt(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
LuaSpell* luaspell = lua_interface->GetCurrentSpell(state);
sint32 value = lua_interface->GetSInt32Value(state, 2);
lua_interface->ResetFunctionStack(state);
if (spawn && spawn->IsEntity()) {
((Entity*)spawn)->AddSpellBonus(luaspell, ITEM_STAT_INT, value);
if (spawn->IsPlayer())
((Player*)spawn)->SetCharSheetChanged(true);
}
return 0;
}
int EQ2Emu_lua_SetWis(lua_State* state) {
if (!lua_interface)
return 0;
LuaSpell* luaspell = lua_interface->GetCurrentSpell(state);
Spawn* spawn = lua_interface->GetSpawn(state);
float value = lua_interface->GetFloatValue(state, 2);
lua_interface->ResetFunctionStack(state);
if (spawn && spawn->IsEntity()) {
((Entity*)spawn)->AddSpellBonus(luaspell, ITEM_STAT_WIS, value);
if (spawn->IsPlayer())
((Player*)spawn)->SetCharSheetChanged(true);
}
return 0;
}
int EQ2Emu_lua_SetSta(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
float value = lua_interface->GetFloatValue(state, 2);
LuaSpell* luaspell = lua_interface->GetCurrentSpell(state);
lua_interface->ResetFunctionStack(state);
if (spawn && spawn->IsEntity()) {
((Entity*)spawn)->AddSpellBonus(luaspell, ITEM_STAT_STA, value);
if (spawn->IsPlayer())
((Player*)spawn)->SetCharSheetChanged(true);
}
return 0;
}
int EQ2Emu_lua_SetStr(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
LuaSpell* luaspell = lua_interface->GetCurrentSpell(state);
float value = lua_interface->GetFloatValue(state, 2);
lua_interface->ResetFunctionStack(state);
if (spawn && spawn->IsEntity()) {
((Entity*)spawn)->AddSpellBonus(luaspell, ITEM_STAT_STR, value);
if (spawn->IsPlayer())
((Player*)spawn)->SetCharSheetChanged(true);
}
return 0;
}
int EQ2Emu_lua_SetAgi(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
LuaSpell* luaspell = lua_interface->GetCurrentSpell(state);
float value = lua_interface->GetFloatValue(state, 2);
lua_interface->ResetFunctionStack(state);
if (spawn && spawn->IsEntity()) {
((Entity*)spawn)->AddSpellBonus(luaspell, ITEM_STAT_AGI, value);
if (spawn->IsPlayer())
((Player*)spawn)->SetCharSheetChanged(true);
}
return 0;
}
int EQ2Emu_lua_GetCurrentHP(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
lua_interface->ResetFunctionStack(state);
if (spawn) {
lua_interface->SetInt32Value(state, spawn->GetHP());
return 1;
}
return 0;
}
int EQ2Emu_lua_GetMaxHP(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
lua_interface->ResetFunctionStack(state);
if (spawn) {
lua_interface->SetInt32Value(state, spawn->GetTotalHP());
return 1;
}
return 0;
}
int EQ2Emu_lua_GetMaxHPBase(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
lua_interface->ResetFunctionStack(state);
if (spawn) {
lua_interface->SetInt32Value(state, spawn->GetTotalHPBase());
return 1;
}
return 0;
}
int EQ2Emu_lua_GetName(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
lua_interface->ResetFunctionStack(state);
if (spawn) {
lua_interface->SetStringValue(state, spawn->GetName());
return 1;
}
return 0;
}
int EQ2Emu_lua_GetLevel(lua_State* state) {
Spawn* spawn = lua_interface->GetSpawn(state);
lua_interface->ResetFunctionStack(state);
if (spawn) {
lua_interface->SetInt32Value(state, spawn->GetLevel());
return 1;
}
return 0;
}
int EQ2Emu_lua_GetDifficulty(lua_State* state) {
Spawn* spawn = lua_interface->GetSpawn(state);
lua_interface->ResetFunctionStack(state);
if (spawn) {
lua_interface->SetInt32Value(state, spawn->GetDifficulty());
return 1;
}
return 0;
}
int EQ2Emu_lua_GetCurrentPower(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
lua_interface->ResetFunctionStack(state);
if (spawn) {
lua_interface->SetInt32Value(state, spawn->GetPower());
return 1;
}
return 0;
}
int EQ2Emu_lua_GetMaxPower(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
lua_interface->ResetFunctionStack(state);
if (spawn) {
lua_interface->SetInt32Value(state, spawn->GetTotalPower());
return 1;
}
return 0;
}
int EQ2Emu_lua_GetMaxPowerBase(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
lua_interface->ResetFunctionStack(state);
if (spawn) {
lua_interface->SetInt32Value(state, spawn->GetTotalPowerBase());
return 1;
}
return 0;
}
int EQ2Emu_lua_GetDistance(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
Spawn* spawn2 = lua_interface->GetSpawn(state, 2);
bool include_radius = lua_interface->GetInt8Value(state, 3) == 1;
lua_interface->ResetFunctionStack(state);
if (spawn && spawn2) {
float distance = spawn->GetDistance(spawn2, false, include_radius);
lua_interface->SetFloatValue(state, distance);
return 1;
}
return 0;
}
int EQ2Emu_lua_GetX(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
lua_interface->ResetFunctionStack(state);
if (spawn) {
lua_interface->SetFloatValue(state, spawn->GetX());
return 1;
}
return 0;
}
int EQ2Emu_lua_GetY(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
lua_interface->ResetFunctionStack(state);
if (spawn) {
lua_interface->SetFloatValue(state, spawn->GetY());
return 1;
}
return 0;
}
int EQ2Emu_lua_GetZ(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
lua_interface->ResetFunctionStack(state);
if (spawn) {
lua_interface->SetFloatValue(state, spawn->GetZ());
return 1;
}
return 0;
}
int EQ2Emu_lua_GetHeading(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
lua_interface->ResetFunctionStack(state);
if (spawn) {
lua_interface->SetFloatValue(state, spawn->GetHeading());
return 1;
}
return 0;
}
int EQ2Emu_lua_GetModelType(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
lua_interface->ResetFunctionStack(state);
if (spawn) {
lua_interface->SetInt32Value(state, spawn->GetModelType());
return 1;
}
return 0;
}
int EQ2Emu_lua_GetSpeed(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
lua_interface->ResetFunctionStack(state);
if (spawn) {
lua_interface->SetFloatValue(state, spawn->GetSpeed());
return 1;
}
return 0;
}
int EQ2Emu_lua_HasMoved(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
lua_interface->ResetFunctionStack(state);
if (spawn && spawn->IsEntity()) {
lua_interface->SetBooleanValue(state, ((Entity*)spawn)->HasMoved(false));
return 1;
}
return 0;
}
int EQ2Emu_lua_GetInt(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
lua_interface->ResetFunctionStack(state);
if (spawn && spawn->IsEntity()) {
lua_interface->SetInt32Value(state, ((Entity*)spawn)->GetInt());
return 1;
}
return 0;
}
int EQ2Emu_lua_GetWis(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
lua_interface->ResetFunctionStack(state);
if (spawn && spawn->IsEntity()) {
lua_interface->SetInt32Value(state, ((Entity*)spawn)->GetWis());
return 1;
}
return 0;
}
int EQ2Emu_lua_GetSta(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
lua_interface->ResetFunctionStack(state);
if (spawn && spawn->IsEntity()) {
lua_interface->SetInt32Value(state, ((Entity*)spawn)->GetSta());
return 1;
}
return 0;
}
int EQ2Emu_lua_GetStr(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
lua_interface->ResetFunctionStack(state);
if (spawn && spawn->IsEntity()) {
lua_interface->SetInt32Value(state, ((Entity*)spawn)->GetStr());
return 1;
}
return 0;
}
int EQ2Emu_lua_GetAgi(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
lua_interface->ResetFunctionStack(state);
if (spawn && spawn->IsEntity()) {
lua_interface->SetInt32Value(state, ((Entity*)spawn)->GetAgi());
return 1;
}
return 0;
}
int EQ2Emu_lua_GetIntBase(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
lua_interface->ResetFunctionStack(state);
if (spawn && spawn->IsEntity()) {
lua_interface->SetInt32Value(state, ((Entity*)spawn)->GetIntBase());
return 1;
}
return 0;
}
int EQ2Emu_lua_GetWisBase(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
lua_interface->ResetFunctionStack(state);
if (spawn && spawn->IsEntity()) {
lua_interface->SetInt32Value(state, ((Entity*)spawn)->GetWisBase());
return 1;
}
return 0;
}
int EQ2Emu_lua_GetStaBase(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
lua_interface->ResetFunctionStack(state);
if (spawn && spawn->IsEntity()) {
lua_interface->SetInt32Value(state, ((Entity*)spawn)->GetStaBase());
return 1;
}
return 0;
}
int EQ2Emu_lua_GetStrBase(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
lua_interface->ResetFunctionStack(state);
if (spawn && spawn->IsEntity()) {
lua_interface->SetInt32Value(state, ((Entity*)spawn)->GetStrBase());
return 1;
}
return 0;
}
int EQ2Emu_lua_GetAgiBase(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
lua_interface->ResetFunctionStack(state);
if (spawn && spawn->IsEntity()) {
lua_interface->SetInt32Value(state, ((Entity*)spawn)->GetAgiBase());
return 1;
}
return 0;
}
int EQ2Emu_lua_SetStepComplete(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* player = lua_interface->GetSpawn(state);
int32 quest_id = lua_interface->GetInt32Value(state, 2);
int32 step = lua_interface->GetInt32Value(state, 3);
lua_interface->ResetFunctionStack(state);
if (!player || !player->IsPlayer()) {
lua_interface->LogError("%s: LUA SetStepComplete command error: player is not valid", lua_interface->GetScriptName(state));
return 0;
}
if (quest_id <= 0) {
lua_interface->LogError("%s: LUA SetStepComplete command error: quest_id is not valid", lua_interface->GetScriptName(state));
return 0;
} else if ((((Player*)player)->player_quests.count(quest_id) <= 0)) {
lua_interface->LogError("%s: LUA SetStepComplete command error: player does not have quest", lua_interface->GetScriptName(state));
return 0;
}
if (step > 0) {
Client* client = ((Player*)player)->GetClient();
if (client)
client->AddPendingQuestUpdate(quest_id, step);
} else {
lua_interface->LogError("%s: LUA SetStepComplete command error: step is not valid", lua_interface->GetScriptName(state));
}
return 0;
}
int EQ2Emu_lua_AddStepProgress(lua_State* state) {
Spawn* player = lua_interface->GetSpawn(state);
int32 quest_id = lua_interface->GetInt32Value(state, 2);
int32 step = lua_interface->GetInt32Value(state, 3);
int32 progress = lua_interface->GetInt32Value(state, 4);
if (player && player->IsPlayer() && quest_id > 0 && step > 0 && progress > 0 && (((Player*)player)->player_quests.count(quest_id) > 0)) {
Client* client = ((Player*)player)->GetClient();
if (client)
client->AddPendingQuestUpdate(quest_id, step, progress);
}
return 0;
}
int EQ2Emu_lua_GetTaskGroupStep(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* player = lua_interface->GetSpawn(state);
int32 quest_id = lua_interface->GetInt32Value(state, 2);
if (player && player->IsPlayer() && quest_id > 0) {
lua_interface->SetInt32Value(state, ((Player*)player)->GetTaskGroupStep(quest_id));
return 1;
}
return 0;
}
int EQ2Emu_lua_QuestStepIsComplete(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* player = lua_interface->GetSpawn(state);
int32 quest_id = lua_interface->GetInt32Value(state, 2);
int32 step_id = lua_interface->GetInt32Value(state, 3);
lua_interface->ResetFunctionStack(state);
if (player && player->IsPlayer() && quest_id > 0) {
lua_interface->SetBooleanValue(state, ((Player*)player)->GetQuestStepComplete(quest_id, step_id));
return 1;
}
return 0;
}
int EQ2Emu_lua_GetQuestStep(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* player = lua_interface->GetSpawn(state);
int32 quest_id = lua_interface->GetInt32Value(state, 2);
lua_interface->ResetFunctionStack(state);
if (player && player->IsPlayer() && quest_id > 0) {
lua_interface->SetInt32Value(state, ((Player*)player)->GetQuestStep(quest_id));
return 1;
}
return 0;
}
int EQ2Emu_lua_RegisterQuest(lua_State* state) {
if (!lua_interface)
return 0;
Quest* quest = lua_interface->GetQuest(state);
string name = lua_interface->GetStringValue(state, 2);
string type = lua_interface->GetStringValue(state, 3);
string zone = lua_interface->GetStringValue(state, 4);
int16 level = lua_interface->GetInt16Value(state, 5);
string description = lua_interface->GetStringValue(state, 6);
lua_interface->ResetFunctionStack(state);
bool load = true;
if (!quest) {
lua_interface->LogError("%s: Quest not given in RegisterQuest!", lua_interface->GetScriptName(state));
load = false;
}
if (load && name.length() == 0) {
lua_interface->LogError("%s: Name not given in RegisterQuest!", lua_interface->GetScriptName(state));
load = false;
}
if (load && type.length() == 0) {
lua_interface->LogError("%s: Type not given in RegisterQuest for '%s'!", lua_interface->GetScriptName(state), name.c_str());
load = false;
}
if (load && zone.length() == 0) {
lua_interface->LogError("%s: Zone not given in RegisterQuest for '%s'!", lua_interface->GetScriptName(state), name.c_str());
load = false;
}
if (load && description.length() == 0) {
lua_interface->LogError("%s: Description not given in RegisterQuest for '%s'!", lua_interface->GetScriptName(state), name.c_str());
load = false;
}
if (load && level == 0) {
lua_interface->LogError("%s: Level not given in RegisterQuest for '%s'!", lua_interface->GetScriptName(state), name.c_str());
load = false;
}
if (load)
quest->RegisterQuest(name, type, zone, level, description);
return 0;
}
int EQ2Emu_lua_SetQuestPrereqLevel(lua_State* state) {
if (!lua_interface)
return 0;
Quest* quest = lua_interface->GetQuest(state);
int8 level = lua_interface->GetInt16Value(state, 2);
lua_interface->ResetFunctionStack(state);
if (quest) {
quest->SetPrereqLevel(level);
}
return 0;
}
int EQ2Emu_lua_AddQuestPrereqQuest(lua_State* state) {
if (!lua_interface)
return 0;
Quest* quest = lua_interface->GetQuest(state);
int32 quest_id = lua_interface->GetInt32Value(state, 2);
lua_interface->ResetFunctionStack(state);
if (quest) {
quest->AddPrereqQuest(quest_id);
}
return 0;
}
int EQ2Emu_lua_AddQuestPrereqItem(lua_State* state) {
if (!lua_interface)
return 0;
Quest* quest = lua_interface->GetQuest(state);
int32 item_id = lua_interface->GetInt32Value(state, 2);
int8 quantity = lua_interface->GetInt32Value(state, 3);
lua_interface->ResetFunctionStack(state);
if (quest) {
if (quantity == 0)
quantity = 1;
Item* master_item = master_item_list.GetItem(item_id);
if (master_item) {
Item* item = new Item(master_item);
item->details.count = quantity;
quest->AddPrereqItem(item);
}
}
return 0;
}
int EQ2Emu_lua_HasQuest(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* player = lua_interface->GetSpawn(state);
int32 quest_id = lua_interface->GetInt32Value(state, 2);
lua_interface->ResetFunctionStack(state);
if(!player || !player->IsPlayer()) {
lua_interface->LogError("%s: LUA HasQuest command error: player is not valid", lua_interface->GetScriptName(state));
return 0;
}
if (quest_id > 0) {
lua_interface->SetBooleanValue(state, (((Player*)player)->HasActiveQuest(quest_id) == TRUE));
return 1;
} else {
lua_interface->LogError("%s: LUA HasQuest command error: quest_id is not valid", lua_interface->GetScriptName(state));
}
return 0;
}
int EQ2Emu_lua_QuestReturnNPC(lua_State* state) {
if (!lua_interface)
return 0;
Quest* quest = lua_interface->GetQuest(state);
int32 spawn_id = lua_interface->GetInt32Value(state, 2);
lua_interface->ResetFunctionStack(state);
if (quest && spawn_id > 0)
quest->SetQuestReturnNPC(spawn_id);
return 0;
}
int EQ2Emu_lua_AddTimer(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
int32 time = lua_interface->GetInt32Value(state, 2);
string function = lua_interface->GetStringValue(state, 3);
int32 max_count = lua_interface->GetInt32Value(state, 4);
Spawn* player = lua_interface->GetSpawn(state, 5);
lua_interface->ResetFunctionStack(state);
if (!spawn) {
lua_interface->LogError("%s: LUA AddTimer command error: spawn is not valid", lua_interface->GetScriptName(state));
return 0;
}
if (time <= 0) {
lua_interface->LogError("%s: LUA AddTimer command error: time is not set", lua_interface->GetScriptName(state));
return 0;
}
if (function.length() == 0) {
lua_interface->LogError("%s: LUA AddTimer command error: function is not set", lua_interface->GetScriptName(state));
return 0;
}
SpawnScriptTimer* timer = new SpawnScriptTimer;
if ( time < 10)
time = 10;
timer->timer = Timer::GetCurrentTime2() + time;
timer->function = function;
timer->spawn = spawn->GetID();
timer->player = player ? player->GetID() : 0;
if (max_count == 0)
max_count = 1;
timer->max_count = max_count;
timer->current_count = 0;
spawn->GetZone()->AddSpawnScriptTimer(timer);
return 0;
}
int EQ2Emu_lua_StopTimer(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
string function = lua_interface->GetStringValue(state, 2);
lua_interface->ResetFunctionStack(state);
if (!spawn) {
lua_interface->LogError("%s: LUA StopTimer command error: spawn is not valid", lua_interface->GetScriptName(state));
return 0;
}
if(!spawn->GetZone()) {
lua_interface->LogError("%s: LUA StopTimer command error: spawn has no zone to check spawn timers", lua_interface->GetScriptName(state));
return 0;
}
spawn->GetZone()->StopSpawnScriptTimer(spawn, function);
return 0;
}
int EQ2Emu_lua_GetQuest(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* player = lua_interface->GetSpawn(state);
int32 quest_id = lua_interface->GetInt32Value(state, 2);
lua_interface->ResetFunctionStack(state);
if (player && player->IsPlayer() && quest_id > 0) {
lua_interface->SetQuestValue(state, ((Player*)player)->player_quests[quest_id]);
return 1;
}
return 0;
}
int EQ2Emu_lua_QuestIsComplete(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* player = lua_interface->GetSpawn(state);
int32 quest_id = lua_interface->GetInt32Value(state, 2);
lua_interface->ResetFunctionStack(state);
if (player && player->IsPlayer() && quest_id > 0 && (((Player*)player)->player_quests.count(quest_id) > 0)) {
Quest* quest = ((Player*)player)->player_quests[quest_id];
if (quest)
lua_interface->SetBooleanValue(state, quest->GetCompleted());
return 1;
}
return 0;
}
int EQ2Emu_lua_HasCompletedQuest(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* player = lua_interface->GetSpawn(state);
int32 quest_id = lua_interface->GetInt32Value(state, 2);
lua_interface->ResetFunctionStack(state);
if (player && player->IsPlayer() && quest_id > 0) {
lua_interface->SetBooleanValue(state, (((Player*)player)->HasQuestBeenCompleted(quest_id) != 0));
return 1;
}
return 0;
}
int EQ2Emu_lua_ProvidesQuest(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* npc = lua_interface->GetSpawn(state);
int32 quest_id = lua_interface->GetInt32Value(state, 2);
lua_interface->ResetFunctionStack(state);
if (npc && !npc->IsPlayer() && quest_id > 0)
npc->AddProvidedQuest(quest_id);
return 0;
}
int EQ2Emu_lua_OfferQuest(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* npc = lua_interface->GetSpawn(state);
Spawn* player = lua_interface->GetSpawn(state, 2);
int32 quest_id = lua_interface->GetInt32Value(state, 3);
bool forced = lua_interface->GetBooleanValue(state, 4);
lua_interface->ResetFunctionStack(state);
/* NPC is allowed to be null */
if (player && player->IsPlayer() && quest_id > 0) {
Quest* master_quest = master_quest_list.GetQuest(quest_id, false);
if (master_quest) {
Client* client = ((Player*)player)->GetClient();
if (!client) {
lua_interface->LogError("%s: LUA OfferQuest command error: client is not set", lua_interface->GetScriptName(state));
}
Quest* quest = new Quest(master_quest);
if (!quest) {
lua_interface->LogError("%s: LUA OfferQuest command error: new Quest() failed.", lua_interface->GetScriptName(state));
}
if (client && quest) {
if (npc)
quest->SetQuestGiver(npc->GetDatabaseID());
else
quest->SetQuestGiver(0);
client->AddPendingQuest(quest, forced);
}
}
else {
lua_interface->LogError("%s: LUA OfferQuest command error: failed to get quest %d", lua_interface->GetScriptName(state), quest_id);
}
}
else {
lua_interface->LogError("%s: LUA OfferQuest command error: player is not set or bad quest id %p %d", lua_interface->GetScriptName(state), player, quest_id);
}
return 0;
}
int EQ2Emu_lua_AddQuestPrereqClass(lua_State* state) {
if (!lua_interface)
return 0;
Quest* quest = lua_interface->GetQuest(state);
int8 class_id = lua_interface->GetInt8Value(state, 2);
lua_interface->ResetFunctionStack(state);
if (quest) {
quest->AddPrereqClass(class_id);
}
return 0;
}
int EQ2Emu_lua_AddQuestPrereqRace(lua_State* state) {
if (!lua_interface)
return 0;
Quest* quest = lua_interface->GetQuest(state);
int8 race = lua_interface->GetInt8Value(state, 2);
lua_interface->ResetFunctionStack(state);
if (quest) {
quest->AddPrereqRace(race);
}
return 0;
}
int EQ2Emu_lua_AddQuestPrereqModelType(lua_State* state) {
if (!lua_interface)
return 0;
Quest* quest = lua_interface->GetQuest(state);
int16 model_type = lua_interface->GetInt16Value(state, 2);
lua_interface->ResetFunctionStack(state);
if (quest) {
quest->AddPrereqModelType(model_type);
}
return 0;
}
int EQ2Emu_lua_AddQuestPrereqTradeskillLevel(lua_State* state) {
if (!lua_interface)
return 0;
Quest* quest = lua_interface->GetQuest(state);
int8 level = lua_interface->GetInt8Value(state, 2);
lua_interface->ResetFunctionStack(state);
if (!quest) {
lua_interface->LogError("%s: LUA AddQuestPrereqTradeskillLevel command error: quest is not valid", lua_interface->GetScriptName(state));
return 0;
}
quest->SetPrereqTSLevel(level);
return 0;
}
int EQ2Emu_lua_AddQuestPrereqTradeskillClass(lua_State* state) {
if (!lua_interface)
return 0;
Quest* quest = lua_interface->GetQuest(state);
int8 class_id = lua_interface->GetInt8Value(state, 2);
lua_interface->ResetFunctionStack(state);
if (!quest) {
lua_interface->LogError("%s: LUA AddQuestPrereqTradeskillClass command error: quest is not valid", lua_interface->GetScriptName(state));
return 0;
}
quest->AddPrereqTradeskillClass(class_id);
return 0;
}
int EQ2Emu_lua_AddQuestPrereqFaction(lua_State* state) {
if (!lua_interface)
return 0;
Quest* quest = lua_interface->GetQuest(state);
int32 faction_id = lua_interface->GetInt32Value(state, 2);
sint32 min = lua_interface->GetSInt32Value(state, 3);
sint32 max = lua_interface->GetSInt32Value(state, 4);
lua_interface->ResetFunctionStack(state);
if (quest) {
quest->AddPrereqFaction(faction_id, min, max);
}
return 0;
}
int EQ2Emu_lua_AddQuestSelectableRewardItem(lua_State* state) {
if (!lua_interface)
return 0;
Quest* quest = lua_interface->GetQuest(state);
int32 item_id = lua_interface->GetInt32Value(state, 2);
int8 quantity = lua_interface->GetInt8Value(state, 3);
lua_interface->ResetFunctionStack(state);
if (quest) {
if (quantity == 0)
quantity = 1;
Item* master_item = master_item_list.GetItem(item_id);
if (master_item) {
Item* item = new Item(master_item);
item->details.count = quantity;
quest->AddSelectableRewardItem(item);
}
}
return 0;
}
int EQ2Emu_lua_HasQuestRewardItem(lua_State* state) {
if (!lua_interface)
return 0;
Quest* quest = lua_interface->GetQuest(state);
if (quest) {
int32 item_id = lua_interface->GetInt32Value(state, 2);
vector
- * items = quest->GetRewardItems();
if (items) {
vector
- ::iterator itr;
for (itr = items->begin(); itr != items->end(); itr++) {
if (*itr && (*itr)->details.item_id == item_id) {
lua_interface->SetBooleanValue(state, true);
return 1;
}
}
}
}
lua_interface->SetBooleanValue(state, false);
return 1;
}
int EQ2Emu_lua_AddQuestRewardItem(lua_State* state) {
if (!lua_interface)
return 0;
Quest* quest = lua_interface->GetQuest(state);
int32 item_id = lua_interface->GetInt32Value(state, 2);
int8 quantity = lua_interface->GetInt32Value(state, 3);
lua_interface->ResetFunctionStack(state);
if (quest) {
if (quantity == 0)
quantity = 1;
Item* master_item = master_item_list.GetItem(item_id);
if (master_item) {
Item* item = new Item(master_item);
item->details.count = quantity;
quest->AddRewardItem(item);
}
}
return 0;
}
int EQ2Emu_lua_AddQuestRewardCoin(lua_State* state) {
if (!lua_interface)
return 0;
Quest* quest = lua_interface->GetQuest(state);
int32 copper = lua_interface->GetInt32Value(state, 2);
int32 silver = lua_interface->GetInt32Value(state, 3);
int32 gold = lua_interface->GetInt32Value(state, 4);
int32 plat = lua_interface->GetInt32Value(state, 5);
lua_interface->ResetFunctionStack(state);
if (quest) {
quest->AddRewardCoins(copper, silver, gold, plat);
}
return 0;
}
int EQ2Emu_lua_AddQuestRewardFaction(lua_State* state) {
if (!lua_interface)
return 0;
Quest* quest = lua_interface->GetQuest(state);
int32 faction_id = lua_interface->GetInt32Value(state, 2);
sint32 amount = lua_interface->GetSInt32Value(state, 3);
lua_interface->ResetFunctionStack(state);
if (quest && faction_id > 0 && amount != 0)
quest->AddRewardFaction(faction_id, amount);
return 0;
}
int EQ2Emu_lua_SetQuestRewardStatus(lua_State* state) {
if (!lua_interface)
return 0;
Quest* quest = lua_interface->GetQuest(state);
int32 status = lua_interface->GetInt32Value(state, 2);
lua_interface->ResetFunctionStack(state);
if (quest) {
quest->SetRewardStatus(status);
}
return 0;
}
int EQ2Emu_lua_SetStatusTmpReward(lua_State* state) {
if (!lua_interface)
return 0;
Quest* quest = lua_interface->GetQuest(state);
int32 status = lua_interface->GetInt32Value(state, 2);
lua_interface->ResetFunctionStack(state);
if (quest) {
quest->SetStatusTmpReward(status);
}
return 0;
}
int EQ2Emu_lua_SetCoinTmpReward(lua_State* state) {
if (!lua_interface)
return 0;
Quest* quest = lua_interface->GetQuest(state);
int64 coins = lua_interface->GetInt64Value(state, 2);
lua_interface->ResetFunctionStack(state);
if (quest) {
quest->SetCoinTmpReward(coins);
}
return 0;
}
int EQ2Emu_lua_SetQuestRewardComment(lua_State* state) {
if (!lua_interface)
return 0;
Quest* quest = lua_interface->GetQuest(state);
string comment = lua_interface->GetStringValue(state, 2);
lua_interface->ResetFunctionStack(state);
if (quest) {
quest->SetRewardComment(comment);
}
return 0;
}
int EQ2Emu_lua_SetQuestRewardExp(lua_State* state) {
if (!lua_interface)
return 0;
Quest* quest = lua_interface->GetQuest(state);
int32 exp = lua_interface->GetInt32Value(state, 2);
lua_interface->ResetFunctionStack(state);
if (quest) {
quest->SetRewardXP(exp);
}
return 0;
}
int EQ2Emu_lua_AddQuestStep(lua_State* state) {
Quest* quest = lua_interface->GetQuest(state);
int32 step = lua_interface->GetInt32Value(state, 2);
string description = lua_interface->GetStringValue(state, 3);
int32 quantity = lua_interface->GetInt32Value(state, 4);
float percentage = lua_interface->GetFloatValue(state, 5);
string str_taskgroup = lua_interface->GetStringValue(state, 6);
int16 icon = lua_interface->GetInt16Value(state, 7);
int32 usableitemid = lua_interface->GetInt32Value(state, 8);
if (quest) {
const char* taskgroup = 0;
if (str_taskgroup.length() > 0)
taskgroup = str_taskgroup.c_str();
int32 id = 0;
vector* ids = 0;
int i = 0;
while ((id = lua_interface->GetInt32Value(state, 9 + i))) {
if (ids == 0)
ids = new vector;
ids->push_back(id);
i++;
}
QuestStep* quest_step = quest->AddQuestStep(step, QUEST_STEP_TYPE_NORMAL, description, ids, quantity, taskgroup, 0, 0, percentage, usableitemid);
if (quest_step && icon && quantity > 0)
quest_step->SetIcon(icon);
if (quest->GetPlayer() && ((Player*)quest->GetPlayer())->GetClient()) {
Client* client = ((Player*)quest->GetPlayer())->GetClient();
quest->GetPlayer()->GetZone()->SendQuestUpdates(client);
}
}
lua_interface->ResetFunctionStack(state);
return 0;
}
int EQ2Emu_lua_AddQuestStepKillLogic(lua_State* state, int8 type)
{
if (!lua_interface)
return 0;
Quest* quest = lua_interface->GetQuest(state);
int32 step = lua_interface->GetInt32Value(state, 2);
string description = lua_interface->GetStringValue(state, 3);
int32 quantity = lua_interface->GetInt32Value(state, 4);
float percentage = lua_interface->GetFloatValue(state, 5);
string str_taskgroup = lua_interface->GetStringValue(state, 6);
int16 icon = lua_interface->GetInt16Value(state, 7);
if (quest) {
const char* taskgroup = 0;
if (str_taskgroup.length() > 0)
taskgroup = str_taskgroup.c_str();
int32 id = 0;
vector* ids = 0;
int i = 0;
while ((id = lua_interface->GetInt32Value(state, 8 + i))) {
if (ids == 0)
ids = new vector;
ids->push_back(id);
i++;
}
QuestStep* quest_step = quest->AddQuestStep(step, type, description, ids, quantity, taskgroup, 0, 0, percentage, 0);
if (quest_step && icon > 0 && quantity > 0)
quest_step->SetIcon(icon);
if (quest->GetPlayer() && ((Player*)quest->GetPlayer())->GetClient()) {
Client* client = ((Player*)quest->GetPlayer())->GetClient();
quest->GetPlayer()->GetZone()->SendQuestUpdates(client);
}
safe_delete(ids);
}
lua_interface->ResetFunctionStack(state);
return 0;
}
int EQ2Emu_lua_AddQuestStepKill(lua_State* state) {
return EQ2Emu_lua_AddQuestStepKillLogic(state, QUEST_STEP_TYPE_KILL);
}
int EQ2Emu_lua_AddQuestStepKillByRace(lua_State* state) {
return EQ2Emu_lua_AddQuestStepKillLogic(state, QUEST_STEP_TYPE_KILL_RACE_REQ);
}
int EQ2Emu_lua_AddQuestStepChat(lua_State* state) {
if (!lua_interface)
return 0;
Quest* quest = lua_interface->GetQuest(state);
int32 step = lua_interface->GetInt32Value(state, 2);
string description = lua_interface->GetStringValue(state, 3);
int32 quantity = lua_interface->GetInt32Value(state, 4);
string str_taskgroup = lua_interface->GetStringValue(state, 5);
int16 icon = lua_interface->GetInt16Value(state, 6);
if (quest) {
const char* taskgroup = 0;
if (str_taskgroup.length() > 0)
taskgroup = str_taskgroup.c_str();
int32 npc_id = 0;
vector* ids = 0;
int i = 0;
while ((npc_id = lua_interface->GetInt32Value(state, 7 + i))) {
if (ids == 0)
ids = new vector;
ids->push_back(npc_id);
i++;
}
QuestStep* quest_step = quest->AddQuestStep(step, QUEST_STEP_TYPE_CHAT, description, ids, quantity, taskgroup);
if (quest_step && icon > 0)
quest_step->SetIcon(icon);
if (quest->GetPlayer() && ((Player*)quest->GetPlayer())->GetClient()) {
Client* client = ((Player*)quest->GetPlayer())->GetClient();
if(client)
quest->GetPlayer()->GetZone()->SendQuestUpdates(client);
}
safe_delete(ids);
}
lua_interface->ResetFunctionStack(state);
return 0;
}
int EQ2Emu_lua_AddQuestStepObtainItem(lua_State* state) {
if (!lua_interface)
return 0;
Quest* quest = lua_interface->GetQuest(state);
int32 step = lua_interface->GetInt32Value(state, 2);
string description = lua_interface->GetStringValue(state, 3);
int32 quantity = lua_interface->GetInt32Value(state, 4);
float percentage = lua_interface->GetFloatValue(state, 5);
string str_taskgroup = lua_interface->GetStringValue(state, 6);
int16 icon = lua_interface->GetInt16Value(state, 7);
if (quest) {
const char* taskgroup = 0;
if (str_taskgroup.length() > 0)
taskgroup = str_taskgroup.c_str();
int32 item_id = 0;
vector* ids = 0;
int i = 0;
while ((item_id = lua_interface->GetInt32Value(state, 8 + i))) {
if (ids == 0)
ids = new vector;
ids->push_back(item_id);
i++;
}
QuestStep* quest_step = quest->AddQuestStep(step, QUEST_STEP_TYPE_OBTAIN_ITEM, description, ids, quantity, taskgroup, 0, 0, percentage, 0);
if (quest_step && icon > 0 && quantity > 0)
quest_step->SetIcon(icon);
if (quest->GetPlayer() && ((Player*)quest->GetPlayer())->GetClient()) {
Client* client = ((Player*)quest->GetPlayer())->GetClient();
quest->GetPlayer()->GetZone()->SendQuestUpdates(client);
}
safe_delete(ids);
}
lua_interface->ResetFunctionStack(state);
return 0;
}
int EQ2Emu_lua_AddQuestStepZoneLoc(lua_State* state) {
if (!lua_interface)
return 0;
Quest* quest = lua_interface->GetQuest(state);
int32 step = lua_interface->GetInt32Value(state, 2);
string description = lua_interface->GetStringValue(state, 3);
float max_variation = lua_interface->GetFloatValue(state, 4);
string str_taskgroup = lua_interface->GetStringValue(state, 5);
int16 icon = lua_interface->GetInt16Value(state, 6);
if (quest) {
const char* taskgroup = 0;
if (str_taskgroup.length() > 0)
taskgroup = str_taskgroup.c_str();
vector* locations = 0;
int8 i = 7;
int8 num_args = (int8)lua_interface->GetNumberOfArgs(state);
while (true) {
Location loc;
loc.x = lua_interface->GetFloatValue(state, i);
loc.y = lua_interface->GetFloatValue(state, i + 1);
loc.z = lua_interface->GetFloatValue(state, i + 2);
loc.zone_id = lua_interface->GetInt32Value(state, i + 3);
if (loc.x == 0 && loc.y == 0 && loc.z == 0)
break;
if (locations == 0)
locations = new vector;
locations->push_back(loc);
i += 4;
}
QuestStep* quest_step = quest->AddQuestStep(step, QUEST_STEP_TYPE_LOCATION, description, 0, 1, taskgroup, locations, max_variation);
safe_delete(locations); // gets duplicated into new table in QuestStep constructor
if (quest_step && icon > 0)
quest_step->SetIcon(icon);
if (quest->GetPlayer() && ((Player*)quest->GetPlayer())->GetClient()) {
Client* client = ((Player*)quest->GetPlayer())->GetClient();
quest->GetPlayer()->GetZone()->SendQuestUpdates(client);
}
}
lua_interface->ResetFunctionStack(state);
return 0;
}
int EQ2Emu_lua_AddQuestStepLocation(lua_State* state) {
if (!lua_interface)
return 0;
Quest* quest = lua_interface->GetQuest(state);
int32 step = lua_interface->GetInt32Value(state, 2);
string description = lua_interface->GetStringValue(state, 3);
float max_variation = lua_interface->GetFloatValue(state, 4);
string str_taskgroup = lua_interface->GetStringValue(state, 5);
int16 icon = lua_interface->GetInt16Value(state, 6);
if (quest) {
const char* taskgroup = 0;
if (str_taskgroup.length() > 0)
taskgroup = str_taskgroup.c_str();
vector* locations = 0;
int8 i = 7;
int8 num_args = (int8)lua_interface->GetNumberOfArgs(state);
while (true) {
Location loc;
loc.x = lua_interface->GetFloatValue(state, i);
loc.y = lua_interface->GetFloatValue(state, i + 1);
loc.z = lua_interface->GetFloatValue(state, i + 2);
loc.zone_id = 0;
if (loc.x == 0 && loc.y == 0 && loc.z == 0)
break;
if (locations == 0)
locations = new vector;
locations->push_back(loc);
i += 3;
}
QuestStep* quest_step = quest->AddQuestStep(step, QUEST_STEP_TYPE_LOCATION, description, 0, 1, taskgroup, locations, max_variation);
safe_delete(locations); // gets duplicated into new table in QuestStep constructor
if (quest_step && icon > 0)
quest_step->SetIcon(icon);
if (quest->GetPlayer() && ((Player*)quest->GetPlayer())->GetClient()) {
Client* client = ((Player*)quest->GetPlayer())->GetClient();
quest->GetPlayer()->GetZone()->SendQuestUpdates(client);
}
}
lua_interface->ResetFunctionStack(state);
return 0;
}
int EQ2Emu_lua_AddQuestUsableItem(lua_State* state) {
if (!lua_interface)
return 0;
Quest* quest = lua_interface->GetQuest(state);
int32 step = lua_interface->GetInt32Value(state, 2);
string description = lua_interface->GetStringValue(state, 3);
float max_variation = lua_interface->GetFloatValue(state, 4);
string str_taskgroup = lua_interface->GetStringValue(state, 5);
int16 icon = lua_interface->GetInt16Value(state, 6);
if (quest) {
const char* taskgroup = 0;
if (str_taskgroup.length() > 0)
taskgroup = str_taskgroup.c_str();
vector* locations = 0;
int i = 7;
while (true) {
Location loc;
loc.x = lua_interface->GetFloatValue(state, i);
loc.y = lua_interface->GetFloatValue(state, i + 1);
loc.z = lua_interface->GetFloatValue(state, i + 2);
if (loc.x == 0 && loc.y == 0 && loc.z == 0)
break;
if (locations == 0)
locations = new vector;
locations->push_back(loc);
i += 3;
}
QuestStep* quest_step = quest->AddQuestStep(step, QUEST_STEP_TYPE_LOCATION, description, 0, 1, taskgroup, locations, max_variation);
safe_delete(locations); // gets duplicated into new table in QuestStep constructor
if (quest_step && icon > 0)
quest_step->SetIcon(icon);
if (quest->GetPlayer() && ((Player*)quest->GetPlayer())->GetClient()) {
Client* client = ((Player*)quest->GetPlayer())->GetClient();
quest->GetPlayer()->GetZone()->SendQuestUpdates(client);
}
}
lua_interface->ResetFunctionStack(state);
return 0;
}
int EQ2Emu_lua_AddQuestStepSpell(lua_State* state) {
Quest* quest = lua_interface->GetQuest(state);
int32 step = lua_interface->GetInt32Value(state, 2);
string description = lua_interface->GetStringValue(state, 3);
int32 quantity = lua_interface->GetInt32Value(state, 4);
float percentage = lua_interface->GetFloatValue(state, 5);
string str_taskgroup = lua_interface->GetStringValue(state, 6);
int16 icon = lua_interface->GetInt16Value(state, 7);
if (quest) {
const char* taskgroup = 0;
if (str_taskgroup.length() > 0)
taskgroup = str_taskgroup.c_str();
int32 spell_id = 0;
vector* ids = 0;
int i = 0;
while ((spell_id = lua_interface->GetInt32Value(state, 8 + i))) {
if (ids == 0)
ids = new vector;
ids->push_back(spell_id);
i++;
}
QuestStep* quest_step = quest->AddQuestStep(step, QUEST_STEP_TYPE_SPELL, description, ids, quantity, taskgroup, 0, 0, percentage, 0);
if (quest_step && icon > 0 && quantity > 0)
quest_step->SetIcon(icon);
if (quest->GetPlayer() && ((Player*)quest->GetPlayer())->GetClient()) {
Client* client = ((Player*)quest->GetPlayer())->GetClient();
quest->GetPlayer()->GetZone()->SendQuestUpdates(client);
}
safe_delete(ids);
}
lua_interface->ResetFunctionStack(state);
return 0;
}
int EQ2Emu_lua_AddQuestStepCraft(lua_State* state) {
if (!lua_interface)
return 0;
Quest* quest = lua_interface->GetQuest(state);
int32 step = lua_interface->GetInt32Value(state, 2);
string description = lua_interface->GetStringValue(state, 3);
int32 quantity = lua_interface->GetInt32Value(state, 4);
float percentage = lua_interface->GetFloatValue(state, 5);
string str_taskgroup = lua_interface->GetStringValue(state, 6);
int16 icon = lua_interface->GetInt16Value(state, 7);
if (quest) {
const char* taskgroup = 0;
if (str_taskgroup.length() > 0)
taskgroup = str_taskgroup.c_str();
int32 item_id = 0;
vector* ids = 0;
int i = 0;
while ((item_id = lua_interface->GetInt32Value(state, 8 + i))) {
if (ids == 0)
ids = new vector;
ids->push_back(item_id);
i++;
}
QuestStep* quest_step = quest->AddQuestStep(step, QUEST_STEP_TYPE_CRAFT, description, ids, quantity, taskgroup, 0, 0, percentage, 0);
if (quest_step && icon > 0 && quantity > 0)
quest_step->SetIcon(icon);
if (quest->GetPlayer() && ((Player*)quest->GetPlayer())->GetClient()) {
Client* client = ((Player*)quest->GetPlayer())->GetClient();
quest->GetPlayer()->GetZone()->SendQuestUpdates(client);
}
safe_delete(ids);
}
lua_interface->ResetFunctionStack(state);
return 0;
}
int EQ2Emu_lua_AddQuestStepHarvest(lua_State* state) {
if (!lua_interface)
return 0;
Quest* quest = lua_interface->GetQuest(state);
int32 step = lua_interface->GetInt32Value(state, 2);
string description = lua_interface->GetStringValue(state, 3);
int32 quantity = lua_interface->GetInt32Value(state, 4);
float percentage = lua_interface->GetFloatValue(state, 5);
string str_taskgroup = lua_interface->GetStringValue(state, 6);
int16 icon = lua_interface->GetInt16Value(state, 7);
if (quest) {
const char* taskgroup = 0;
if (str_taskgroup.length() > 0)
taskgroup = str_taskgroup.c_str();
int32 item_id = 0;
vector* ids = 0;
int i = 0;
while ((item_id = lua_interface->GetInt32Value(state, 8 + i))) {
if (ids == 0)
ids = new vector;
ids->push_back(item_id);
i++;
}
QuestStep* quest_step = quest->AddQuestStep(step, QUEST_STEP_TYPE_HARVEST, description, ids, quantity, taskgroup, 0, 0, percentage, 0);
if (quest_step && icon > 0 && quantity > 0)
quest_step->SetIcon(icon);
if (quest->GetPlayer() && ((Player*)quest->GetPlayer())->GetClient()) {
Client* client = ((Player*)quest->GetPlayer())->GetClient();
quest->GetPlayer()->GetZone()->SendQuestUpdates(client);
}
safe_delete(ids);
}
lua_interface->ResetFunctionStack(state);
return 0;
}
int EQ2Emu_lua_SetQuestCompleteAction(lua_State* state) {
if (!lua_interface)
return 0;
Quest* quest = lua_interface->GetQuest(state);
string action = lua_interface->GetStringValue(state, 2);
lua_interface->ResetFunctionStack(state);
if (quest) {
if (action.length() > 0)
quest->SetCompleteAction(action);
}
return 0;
}
int EQ2Emu_lua_AddQuestStepCompleteAction(lua_State* state) {
if (!lua_interface)
return 0;
Quest* quest = lua_interface->GetQuest(state);
int32 step = lua_interface->GetInt32Value(state, 2);
string action = lua_interface->GetStringValue(state, 3);
lua_interface->ResetFunctionStack(state);
if (quest) {
if (step > 0 && action.length() > 0)
quest->AddCompleteAction(step, action);
}
return 0;
}
int EQ2Emu_lua_AddQuestStepProgressAction(lua_State* state) {
if (!lua_interface)
return 0;
Quest* quest = lua_interface->GetQuest(state);
int32 step = lua_interface->GetInt32Value(state, 2);
string action = lua_interface->GetStringValue(state, 3);
lua_interface->ResetFunctionStack(state);
if (quest) {
if (step > 0 && action.length() > 0)
quest->AddProgressAction(step, action);
}
return 0;
}
int EQ2Emu_lua_UpdateQuestDescription(lua_State* state) {
if (!lua_interface)
return 0;
Quest* quest = lua_interface->GetQuest(state);
string description = lua_interface->GetStringValue(state, 2);
lua_interface->ResetFunctionStack(state);
if (quest && description.length() > 0)
quest->SetDescription(description);
return 0;
}
int EQ2Emu_lua_SetCompletedDescription(lua_State* state) {
if (!lua_interface)
return 0;
Quest* quest = lua_interface->GetQuest(state);
string description = lua_interface->GetStringValue(state, 2);
lua_interface->ResetFunctionStack(state);
if (quest && description.length() > 0)
quest->SetCompletedDescription(description);
return 0;
}
int EQ2Emu_lua_UpdateQuestTaskGroupDescription(lua_State* state) {
if (!lua_interface)
return 0;
Quest* quest = lua_interface->GetQuest(state);
int32 step = lua_interface->GetInt32Value(state, 2);
string description = lua_interface->GetStringValue(state, 3);
bool display_bullets = (lua_interface->GetInt8Value(state, 4) == 1);
lua_interface->ResetFunctionStack(state);
if (quest && step > 0 && description.length() > 0) {
quest->SetTaskGroupDescription(step, description, display_bullets);
}
return 0;
}
int EQ2Emu_lua_UpdateQuestStepDescription(lua_State* state) {
if (!lua_interface)
return 0;
Quest* quest = lua_interface->GetQuest(state);
int32 step = lua_interface->GetInt32Value(state, 2);
string description = lua_interface->GetStringValue(state, 3);
lua_interface->ResetFunctionStack(state);
if (quest && step > 0 && description.length() > 0) {
quest->SetStepDescription(step, description);
}
return 0;
}
int EQ2Emu_lua_UpdateQuestZone(lua_State* state) {
Quest* quest = lua_interface->GetQuest(state);
string zone = lua_interface->GetStringValue(state, 2);
lua_interface->ResetFunctionStack(state);
if (quest && zone.length() > 0)
quest->SetZone(zone);
return 0;
}
int EQ2Emu_lua_GiveQuestReward(lua_State* state) {
if (!lua_interface)
return 0;
Quest* quest = lua_interface->GetQuest(state);
Spawn* spawn = lua_interface->GetSpawn(state, 2);
lua_interface->ResetFunctionStack(state);
if (quest && spawn) {
if (spawn->IsPlayer()) {
Client* client = ((Player*)spawn)->GetClient();
if (client) {
client->AddPendingQuestReward(quest);
}
}
}
return 0;
}
int EQ2Emu_lua_Harvest(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* player = lua_interface->GetSpawn(state);
Spawn* node = lua_interface->GetSpawn(state, 2);
if (player && node && player->IsPlayer() && node->IsGroundSpawn()) {
Client* client = ((Player*)player)->GetClient();
if (client) {
((GroundSpawn*)node)->ProcessHarvest(client);
if (((GroundSpawn*)node)->GetNumberHarvests() == 0) {
LuaSpell* spell = lua_interface->GetCurrentSpell(state);
player->GetZone()->RemoveSpawn(node, true, true, true, true, (spell != nullptr) ? false : true);
}
}
}
else if (player && player->IsPlayer()) {
Client* client = ((Player*)player)->GetClient();
if (client)
client->Message(CHANNEL_COLOR_RED, "Invalid target for this spell.");
}
lua_interface->ResetFunctionStack(state);
return 0;
}
int EQ2Emu_lua_Bind(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
int32 zone_id = lua_interface->GetInt32Value(state, 2);
float x = lua_interface->GetFloatValue(state, 3);
float y = lua_interface->GetFloatValue(state, 4);
float z = lua_interface->GetFloatValue(state, 5);
float h = lua_interface->GetFloatValue(state, 6);
lua_interface->ResetFunctionStack(state);
if (!spawn) {
lua_interface->LogError("%s: LUA Bind command error: spawn is not valid", lua_interface->GetScriptName(state));
return 0;
}
if (!spawn->IsPlayer()) {
lua_interface->LogError("%s: LUA Bind command error: spawn is not a player", lua_interface->GetScriptName(state));
return 0;
}
if (zone_id == 0) {
Client* client = ((Player*)spawn)->GetClient();
if (!client) {
lua_interface->LogError("%s: LUA Bind command error: unable to get client from spawn", lua_interface->GetScriptName(state));
return 0;
}
if (!client->Bind())
client->SimpleMessage(CHANNEL_COLOR_RED, "Unable to set bind point.");
}
else {
Player* player = (Player*)spawn;
player->GetPlayerInfo()->SetBindZone(zone_id);
player->GetPlayerInfo()->SetBindX(x);
player->GetPlayerInfo()->SetBindY(y);
player->GetPlayerInfo()->SetBindZ(z);
player->GetPlayerInfo()->SetBindHeading(h);
}
return 0;
}
int EQ2Emu_lua_Gate(lua_State* state) {
if (!lua_interface)
return 0;
LuaSpell* spell = lua_interface->GetCurrentSpell(state);
Spawn* spawn = lua_interface->GetSpawn(state);
lua_interface->ResetFunctionStack(state);
if (spawn) {
if (spawn->IsPlayer()) {
Client* client = ((Player*)spawn)->GetClient();
if (client) {
if (!client->Gate((spell != nullptr) ? true : false))
client->SimpleMessage(CHANNEL_COLOR_RED, "Unable to gate.");
}
}
}
return 0;
}
int EQ2Emu_lua_IsBindAllowed(lua_State* state) {
if (!lua_interface)
return 0;
bool ret = false;
Spawn* spawn = lua_interface->GetSpawn(state);
lua_interface->ResetFunctionStack(state);
if (spawn) {
if (spawn->IsPlayer()) {
Client* client = ((Player*)spawn)->GetClient();
if (client)
ret = client->BindAllowed();
}
}
lua_interface->SetBooleanValue(state, ret);
return 1;
}
int EQ2Emu_lua_IsGateAllowed(lua_State* state) {
if (!lua_interface)
return 0;
bool ret = false;
Spawn* spawn = lua_interface->GetSpawn(state);
lua_interface->ResetFunctionStack(state);
if (spawn) {
if (spawn->IsPlayer()) {
Client* client = ((Player*)spawn)->GetClient();
ZoneServer* zone = lua_interface->GetZone(state);
if (client && zone){
ret = zone->GetCanGate();
}
}
}
lua_interface->SetBooleanValue(state, ret);
return 1;
}
int EQ2Emu_lua_IsAlive(lua_State* state) {
Spawn* spawn = lua_interface->GetSpawn(state);
lua_interface->ResetFunctionStack(state);
if (spawn) {
lua_interface->SetBooleanValue(state, spawn->Alive());
return 1;
}
return 0;
}
int EQ2Emu_lua_IsSpawnGroupAlive(lua_State* state) {
ZoneServer* zone = lua_interface->GetZone(state);
int32 group_id = lua_interface->GetInt32Value(state, 2);
lua_interface->ResetFunctionStack(state);
if (zone) {
lua_interface->SetBooleanValue(state, zone->IsSpawnGroupAlive(group_id));
return 1;
}
return 0;
}
int EQ2Emu_lua_IsInCombat(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
lua_interface->ResetFunctionStack(state);
if (spawn && spawn->IsEntity()) {
lua_interface->SetBooleanValue(state, ((Entity*)spawn)->EngagedInCombat());
return 1;
}
return 0;
}
int EQ2Emu_lua_SendMessage(lua_State* state) {
Spawn* spawn = lua_interface->GetSpawn(state);
string message = lua_interface->GetStringValue(state, 2);
string color_str = lua_interface->GetStringValue(state, 3);
lua_interface->ResetFunctionStack(state);
int8 color = CHANNEL_NARRATIVE;
if (spawn && spawn->IsPlayer() && message.length() > 0) {
Client* client = ((Player*)spawn)->GetClient();
if (client) {
if (color_str.length() > 0) {
// leave for backwards compat, but all future should just use the number
if (strncasecmp(color_str.c_str(), "red", 3) == 0)
color = CHANNEL_COLOR_RED;
else if (strncasecmp(color_str.c_str(), "yellow", 6) == 0)
color = CHANNEL_COLOR_YELLOW;
else
{
// use a number to specify the channel as per Commands/Commands.h defines
color = (int8)atoul(color_str.c_str());
}
}
client->SimpleMessage(color, message.c_str());
}
}
return 0;
}
int EQ2Emu_lua_SendPopUpMessage(lua_State* state) {
Spawn* spawn = lua_interface->GetSpawn(state);
string message = lua_interface->GetStringValue(state, 2);
int8 red = lua_interface->GetInt8Value(state, 3);
int8 green = lua_interface->GetInt8Value(state, 4);
int8 blue = lua_interface->GetInt8Value(state, 5);
lua_interface->ResetFunctionStack(state);
if (!spawn) {
lua_interface->LogError("%s: LUA SendPopUpMessage command error: Spawn is not valid.", lua_interface->GetScriptName(state));
return 0;
}
if (!spawn->IsPlayer()) {
lua_interface->LogError("%s: LUA SendPopUpMessage command error: Spawn is not a player.", lua_interface->GetScriptName(state));
return 0;
}
int32 words = ::CountWordsInString(message.c_str());
if (words < 5)
words = 5;
Client* client = ((Player*)spawn)->GetClient();
if (client)
client->SendPopupMessage(10, message.c_str(), "ui_harvested_normal", words, red, green, blue);
return 0;
}
int EQ2Emu_lua_SetServerControlFlag(lua_State* state) {
Spawn* spawn = lua_interface->GetSpawn(state);
int8 param = lua_interface->GetInt8Value(state, 2);
int8 param_value = lua_interface->GetInt8Value(state, 3);
int8 value = lua_interface->GetInt8Value(state, 4);
lua_interface->ResetFunctionStack(state);
if (spawn && spawn->IsPlayer() && (param >= 1 && param <= 5)) {
Client* client = ((Player*)spawn)->GetClient();
if (client) {
PacketStruct* packet = configReader.getStruct("WS_ServerControlFlags", client->GetVersion());
switch (param) {
case 1: {
packet->setDataByName("parameter1", param_value);
break;
}
case 2: {
packet->setDataByName("parameter2", param_value);
break;
}
case 3: {
packet->setDataByName("parameter3", param_value);
break;
}
case 4: {
packet->setDataByName("parameter4", param_value);
break;
}
case 5: {
packet->setDataByName("parameter5", param_value);
break;
}
}
packet->setDataByName("value", value);
client->QueuePacket(packet->serialize());
safe_delete(packet);
}
}
return 0;
}
int EQ2Emu_lua_ToggleTracking(lua_State* state) {
Spawn* spawn = lua_interface->GetSpawn(state);
lua_interface->ResetFunctionStack(state);
if (spawn && spawn->IsPlayer()) {
if (((Player*)spawn)->GetIsTracking())
spawn->GetZone()->AddPlayerTracking((Player*)spawn);
else
spawn->GetZone()->RemovePlayerTracking((Player*)spawn, TRACKING_STOP);
}
return 0;
}
int EQ2Emu_lua_AddPrimaryEntityCommand(lua_State* state) {
Spawn* player = lua_interface->GetSpawn(state);
Spawn* spawn = lua_interface->GetSpawn(state, 2);
string name = lua_interface->GetStringValue(state, 3);
float distance = lua_interface->GetFloatValue(state, 4);
string command = lua_interface->GetStringValue(state, 5);
string error_text = lua_interface->GetStringValue(state, 6);
int16 cast_time = lua_interface->GetInt16Value(state, 7);
int32 spell_visual = lua_interface->GetInt32Value(state, 8);
bool denyListDefault = (lua_interface->GetInt8Value(state, 9) == 1);
lua_interface->ResetFunctionStack(state);
if (spawn) {
if (distance == 0)
distance = 10.0f;
if (command.length() == 0)
command = name;
if (command.length() < 1 && name.length() < 1)
{
// have to run this first to send a 'blank' default command, then remove all commands from the list
spawn->GetZone()->SendUpdateDefaultCommand(spawn, command.c_str(), distance);
spawn->RemovePrimaryCommands();
}
else
{
spawn->AddPrimaryEntityCommand(name.c_str(), distance, command.c_str(), error_text.c_str(), cast_time, spell_visual, denyListDefault, (player && player->IsPlayer()) ? (Player*)player : NULL);
}
}
return 0;
}
int EQ2Emu_lua_HasSpell(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* player = lua_interface->GetSpawn(state);
int32 spellid = lua_interface->GetInt32Value(state, 2);
int16 tier = lua_interface->GetInt16Value(state, 3);
lua_interface->ResetFunctionStack(state);
if (player && player->IsPlayer()) {
lua_interface->SetBooleanValue(state, ((Player*)player)->HasSpell(spellid, tier, true));
return 1;
}
return 0;
}
int EQ2Emu_lua_AddSpellBookEntry(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* player = lua_interface->GetSpawn(state);
int32 spellid = lua_interface->GetInt32Value(state, 2);
int16 tier = lua_interface->GetInt16Value(state, 3);
int8 num_args = (int8)lua_interface->GetNumberOfArgs(state);
bool add_silently = lua_interface->GetBooleanValue(state, 4);
bool add_to_hotbar = true;
if (num_args > 4) {
add_to_hotbar = lua_interface->GetBooleanValue(state, 5);
}
lua_interface->ResetFunctionStack(state);
Spell* spell = master_spell_list.GetSpell(spellid, tier);
if (player && spell && player->IsPlayer()) {
Client* client = player->GetClient();
if (client) {
if (!client->GetPlayer()->HasSpell(spellid, tier - 1, true))
{
Spell* spell = master_spell_list.GetSpell(spellid, tier);
client->GetPlayer()->AddSpellBookEntry(spellid, 1, client->GetPlayer()->GetFreeSpellBookSlot(spell->GetSpellData()->spell_book_type), spell->GetSpellData()->spell_book_type, spell->GetSpellData()->linked_timer, true);
client->GetPlayer()->UnlockSpell(spell);
client->SendSpellUpdate(spell, add_silently, add_to_hotbar);
}
else
{
Spell* spell = master_spell_list.GetSpell(spellid, tier);
int8 old_slot = client->GetPlayer()->GetSpellSlot(spell->GetSpellID());
client->GetPlayer()->RemoveSpellBookEntry(spell->GetSpellID());
client->GetPlayer()->AddSpellBookEntry(spell->GetSpellID(), spell->GetSpellTier(), old_slot, spell->GetSpellData()->spell_book_type, spell->GetSpellData()->linked_timer, true);
client->GetPlayer()->UnlockSpell(spell);
client->SendSpellUpdate(spell, add_silently, add_to_hotbar);
}
//if (client ) {
// ((Player*)player)->AddSpellBookEntry(spell->GetSpellID(), spell->GetSpellTier(), ((Player*)player)->GetFreeSpellBookSlot(spell->GetSpellData()->spell_book_type), spell->GetSpellData()->spell_book_type, spell->GetSpellData()->linked_timer, true);
EQ2Packet* outapp = ((Player*)player)->GetSpellBookUpdatePacket(client->GetVersion());
if (outapp)
client->QueuePacket(outapp);
}
}
return 0;
}
int EQ2Emu_lua_DeleteSpellBook(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* player = lua_interface->GetSpawn(state);
int8 type_selection = lua_interface->GetInt8Value(state, 2);
lua_interface->ResetFunctionStack(state);
if (player && player->IsPlayer()) {
Client* client = player->GetClient();
if (client) {
((Player*)player)->DeleteSpellBook(type_selection);
EQ2Packet* outapp = ((Player*)player)->GetSpellBookUpdatePacket(client->GetVersion());
if (outapp)
client->QueuePacket(outapp);
}
}
return 0;
}
int EQ2Emu_lua_SendNewAdventureSpells(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* player = lua_interface->GetSpawn(state);
lua_interface->ResetFunctionStack(state);
if (player && player->IsPlayer()) {
Client* client = player->GetClient();
if (client) {
client->SendNewAdventureSpells();
}
}
return 0;
}
int EQ2Emu_lua_SendNewTradeskillSpells(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* player = lua_interface->GetSpawn(state);
lua_interface->ResetFunctionStack(state);
if (player && player->IsPlayer()) {
Client* client = player->GetClient();
if (client) {
client->SendNewTradeskillSpells();
}
}
return 0;
}
int EQ2Emu_lua_RemoveSpellBookEntry(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* player = lua_interface->GetSpawn(state);
int32 spellid = lua_interface->GetInt32Value(state, 2);
lua_interface->ResetFunctionStack(state);
if (player && player->IsPlayer()) {
SpellBookEntry* sbe = ((Player*)player)->GetSpellBookSpell(spellid);
Client* client = player->GetClient();
if (sbe && client) {
((Player*)player)->RemoveSpellBookEntry(spellid);
EQ2Packet* outapp = ((Player*)player)->GetSpellBookUpdatePacket(client->GetVersion());
if (outapp)
client->QueuePacket(outapp);
}
}
return 0;
}
int EQ2Emu_lua_HasFreeSlot(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* player = lua_interface->GetSpawn(state);
lua_interface->ResetFunctionStack(state);
if (player && player->IsPlayer()) {
lua_interface->SetBooleanValue(state, ((Player*)player)->item_list.HasFreeSlot());
return 1;
}
return 0;
}
int EQ2Emu_lua_Attack(lua_State* state) {
if (lua_interface) {
Spawn* npc = lua_interface->GetSpawn(state);
Spawn* player = lua_interface->GetSpawn(state, 2);
lua_interface->ResetFunctionStack(state);
if (npc && player && npc->IsNPC() && player->IsEntity())
((NPC*)npc)->AddHate((Entity*)player, 100);
}
return 0;
}
int EQ2Emu_lua_ApplySpellVisual(lua_State* state) {
if (lua_interface) {
Spawn* target = lua_interface->GetSpawn(state);
int32 spell_visual = lua_interface->GetInt32Value(state, 2);
lua_interface->ResetFunctionStack(state);
if (target && target->GetZone())
target->GetZone()->SendCastSpellPacket(spell_visual, target);
}
return 0;
}
int EQ2Emu_lua_HasCollectionsToHandIn(lua_State* state) {
Spawn* player;
if (lua_interface) {
player = lua_interface->GetSpawn(state);
lua_interface->ResetFunctionStack(state);
if (player && player->IsPlayer()) {
lua_interface->SetBooleanValue(state, ((Player*)player)->GetCollectionList()->HasCollectionsToHandIn());
return 1;
}
}
return 0;
}
int EQ2Emu_lua_HandInCollections(lua_State* state) {
Spawn* player;
Client* client;
if (lua_interface) {
player = lua_interface->GetSpawn(state);
lua_interface->ResetFunctionStack(state);
if (player && ((Player*)player)->IsPlayer() && ((Player*)player)->GetCollectionList()->HasCollectionsToHandIn())
if ((client = ((Player*)player)->GetClient()))
client->HandInCollections();
}
return 0;
}
int EQ2Emu_lua_UseWidget(lua_State* state) {
Spawn* widget;
if (lua_interface) {
widget = lua_interface->GetSpawn(state);
lua_interface->ResetFunctionStack(state);
if (widget && widget->IsWidget())
((Widget*)widget)->HandleUse(nullptr, "");
}
return 0;
}
int EQ2Emu_lua_SetSpellList(lua_State* state) {
Spawn* spawn = 0;
int32 primary_list = 0;
int32 secondary_list = 0;
if (lua_interface) {
spawn = lua_interface->GetSpawn(state);
primary_list = lua_interface->GetInt32Value(state, 2);
secondary_list = lua_interface->GetInt32Value(state, 3);
lua_interface->ResetFunctionStack(state);
if (!spawn->IsNPC()) {
lua_interface->LogError("%s: LUA SetSpellList command error: Spawn was not a valid NPC", lua_interface->GetScriptName(state));
return 0;
}
NPC* npc = (NPC*)spawn;
npc->SetPrimarySpellList(primary_list);
npc->SetSecondarySpellList(secondary_list);
npc->SetSpells(world.GetNPCSpells(npc->GetPrimarySpellList(), npc->GetSecondarySpellList()));
}
return 0;
}
int EQ2Emu_lua_GetPet(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
lua_interface->ResetFunctionStack(state);
if (spawn) {
if (spawn->IsEntity() && ((Entity*)spawn)->GetPet()) {
lua_interface->SetSpawnValue(state, ((Entity*)spawn)->GetPet());
return 1;
}
}
return 0;
}
int EQ2Emu_lua_GetCharmedPet(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
lua_interface->ResetFunctionStack(state);
if (spawn) {
if (spawn->IsEntity() && ((Entity*)spawn)->GetCharmedPet()) {
lua_interface->SetSpawnValue(state, ((Entity*)spawn)->GetCharmedPet());
return 1;
}
}
return 0;
}
int EQ2Emu_lua_GetDeityPet(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
lua_interface->ResetFunctionStack(state);
if (spawn) {
if (spawn->IsEntity() && ((Entity*)spawn)->GetDeityPet()) {
lua_interface->SetSpawnValue(state, ((Entity*)spawn)->GetDeityPet());
return 1;
}
}
return 0;
}
int EQ2Emu_lua_GetCosmeticPet(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
lua_interface->ResetFunctionStack(state);
if (spawn) {
if (spawn->IsEntity() && ((Entity*)spawn)->GetCosmeticPet()) {
lua_interface->SetSpawnValue(state, ((Entity*)spawn)->GetCosmeticPet());
return 1;
}
}
return 0;
}
int EQ2Emu_lua_Charm(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* owner = lua_interface->GetSpawn(state);
Spawn* pet = lua_interface->GetSpawn(state, 2);
LuaSpell* luaspell = lua_interface->GetCurrentSpell(state);
lua_interface->ResetFunctionStack(state);
if (!luaspell) {
lua_interface->LogError("%s: LUA Charm command error: Spell is not valid, charm can only be used in spell scripts.", lua_interface->GetScriptName(state));
return 0;
}
if(luaspell->resisted) {
return 0;
}
if (owner && pet && owner->IsEntity() && pet->IsNPC()) {
((Entity*)owner)->SetCharmedPet((Entity*)pet);
pet->SetPet(true);
((NPC*)pet)->SetPetType(PET_TYPE_CHARMED);
((NPC*)pet)->SetOwner((Entity*)owner);
// If owner is player and player does not have a summoned pet set the players charsheet
if (owner->IsPlayer() && !((Entity*)owner)->GetPet()) {
Player* player = (Player*)owner;
player->GetInfoStruct()->set_pet_id(player->GetIDWithPlayerSpawn(pet));
player->GetInfoStruct()->set_pet_name(std::string(pet->GetName()));
player->GetInfoStruct()->set_pet_movement(2);
player->GetInfoStruct()->set_pet_behavior(3);
player->GetInfoStruct()->set_pet_health_pct(1.0f);
player->GetInfoStruct()->set_pet_power_pct(1.0f);
// Make sure the values get sent to the client
player->SetCharSheetChanged(true);
}
// Clear the spawns script so the charmed mob doesn't try to do anything like random walks
pet->SetSpawnScript("");
// Set faction to the same as the owner
pet->SetFactionID(owner->GetFactionID());
((NPC*)pet)->SetPetSpellID(luaspell->spell->GetSpellData()->id);
((NPC*)pet)->SetPetSpellTier(luaspell->spell->GetSpellData()->tier);
// Clear hate list
((NPC*)pet)->Brain()->ClearHate();
// Set the brain to a pet brain
((NPC*)pet)->SetBrain(new CombatPetBrain((NPC*)pet));
}
return 0;
}
int EQ2Emu_lua_GetGroup(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
lua_interface->ResetFunctionStack(state);
if (!spawn) {
lua_interface->LogError("%s: LUA GetGroup command error: spawn is not valid", lua_interface->GetScriptName(state));
return 0;
}
vector groupMembers;
if (!spawn->IsPlayer() && spawn->HasSpawnGroup()) {
groupMembers = *spawn->GetSpawnGroup();
}
else if (spawn->IsPlayer() && ((Player*)spawn)->GetGroupMemberInfo()) {
world.GetGroupManager()->GroupLock(__FUNCTION__, __LINE__);
deque::iterator itr;
PlayerGroup* group = world.GetGroupManager()->GetGroup(((Player*)spawn)->GetGroupMemberInfo()->group_id);
if (group)
{
group->MGroupMembers.readlock(__FUNCTION__, __LINE__);
deque* members = group->GetMembers();
GroupMemberInfo* info = 0;
for (itr = members->begin(); itr != members->end(); itr++) {
info = *itr;
if (info->client)
groupMembers.push_back(info->client->GetPlayer());
}
group->MGroupMembers.releasereadlock(__FUNCTION__, __LINE__);
}
world.GetGroupManager()->ReleaseGroupLock(__FUNCTION__, __LINE__);
}
else
return 0;
lua_createtable(state, groupMembers.size(), 0);
int newTable = lua_gettop(state);
for (int32 i = 0; i < groupMembers.size(); i++) {
lua_interface->SetSpawnValue(state, groupMembers.at(i));
lua_rawseti(state, newTable, i + 1);
}
return 1;
}
int EQ2Emu_lua_CreateOptionWindow(lua_State* state) {
if (!lua_interface)
return 0;
lua_interface->ResetFunctionStack(state);
vector* option_window = new vector();
lua_interface->SetOptionWindowValue(state, option_window);
return 1;
}
int EQ2Emu_lua_AddOptionWindowOption(lua_State* state) {
if (!lua_interface)
return 0;
vector* option_window = lua_interface->GetOptionWindow(state);
if (option_window) {
OptionWindowOption option_window_option;
option_window_option.optionName = lua_interface->GetStringValue(state, 2);
option_window_option.optionDescription = lua_interface->GetStringValue(state, 3);
option_window_option.optionIconSheet = lua_interface->GetInt32Value(state, 4);
option_window_option.optionIconID = lua_interface->GetInt16Value(state, 5);
option_window_option.optionCommand = lua_interface->GetStringValue(state, 6);
option_window_option.optionConfirmTitle = lua_interface->GetStringValue(state, 7);
if (option_window_option.optionName.length() > 0 && option_window_option.optionDescription.length() > 0)
option_window->push_back(option_window_option);
}
lua_interface->ResetFunctionStack(state);
return 0;
}
int EQ2Emu_lua_SendOptionWindow(lua_State* state) {
if (!lua_interface)
return 0;
vector* option_window = lua_interface->GetOptionWindow(state);
Spawn* player = lua_interface->GetSpawn(state, 2);
string window_title = lua_interface->GetStringValue(state, 3);
string cancel_command = lua_interface->GetStringValue(state, 4);
lua_interface->ResetFunctionStack(state);
if (!player->IsPlayer()) {
lua_interface->LogError("%s: LUA SendOptionWindow command error: spawn is not a player", lua_interface->GetScriptName(state));
return 0;
}
Client* client = ((Player*)player)->GetClient();
if (option_window && window_title.length() > 0 && client) {
PacketStruct* packet = configReader.getStruct("WS_SelectTradeskill", client->GetVersion());
if (!packet)
return 0;
packet->setDataByName("title_text", window_title.c_str());
if (cancel_command.length() > 0)
packet->setDataByName("command_text_cancel", cancel_command.c_str());
packet->setArrayLengthByName("num_selections", option_window->size());
vector::iterator itr;
int8 i = 0;
for (itr = option_window->begin(); itr != option_window->end(); itr++) {
OptionWindowOption opt = *itr;
packet->setArrayDataByName("tradeskill_name", opt.optionName.c_str(), i);
packet->setArrayDataByName("tradeskill_description", opt.optionDescription.c_str(), i);
packet->setArrayDataByName("icon_sheet", opt.optionIconSheet, i);
packet->setArrayDataByName("icon_id", opt.optionIconID, i);
if (opt.optionCommand.length() > 0)
packet->setArrayDataByName("command_text", opt.optionCommand.c_str(), i);
if (opt.optionConfirmTitle.length() > 0)
packet->setArrayDataByName("confirm_window_title", opt.optionConfirmTitle.c_str(), i);
i++;
}
client->QueuePacket(packet->serialize());
lua_interface->SetLuaUserDataStale(option_window);
safe_delete(option_window);
safe_delete(packet);
}
return 0;
}
int EQ2Emu_lua_GetTradeskillClass(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
lua_interface->ResetFunctionStack(state);
if (spawn) {
lua_interface->SetInt32Value(state, spawn->GetTradeskillClass());
return 1;
}
else
lua_interface->LogError("%s: LUA GetTradeskillClass command error: Spawn was not valid", lua_interface->GetScriptName(state));
return 0;
}
int EQ2Emu_lua_GetTradeskillLevel(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
lua_interface->ResetFunctionStack(state);
if (spawn) {
lua_interface->SetInt32Value(state, spawn->GetTSLevel());
return 1;
}
else
lua_interface->LogError("%s: LUA GetTradeskillLevel command error: Spawns was not valid", lua_interface->GetScriptName(state));
return 0;
}
int EQ2Emu_lua_GetTradeskillClassName(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
lua_interface->ResetFunctionStack(state);
if (spawn) {
int8 class_id = spawn->GetTradeskillClass();
// Need to add 42 for the offset in the array
class_id += 44;
lua_interface->SetStringValue(state, classes.GetClassNameCase(class_id).c_str());
return 1;
}
else
lua_interface->LogError("%s: LUA GetTradeskillClassName command error: Spawn was not valid", lua_interface->GetScriptName(state));
return 0;
}
int EQ2Emu_lua_SetTradeskillLevel(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
int16 level = lua_interface->GetInt8Value(state, 2);
lua_interface->ResetFunctionStack(state);
if (spawn) {
if (spawn->IsPlayer() && ((Player*)spawn)->GetClient())
((Player*)spawn)->GetClient()->ChangeTSLevel(spawn->GetTSLevel(), level);
else
spawn->SetTSLevel(level);
}
else
lua_interface->LogError("%s: LUA SetTradeskillLevel command error: Spawn was not valid", lua_interface->GetScriptName(state));
return 0;
}
int EQ2Emu_lua_SetAttackable(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
int8 attackable = lua_interface->GetInt8Value(state, 2);
lua_interface->ResetFunctionStack(state);
if (spawn) {
spawn->SetAttackable(attackable);
spawn->vis_changed = true; //some clients store this in vis instead of info, need to make sense both are updated
}
return 0;
}
int EQ2Emu_lua_SummonPet(lua_State* state) {
// Check to see if we have a valid lua_interface
if (!lua_interface)
return 0;
// Get the spawn that is getting the pet
Spawn* spawn = lua_interface->GetSpawn(state);
// Get the DB ID of the pet
int32 pet_id = lua_interface->GetInt32Value(state, 2);
// The max level the pet can gain
int8 max_level = lua_interface->GetInt8Value(state, 3);
// Get the spell that this command was called from
LuaSpell* luaspell = lua_interface->GetCurrentSpell(state);
lua_interface->ResetFunctionStack(state);
// Check to make sure the spawn pointer is valid
if (!spawn) {
lua_interface->LogError("%s: LUA SummonPet command error: Spawn is not valid", lua_interface->GetScriptName(state));
return 0;
}
// Check to make sure the spawn is an entity
if (!spawn->IsEntity()) {
lua_interface->LogError("%s: LUA SummonPet command error: Spawn is not an entity", lua_interface->GetScriptName(state));
return 0;
}
// Check to make sure the spawn doesn't already have a pet of this type
if (((Entity*)spawn)->GetPet()) {
if (spawn->IsPlayer()) {
Client* client = ((Player*)spawn)->GetClient();
if (client)
client->SimpleMessage(CHANNEL_COLOR_YELLOW, "You already have a pet.");
}
lua_interface->LogError("%s: LUA SummonPet command error: spawn already has a pet of this type", lua_interface->GetScriptName(state));
return 0;
}
// Check to see if the DB ID for the pet is set
if (pet_id == 0) {
lua_interface->LogError("%s: LUA SummonPet command error: pet_id can not be set to 0", lua_interface->GetScriptName(state));
return 0;
}
// Check to see if the pointer to the spell is valid
if (!luaspell) {
lua_interface->LogError("%s: LUA SummonPet command error: valid spell not found, SummonPet can only be used in spell scripts", lua_interface->GetScriptName(state));
return 0;
}
if(luaspell->resisted) {
return 0;
}
// Get a pointer to a spawn with the given DB ID and check if the pointer is valid
Spawn* pet = spawn->GetZone()->GetSpawn(pet_id);
if (!pet) {
lua_interface->LogError("%s: LUA SummonPet command error: Could not find spawn with id of %u.", lua_interface->GetScriptName(state), pet_id);
return 0;
}
// Check to make sure the pet is an npc
if (!pet->IsNPC()) {
lua_interface->LogError("%s: LUA SummonPet command error: id (%u) did not point to a npc", lua_interface->GetScriptName(state), pet_id);
return 0;
}
// Spawn the pet at the same location as the owner
pet->SetX(spawn->GetX());
pet->SetY(spawn->GetY());
pet->SetZ(spawn->GetZ());
pet->SetLocation(spawn->GetLocation());
pet->SetHeading(spawn->GetHeading());
std::string petName = std::string("");
if(spawn->IsEntity()) {
petName = ((Entity*)spawn)->GetInfoStruct()->get_pet_name();
}
if(petName.size() < 1) {
int16 rand_index = MakeRandomInt(0, spawn->GetZone()->pet_names.size() - 1);
petName = spawn->GetZone()->pet_names.at(rand_index);
LogWrite(PET__DEBUG, 0, "Pets", "Randomize Pet Name: '%s' (rand: %i)", petName.c_str(), rand_index);
}
// If player set various values for the char sheet (pet window)
if (spawn->IsPlayer()) {
Player* player = (Player*)spawn;
player->GetInfoStruct()->set_pet_id(player->GetIDWithPlayerSpawn(pet));
player->GetInfoStruct()->set_pet_name(petName);
player->GetInfoStruct()->set_pet_movement(2);
player->GetInfoStruct()->set_pet_behavior(3);
player->GetInfoStruct()->set_pet_health_pct(1.0f);
player->GetInfoStruct()->set_pet_power_pct(1.0f);
// Make sure the values get sent to the client
player->SetCharSheetChanged(true);
}
// Set the pets name
pet->SetName(petName.c_str());
// Set the level of the pet to the owners level or max level(if set) if owners level is greater
if (max_level > 0)
pet->SetLevel(spawn->GetLevel() >= max_level ? max_level : spawn->GetLevel());
else
pet->SetLevel(spawn->GetLevel());
// Set the max level this pet can reach
((NPC*)pet)->SetMaxPetLevel(max_level);
((NPC*)pet)->UpdateWeapons();
// Set the faction of the pet to the same faction as the owner
pet->SetFactionID(spawn->GetFactionID());
// Set the spawn as a pet
pet->SetPet(true);
// Give a pointer of the owner to the pet
((NPC*)pet)->SetOwner((Entity*)spawn);
// Give a pointer of the pet to the owner
((Entity*)spawn)->SetCombatPet((Entity*)pet);
// Set the pet type
((NPC*)pet)->SetPetType(PET_TYPE_COMBAT);
// Set the spell id used to create this pet
((NPC*)pet)->SetPetSpellID(luaspell->spell->GetSpellData()->id);
// Set the spell tier used to create this pet
((NPC*)pet)->SetPetSpellTier(luaspell->spell->GetSpellData()->tier);
// Set the pets spawn type to 6
pet->SetSpawnType(6);
// Set the pets brain
((NPC*)pet)->SetBrain(new CombatPetBrain((NPC*)pet));
// Check to see if the pet has a subtitle
if (strlen(pet->GetSubTitle()) > 0) {
// Add the players name to the front of the sub title
string pet_subtitle;
pet_subtitle.append(spawn->GetName()).append("'s ").append(pet->GetSubTitle());
LogWrite(PET__DEBUG, 0, "Pets", "Pet Subtitle: '%s'", pet_subtitle.c_str());
// Set the pets subtitle to the new one
pet->SetSubTitle(pet_subtitle.c_str());
}
// Add the "Pet Options" entity command to the pet
pet->AddSecondaryEntityCommand("Pet Options", 10.0f, "petoptions", "", 0, 0);
const char* spawn_script = world.GetSpawnScript(pet_id);
bool runScript = false;
if(spawn_script && lua_interface->GetSpawnScript(spawn_script) != 0){
runScript = true;
pet->SetSpawnScript(string(spawn_script));
spawn->GetZone()->CallSpawnScript(pet, SPAWN_SCRIPT_PRESPAWN);
}
spawn->GetZone()->AddSpawn(pet);
if(runScript){
spawn->GetZone()->CallSpawnScript(pet, SPAWN_SCRIPT_SPAWN);
}
// Set the pet as the return value for this function
lua_interface->SetSpawnValue(state, pet);
return 1;
}
int EQ2Emu_lua_SummonDeityPet(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
int32 pet_id = lua_interface->GetInt32Value(state, 2);
LuaSpell* luaspell = lua_interface->GetCurrentSpell(state);
lua_interface->ResetFunctionStack(state);
if (!spawn) {
lua_interface->LogError("%s: LUA SummonDeityPet command error: Spawn is not valid", lua_interface->GetScriptName(state));
return 0;
}
if (!spawn->IsEntity()) {
lua_interface->LogError("%s: LUA SummonDeityPet command error: Spawn is not an entity", lua_interface->GetScriptName(state));
return 0;
}
if (((Entity*)spawn)->GetDeityPet()) {
if (spawn->IsPlayer()) {
Client* client = ((Player*)spawn)->GetClient();
if (client)
client->SimpleMessage(CHANNEL_COLOR_YELLOW, "You already have a deity pet.");
}
lua_interface->LogError("%s: LUA SummonDeityPet command error: spawn already has a pet of this type", lua_interface->GetScriptName(state));
return 0;
}
if (pet_id == 0) {
lua_interface->LogError("%s: LUA SummonDeityPet command error: pet_id can not be set to 0", lua_interface->GetScriptName(state));
return 0;
}
if (!luaspell) {
lua_interface->LogError("%s: LUA SummonDeityPet command error: valid spell not found, SummonDeityPet can only be used in spell scripts", lua_interface->GetScriptName(state));
return 0;
}
if(luaspell->resisted) {
return 0;
}
Spawn* pet = spawn->GetZone()->GetSpawn(pet_id);
if (!pet) {
lua_interface->LogError("%s: LUA SummonDeityPet command error: Could not find spawn with id of %u.", lua_interface->GetScriptName(state), pet_id);
return 0;
}
if (!pet->IsNPC()) {
lua_interface->LogError("%s: LUA SummonDeityPet command error: spawn with id of %u is not a npc", lua_interface->GetScriptName(state), pet_id);
return 0;
}
pet->SetX(spawn->GetX());
pet->SetY(spawn->GetY());
pet->SetZ(spawn->GetZ());
pet->SetLocation(spawn->GetLocation());
pet->SetHeading(spawn->GetHeading());
spawn->GetZone()->AddSpawn(pet);
string random_pet_name;
int16 rand_index = MakeRandomInt(0, spawn->GetZone()->pet_names.size() - 1);
random_pet_name = spawn->GetZone()->pet_names.at(rand_index);
LogWrite(PET__DEBUG, 0, "Pets", "Randomize Pet Name: '%s' (rand: %i)", random_pet_name.c_str(), rand_index);
pet->SetName(random_pet_name.c_str());
pet->SetLevel(spawn->GetLevel());
pet->SetFactionID(spawn->GetFactionID());
pet->SetPet(true);
((NPC*)pet)->SetPetType(PET_TYPE_DEITY);
((NPC*)pet)->SetOwner((Entity*)spawn);
((Entity*)spawn)->SetDeityPet((Entity*)pet);
pet->SetSpawnType(6);
((NPC*)pet)->SetBrain(new NonCombatPetBrain((NPC*)pet));
((NPC*)pet)->SetPetSpellID(luaspell->spell->GetSpellData()->id);
((NPC*)pet)->SetPetSpellTier(luaspell->spell->GetSpellData()->tier);
if (strlen(pet->GetSubTitle()) > 0) {
string pet_subtitle;
pet_subtitle.append(spawn->GetName()).append("'s ").append(pet->GetSubTitle());
LogWrite(PET__DEBUG, 0, "Pets", "Pet Subtitle: '%s'", pet_subtitle.c_str());
pet->SetSubTitle(pet_subtitle.c_str());
}
// deity and cosmetic pets are not attackable
pet->SetAttackable(false);
pet->AddSecondaryEntityCommand("Pet Options", 10.0f, "petoptions", "", 0, 0);
lua_interface->SetSpawnValue(state, pet);
return 1;
}
int EQ2Emu_lua_SummonCosmeticPet(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
int32 pet_id = lua_interface->GetInt32Value(state, 2);
LuaSpell* luaspell = lua_interface->GetCurrentSpell(state);
lua_interface->ResetFunctionStack(state);
if (!spawn) {
lua_interface->LogError("%s: LUA SummonCosmeticPet command error: Spawn is not valid", lua_interface->GetScriptName(state));
return 0;
}
if (!spawn->IsEntity()) {
lua_interface->LogError("%s: LUA SummonCosmeticPet command error: Spawn is not an entity", lua_interface->GetScriptName(state));
return 0;
}
if (((Entity*)spawn)->GetCosmeticPet()) {
if (spawn->IsPlayer()) {
Client* client = ((Player*)spawn)->GetClient();
if (client)
client->SimpleMessage(CHANNEL_COLOR_YELLOW, "You already have a cosmetic pet.");
}
lua_interface->LogError("%s: LUA SummonCosmeticPet command error: spawn already has a pet of this type", lua_interface->GetScriptName(state));
return 0;
}
if (pet_id == 0) {
lua_interface->LogError("%s: LUA SummonCosmeticPet command error: pet_id can not be set to 0", lua_interface->GetScriptName(state));
return 0;
}
if (!luaspell) {
lua_interface->LogError("%s: LUA SummonCosmeticPet command error: valid spell not found, SummonCosmeticPet can only be used in spell scripts", lua_interface->GetScriptName(state));
return 0;
}
if(luaspell->resisted) {
return 0;
}
Spawn* pet = spawn->GetZone()->GetSpawn(pet_id);
if (!pet) {
lua_interface->LogError("%s: LUA SummonCosmeticPet command error: Could not find spawn with id of %u.", lua_interface->GetScriptName(state), pet_id);
return 0;
}
if (!pet->IsNPC()) {
lua_interface->LogError("%s: LUA SummonCosmeticPet command error: spawn with id of %u is not a npc", lua_interface->GetScriptName(state), pet_id);
return 0;
}
pet->SetX(spawn->GetX());
pet->SetY(spawn->GetY());
pet->SetZ(spawn->GetZ());
pet->SetLocation(spawn->GetLocation());
pet->SetHeading(spawn->GetHeading());
spawn->GetZone()->AddSpawn(pet);
string random_pet_name;
int16 rand_index = MakeRandomInt(0, spawn->GetZone()->pet_names.size() - 1);
random_pet_name = spawn->GetZone()->pet_names.at(rand_index);
LogWrite(PET__DEBUG, 0, "Pets", "Randomize Pet Name: '%s' (rand: %i)", random_pet_name.c_str(), rand_index);
pet->SetName(random_pet_name.c_str());
pet->SetLevel(spawn->GetLevel());
pet->SetFactionID(spawn->GetFactionID());
pet->SetPet(true);
((NPC*)pet)->SetPetType(PET_TYPE_COSMETIC);
((NPC*)pet)->SetOwner((Entity*)spawn);
((Entity*)spawn)->SetCosmeticPet((Entity*)pet);
pet->SetSpawnType(6);
((NPC*)pet)->SetBrain(new NonCombatPetBrain((NPC*)pet));
((NPC*)pet)->SetPetSpellID(luaspell->spell->GetSpellData()->id);
((NPC*)pet)->SetPetSpellTier(luaspell->spell->GetSpellData()->tier);
if (strlen(pet->GetSubTitle()) > 0) {
string pet_subtitle;
pet_subtitle.append(spawn->GetName()).append("'s ").append(pet->GetSubTitle());
LogWrite(PET__DEBUG, 0, "Pets", "Pet Subtitle: '%s'", pet_subtitle.c_str());
pet->SetSubTitle(pet_subtitle.c_str());
}
pet->SetAttackable(false);
pet->AddSecondaryEntityCommand("Pet Options", 10.0f, "petoptions", "", 0, 0);
lua_interface->SetSpawnValue(state, pet);
return 1;
}
int EQ2Emu_lua_DismissPet(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
lua_interface->ResetFunctionStack(state);
if (!spawn) {
lua_interface->LogError("%s: LUA DismissPet command error: spawn is not valid", lua_interface->GetScriptName(state));
return 0;
}
if (!spawn->IsPet()) {
lua_interface->LogError("%s: LUA DismissPet command error: spawn is not a pet", lua_interface->GetScriptName(state));
return 0;
}
if (!((NPC*)spawn)->IsDismissing() && ((NPC*)spawn)->GetOwner())
((NPC*)spawn)->GetOwner()->DismissPet((NPC*)spawn, false, true);
return 0;
}
int EQ2Emu_lua_SetQuestFeatherColor(lua_State* state) {
if (!lua_interface)
return 0;
Quest* quest = lua_interface->GetQuest(state);
if (!quest) {
lua_interface->LogError("%s: LUA SetQuestFeatherColor command error: valid quest not found, SetQuestFeatherColor can only be called from a quest script", lua_interface->GetScriptName(state));
lua_interface->ResetFunctionStack(state);
return 0;
}
int8 feather_color = lua_interface->GetInt8Value(state, 2);
lua_interface->ResetFunctionStack(state);
if (feather_color > 0)
quest->SetFeatherColor(feather_color);
return 0;
}
int EQ2Emu_lua_RemoveSpawnAccess(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
Spawn* spawn2 = lua_interface->GetSpawn(state, 2);
lua_interface->ResetFunctionStack(state);
if (!spawn) {
lua_interface->LogError("%s: LUA RemoveSpawnAccess command error: first spawn is not valid", lua_interface->GetScriptName(state));
return 0;
}
if (!spawn2) {
lua_interface->LogError("%s: LUA RemoveSpawnAccess command error: second spawn is not valid", lua_interface->GetScriptName(state));
return 0;
}
spawn->RemoveSpawnAccess(spawn2);
return 0;
}
int EQ2Emu_lua_SpawnByLocationID(lua_State* state) {
if (!lua_interface)
return 0;
ZoneServer* zone = lua_interface->GetZone(state);
int32 location_id = lua_interface->GetInt32Value(state, 2);
lua_interface->ResetFunctionStack(state);
if (!zone) {
lua_interface->LogError("%s: LUA SpawnByLocationID command error: zone is not valid", lua_interface->GetScriptName(state));
return 0;
}
if (location_id == 0) {
lua_interface->LogError("%s: LUA SpawnByLocationID command error: location id can not be 0", lua_interface->GetScriptName(state));
return 0;
}
SpawnLocation* location = zone->GetSpawnLocation(location_id);
if (!location) {
lua_interface->LogError("%s: LUA SpawnByLocationID command error: no location found for the given ID (%u)", lua_interface->GetScriptName(state), location_id);
return 0;
}
int32 rand_number = MakeRandomInt(0, location->entities.size() - 1);
Spawn* spawn = 0;
if (location->entities[rand_number]) {
if (location->entities[rand_number]->spawn_type == SPAWN_ENTRY_TYPE_NPC)
spawn = zone->AddNPCSpawn(location, location->entities[rand_number]);
else if (location->entities[rand_number]->spawn_type == SPAWN_ENTRY_TYPE_GROUNDSPAWN)
spawn = zone->AddGroundSpawn(location, location->entities[rand_number]);
else if (location->entities[rand_number]->spawn_type == SPAWN_ENTRY_TYPE_OBJECT)
spawn = zone->AddObjectSpawn(location, location->entities[rand_number]);
else if (location->entities[rand_number]->spawn_type == SPAWN_ENTRY_TYPE_WIDGET)
spawn = zone->AddWidgetSpawn(location, location->entities[rand_number]);
else if (location->entities[rand_number]->spawn_type == SPAWN_ENTRY_TYPE_SIGN)
spawn = zone->AddSignSpawn(location, location->entities[rand_number]);
if(spawn && spawn->IsOmittedByDBFlag())
{
LogWrite(SPAWN__WARNING, 0, "Spawn", "Spawn (%u) was skipped due to a missing expansion / holiday flag being met.", location->entities[0]->spawn_id);
safe_delete(spawn);
spawn = 0;
return 0;
}
if (spawn) {
const char* script = 0;
for (int x = 0; x < 3; x++) {
switch (x) {
case 0:
script = world.GetSpawnEntryScript(location->entities[0]->spawn_entry_id);
break;
case 1:
script = world.GetSpawnLocationScript(location->entities[0]->spawn_location_id);
break;
case 2:
script = world.GetSpawnScript(location->entities[0]->spawn_id);
break;
}
if (script && lua_interface->GetSpawnScript(script) != 0) {
spawn->SetSpawnScript(string(script));
break;
}
}
zone->CallSpawnScript(spawn, SPAWN_SCRIPT_SPAWN);
lua_interface->SetSpawnValue(state, spawn);
return 1;
}
else {
LogWrite(ZONE__ERROR, 0, "Zone", "Error adding spawn by location id to zone %s with location id %u.", zone->GetZoneName(), location_id);
safe_delete(spawn);
}
}
return 0;
}
int EQ2Emu_lua_CastEntityCommand(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* caster = lua_interface->GetSpawn(state);
Spawn* target = lua_interface->GetSpawn(state, 2);
int32 id = lua_interface->GetInt32Value(state, 3);
string command = lua_interface->GetStringValue(state, 4);
lua_interface->ResetFunctionStack(state);
if (!caster) {
lua_interface->LogError("%s: LUA CastEntityCommand command error: caster is not valid", lua_interface->GetScriptName(state));
return 0;
}
if (!target) {
lua_interface->LogError("%s: LUA CastEntityCommand command error: target is not valid", lua_interface->GetScriptName(state));
return 0;
}
if (!caster->IsPlayer()) {
lua_interface->LogError("%s: LUA CastEntityCommand command error: caster is not a player", lua_interface->GetScriptName(state));
return 0;
}
EntityCommand* entity_command = caster->GetZone()->GetEntityCommand(id, command);
if (!entity_command) {
lua_interface->LogError("%s: LUA CastEntityCommand command error: unable to get a valid EntityCommand with the given ID (%u) and name (%s)", lua_interface->GetScriptName(state), id, command.c_str());
return 0;
}
Client* client = ((Player*)caster)->GetClient();
if (!client) {
lua_interface->LogError("%s: LUA CastEntityCommand command error: unable to get a valid client for the given caster", lua_interface->GetScriptName(state));
return 0;
}
client->GetCurrentZone()->ProcessEntityCommand(entity_command, (Player*)caster, target);
return 0;
}
int EQ2Emu_lua_SetLuaBrain(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
lua_interface->ResetFunctionStack(state);
if (!spawn) {
lua_interface->LogError("%s: LUA SetLuaBrain command error: spawn is not valid", lua_interface->GetScriptName(state));
return 0;
}
if (!spawn->IsNPC()) {
lua_interface->LogError("%s: LUA SetLuaBrain command error: spawn is not a npc", lua_interface->GetScriptName(state));
return 0;
}
((NPC*)spawn)->SetBrain(new LuaBrain((NPC*)spawn));
return 0;
}
int EQ2Emu_lua_SetBrainTick(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
int16 tick = lua_interface->GetInt16Value(state, 2);
lua_interface->ResetFunctionStack(state);
if (!spawn) {
lua_interface->LogError("%s: LUA SetBrainTick command error: spawn is not valid", lua_interface->GetScriptName(state));
return 0;
}
if (!spawn->IsNPC()) {
lua_interface->LogError("%s: LUA SetBrainTick command error: spawn is not a valid npc", lua_interface->GetScriptName(state));
return 0;
}
if (tick < 20) {
lua_interface->LogError("%s: LUA SetBrainTick command error: tick can not be set below 20 milliseconds", lua_interface->GetScriptName(state));
return 0;
}
((NPC*)spawn)->Brain()->SetTick(tick);
return 0;
}
int EQ2Emu_lua_SetFollowTarget(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
Spawn* target = lua_interface->GetSpawn(state, 2);
int32 follow_distance = lua_interface->GetInt32Value(state, 3);
lua_interface->ResetFunctionStack(state);
if (!spawn) {
lua_interface->LogError("%s: LUA SetFollowTarget command error: spawn is not valid", lua_interface->GetScriptName(state));
return 0;
}
// Target can be null, setting follow target to 0 clears it and will cancel follow, so no need to check it
spawn->SetFollowTarget(target, follow_distance);
return 0;
}
int EQ2Emu_lua_GetFollowTarget(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
lua_interface->ResetFunctionStack(state);
if (!spawn) {
lua_interface->LogError("%s: LUA GetFollowTarget command error: spawn is not valid", lua_interface->GetScriptName(state));
return 0;
}
Spawn* target = spawn->GetFollowTarget();
if (target) {
lua_interface->SetSpawnValue(state, target);
return 1;
}
return 0;
}
int EQ2Emu_lua_ToggleFollow(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
lua_interface->ResetFunctionStack(state);
if (!spawn) {
lua_interface->LogError("%s: LUA ToggleFollow command error: spawn is not valid", lua_interface->GetScriptName(state));
return 0;
}
if (spawn->following)
spawn->following = false;
else
spawn->following = true;
return 0;
}
int EQ2Emu_lua_IsFollowing(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
lua_interface->ResetFunctionStack(state);
if (!spawn) {
lua_interface->LogError("%s: LUA IsFollowing command error: spawn is not valid", lua_interface->GetScriptName(state));
return 0;
}
lua_interface->SetBooleanValue(state, spawn->following);
return 1;
}
int EQ2Emu_lua_SetTempVariable(lua_State* state) {
// As this is unique among the rest of our lua functions as the 3rd param can be of multiple types
// I will attempt to explain how this function works for future refrence
// Fist lets make sure lua_interface is valid, if not return out
if (!lua_interface)
return 0;
// Next we grab the first 2 params same as we usually would
Spawn* spawn = lua_interface->GetSpawn(state);
string var = lua_interface->GetStringValue(state, 2);
// DataType will let us know the value type so we can handle it correctly, we set these ourself so the values I used are made up
// 1 = Spawn
// 2 = Zone
// 3 = Item
// 4 = Quest
// 5 = String
// 6 = nil (null)
int8 dataType = 0;
// Define pointers for each potential type
Spawn* spawnVal = 0;
ZoneServer* zone = 0;
Item* item = 0;
Quest* quest = 0;
string val;
// Finally we get to grabbing the third param, we will first check to see if it is light user data
// which is custom data types, in this case it can be Spawn, Zone, Item, or Quest. Conversation and
// options window are also light user data be we do not handle those.
// We check with lua_islightuserdata(lua_State*, index)
if (lua_islightuserdata(state, 3)) {
// It is light user data so we will grab the param with lua_touserdata(lua_State*, index)
// and convert it to LUAUserData*
LUAUserData* data = (LUAUserData*)lua_touserdata(state, 3);
// Check to make sure the data we got is valid, if not give an error
if (!data || !data->IsCorrectlyInitialized()) {
lua_interface->LogError("%s: LUA SetTempVariable command error while processing %s", lua_interface->GetScriptName(state), lua_tostring(state, -1));
}
// Check if data is a Spawn, if so set our Spawn pointer and the dataType variable
else if (data->IsSpawn()) {
spawnVal = data->spawn;
dataType = 1;
}
// Check if data is a Zone, if so set our Zone pointer and the dataType variable
else if (data->IsZone()) {
zone = data->zone;
dataType = 2;
}
// Check if data is a Item, if so set our Item pointer and the dataType variable
else if (data->IsItem()) {
item = data->item;
dataType = 3;
}
// Check if data is a Ques, if so set our Quest pointer and the dataType variable
else if (data->IsQuest()) {
quest = data->quest;
dataType = 4;
}
}
// Wasn't light user data, check if it is nil(null)
else if (lua_isnil(state, 3)) {
// It is nil (null) set the dataType variable, no need to set a pointer in this case
dataType = 6;
}
// Wasn't light user data or nil (null), must be a string
else {
// Set the string and dataType variable
val = lua_interface->GetStringValue(state, 3);
dataType = 5;
}
lua_interface->ResetFunctionStack(state);
// We now have all the params, lets check to make sure they are valid
if (!spawn) {
lua_interface->LogError("%s: LUA SetTempVariable command error: spawn is not valid", lua_interface->GetScriptName(state));
return 0;
}
if (var.length() == 0) {
lua_interface->LogError("%s: LUA SetTempVariable command error: var must be set", lua_interface->GetScriptName(state));
return 0;
}
if (dataType == 0) {
lua_interface->LogError("%s: LUA SetTempVariable command error: unknown data type", lua_interface->GetScriptName(state));
return 0;
}
// All params are valid, lets set the spawns temp variable, this is where dataType variable comes in.
// AddTempVariable has overloads for all the types of data we support, we need to make sure the third
// param gets sent to the correct list so we check the value of dataType to know where it should go.
switch (dataType) {
case 1:
// 1 = Spawn
spawn->AddTempVariable(var, spawnVal);
break;
case 2:
// 2 = Zone
spawn->AddTempVariable(var, zone);
break;
case 3:
// 3 = Item
spawn->AddTempVariable(var, item);
break;
case 4:
// 4 = Quest
spawn->AddTempVariable(var, quest);
break;
case 5:
// 5 = String
spawn->AddTempVariable(var, val);
break;
case 6:
// 6 = nil (null) so the variable is no longer set, lets remove it from the spawn
spawn->DeleteTempVariable(var);
break;
}
// And we are done so return out
return 0;
}
int EQ2Emu_lua_GetTempVariable(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
string var = lua_interface->GetStringValue(state, 2);
lua_interface->ResetFunctionStack(state);
if (!spawn) {
lua_interface->LogError("%s: LUA GetTempVariable command error: spawn is not valid", lua_interface->GetScriptName(state));
return 0;
}
if (var.length() == 0) {
lua_interface->LogError("%s: LUA GetTempVariable command error: var must be set", lua_interface->GetScriptName(state));
return 0;
}
// This will tell us the type of data this variable contains, uses the same values as the previous function
int8 type = spawn->GetTempVariableType(var);
Spawn* spawn2 = 0;
ZoneServer* zone = 0;
Item* item = 0;
Quest* quest = 0;
// Set the lua function return value based on the type of data the variable contains
switch (type) {
case 1:
spawn2 = spawn->GetTempVariableSpawn(var);
if (!spawn2)
return 0;
lua_interface->SetSpawnValue(state, spawn2);
break;
case 2:
zone = spawn->GetTempVariableZone(var);
if (!zone)
return 0;
lua_interface->SetZoneValue(state, zone);
break;
case 3:
item = spawn->GetTempVariableItem(var);
if (!item)
return 0;
lua_interface->SetItemValue(state, item);
break;
case 4:
quest = spawn->GetTempVariableQuest(var);
if (!quest)
return 0;
lua_interface->SetQuestValue(state, quest);
break;
case 5:
lua_interface->SetStringValue(state, spawn->GetTempVariable(var).c_str());
break;
default:
// Not a valid type then the variable was not set so return out
return 0;
}
// Return value was set so return out
return 1;
}
int EQ2Emu_lua_GiveQuestItem(lua_State* state)
{
if (!lua_interface)
return 0;
Quest* quest = lua_interface->GetQuest(state);
Spawn* spawn = lua_interface->GetSpawn(state, 2);
string description = lua_interface->GetStringValue(state, 3);
int32 item_id = lua_interface->GetInt32Value(state, 4);
if (!quest) {
lua_interface->LogError("%s: LUA GiveQuestItem command error: quest is not valid", lua_interface->GetScriptName(state));
lua_interface->ResetFunctionStack(state);
lua_interface->SetBooleanValue(state, false);
return 1;
}
if (!spawn) {
lua_interface->LogError("%s: LUA GiveQuestItem command error: spawn is not valid", lua_interface->GetScriptName(state));
lua_interface->ResetFunctionStack(state);
lua_interface->SetBooleanValue(state, false);
return 1;
}
if (!spawn->IsPlayer()) {
lua_interface->LogError("%s: LUA GiveQuestItem command error: spawn must be a player", lua_interface->GetScriptName(state));
lua_interface->ResetFunctionStack(state);
lua_interface->SetBooleanValue(state, false);
return 1;
}
if (item_id == 0) {
lua_interface->LogError("%s: LUA GiveQuestItem command error: item_id is not valid", lua_interface->GetScriptName(state));
lua_interface->ResetFunctionStack(state);
lua_interface->SetBooleanValue(state, false);
return 1;
}
Client* client = ((Player*)spawn)->GetClient();
if (!client) {
lua_interface->LogError("%s: LUA GiveQuestItem command error: unable to get a valid client from the given player spawn", lua_interface->GetScriptName(state));
lua_interface->ResetFunctionStack(state);
lua_interface->SetBooleanValue(state, false);
return 1;
}
Item* item = master_item_list.GetItem(item_id);
if (!item) {
lua_interface->LogError("%s: LUA GiveQuestItem command error: unable to get an item from the given id (%u)", lua_interface->GetScriptName(state), item_id);
lua_interface->ResetFunctionStack(state);
lua_interface->SetBooleanValue(state, false);
return 1;
}
Item* firstItem = new Item(item);
quest->AddTmpRewardItem(firstItem);
int8 num_args = (int8)lua_interface->GetNumberOfArgs(state);
bool itemsAddedSuccessfully = true;
if(num_args > 4)
{
for(int8 n=5;nGetInt32Value(state, n);
Item* tmpItem = master_item_list.GetItem(new_item);
if(tmpItem)
{
Item* newTmpItem = new Item(tmpItem);
quest->AddTmpRewardItem(newTmpItem);
}
else
itemsAddedSuccessfully = false;
}
}
client->AddPendingQuestReward(quest, true, true, description); // queue for display
lua_interface->ResetFunctionStack(state);
lua_interface->SetBooleanValue(state, itemsAddedSuccessfully);
return 1;
}
int EQ2Emu_lua_SetQuestRepeatable(lua_State* state) {
if (!lua_interface)
return 0;
Quest* quest = lua_interface->GetQuest(state);
lua_interface->ResetFunctionStack(state);
if (!quest) {
lua_interface->LogError("%s: LUA SetQuestRepeatable command error: quest is not valid", lua_interface->GetScriptName(state));
return 0;
}
quest->SetRepeatable(true);
return 0;
}
int EQ2Emu_lua_GetArchetypeName(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
lua_interface->ResetFunctionStack(state);
if (!spawn) {
lua_interface->LogError("%s: LUA GetArchetypeName command error: spawn is not valid", lua_interface->GetScriptName(state));
return 0;
}
int8 base_class = classes.GetBaseClass(spawn->GetAdventureClass());
string ret = classes.GetClassNameCase(base_class);
if (ret.length() > 0) {
lua_interface->SetStringValue(state, ret.c_str());
return 1;
}
return 0;
}
int EQ2Emu_lua_SendWaypoints(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* player = lua_interface->GetSpawn(state);
lua_interface->ResetFunctionStack(state);
if (player && player->IsPlayer()) {
Client* client = player->GetClient();
if (client)
client->SendWaypoints();
}
return 0;
}
int EQ2Emu_lua_AddWaypoint(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* player = lua_interface->GetSpawn(state);
string name = lua_interface->GetStringValue(state, 2);
int32 type = lua_interface->GetInt32Value(state, 3);
lua_interface->ResetFunctionStack(state);
if (type == 0)
type = 2;
if (name.length() > 0) {
if (player && player->IsPlayer()) {
Client* client = player->GetClient();
if (client)
client->AddWaypoint(name, type);
}
}
return 0;
}
int EQ2Emu_lua_RemoveWaypoint(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* player = lua_interface->GetSpawn(state);
string name = lua_interface->GetStringValue(state, 2);
lua_interface->ResetFunctionStack(state);
if (name.length() > 0) {
if (player && player->IsPlayer()) {
Client* client = player->GetClient();
if (client)
client->RemoveWaypoint(name);
}
}
return 0;
}
int EQ2Emu_lua_AddWard(lua_State* state) {
if (!lua_interface)
return 0;
int32 damage = lua_interface->GetInt32Value(state);
bool keepWard = (lua_interface->GetInt8Value(state, 2) == 1);
int8 wardType = lua_interface->GetInt8Value(state, 3);
int8 damageTypes = lua_interface->GetInt8Value(state, 4);
int32 damageAbsorptionPercent = lua_interface->GetInt32Value(state, 5);
int32 damageAbsorptionMaxHealthPercent = lua_interface->GetInt32Value(state, 6);
int32 redirectDamagePercent = lua_interface->GetInt32Value(state, 7);
int32 maxHitCount = lua_interface->GetInt32Value(state, 8);
LuaSpell* spell = lua_interface->GetCurrentSpell(state);
lua_interface->ResetFunctionStack(state);
if(!spell || spell->resisted) {
return 0;
}
bool ward_was_added = false;
ZoneServer* zone = spell->caster->GetZone();
spell->MSpellTargets.readlock(__FUNCTION__, __LINE__);
for (int32 i = 0; i < spell->targets.size(); i++) {
Spawn* target = zone->GetSpawnByID(spell->targets.at(i));
if (!target)
continue;
if (target->IsEntity()) {
// If the ward is already active remove it
if (((Entity*)target)->GetWard(spell->spell->GetSpellID()))
((Entity*)target)->RemoveWard(spell->spell->GetSpellID());
// Create new ward info
WardInfo* ward = new WardInfo;
ward->Spell = spell;
ward->BaseDamage = damage;
ward->DamageLeft = damage;
ward->AbsorbAllDamage = (damage == 0) ? true : false;
ward->keepWard = keepWard;
ward->WardType = wardType;
if (damageAbsorptionPercent > 100)
damageAbsorptionPercent = 100;
ward->DamageAbsorptionPercentage = damageAbsorptionPercent;
if (damageAbsorptionMaxHealthPercent > 100)
damageAbsorptionMaxHealthPercent = 100;
ward->DamageAbsorptionMaxHealthPercent = damageAbsorptionMaxHealthPercent;
ward->RedirectDamagePercent = redirectDamagePercent;
ward->LastRedirectDamage = 0;
ward->LastAbsorbedDamage = 0;
ward->HitCount = 0;
spell->num_triggers = maxHitCount;
spell->had_triggers = true;
spell->cancel_after_all_triggers = false;
ward->MaxHitCount = maxHitCount;
ward->RoundTriggered = false;
if (wardType == WARD_TYPE_MAGICAL)
ward->DamageType = damageTypes;
// Add the ward to the entity
((Entity*)target)->AddWard(spell->spell->GetSpellID(), ward);
ward_was_added = true;
}
}
spell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
if (ward_was_added && spell->caster->IsPlayer()) {
spell->had_dmg_remaining = true;
ClientPacketFunctions::SendMaintainedExamineUpdate(((Player*)spell->caster)->GetClient(), spell->slot_pos, damage, 1);
}
return 0;
}
int EQ2Emu_lua_AddToWard(lua_State* state) {
if (!lua_interface)
return 0;
int32 amount = lua_interface->GetInt32Value(state);
LuaSpell* spell = lua_interface->GetCurrentSpell(state);
lua_interface->ResetFunctionStack(state);
WardInfo* ward = 0;
if(!spell || spell->resisted) {
return 0;
}
ZoneServer* zone = spell->caster->GetZone();
spell->MSpellTargets.readlock(__FUNCTION__, __LINE__);
if (spell->targets.size() > 0 && zone->GetSpawnByID(spell->targets.at(0))->IsEntity()) {
Entity* target = (Entity*)zone->GetSpawnByID(spell->targets.at(0));
ward = target->GetWard(spell->spell->GetSpellID());
if (target && ward) {
ward->DamageLeft += amount;
if (ward->DamageLeft > ward->BaseDamage)
ward->DamageLeft = ward->BaseDamage;
for (int32 i = 0; i < spell->targets.size(); i++) {
if (Spawn* spawn = zone->GetSpawnByID(spell->targets.at(i)))
zone->SendHealPacket(ward->Spell->caster, spawn, HEAL_PACKET_TYPE_REGEN_ABSORB, amount, ward->Spell->spell->GetName());
}
}
}
spell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
if (ward && spell->caster->IsPlayer())
ClientPacketFunctions::SendMaintainedExamineUpdate(((Player*)spell->caster)->GetClient(), spell->slot_pos, ward->DamageLeft, 1);
return 0;
}
int EQ2Emu_lua_GetWardAmountLeft(lua_State* state) {
if (!lua_interface)
return 0;
LuaSpell* spell = lua_interface->GetCurrentSpell(state);
lua_interface->ResetFunctionStack(state);
if (!spell) {
lua_interface->LogError("%s: LUA GetWardAmountLeft command error: this command can only be used in a spell script", lua_interface->GetScriptName(state));
return 0;
}
spell->MSpellTargets.readlock(__FUNCTION__, __LINE__);
if (spell->caster && spell->caster->GetZone() && spell->targets.size() > 0 && spell->caster->GetZone()->GetSpawnByID(spell->targets.at(0))->IsEntity()) {
Entity* target = (Entity*)spell->caster->GetZone()->GetSpawnByID(spell->targets.at(0));
WardInfo* ward = target->GetWard(spell->spell->GetSpellID());
if (ward) {
lua_interface->SetInt32Value(state, ward->DamageLeft);
spell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
return 1;
}
}
spell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
return 0;
}
int EQ2Emu_lua_GetWardValue(lua_State* state) {
if (!lua_interface)
return 0;
LuaSpell* spell = lua_interface->GetCurrentSpell(state);
if (!spell) {
lua_interface->LogError("%s: LUA GetWardValue command error: this command can only be used in a spell script", lua_interface->GetScriptName(state));
lua_interface->ResetFunctionStack(state);
return 0;
}
string type = lua_interface->GetStringValue(state, 2);
lua_interface->ResetFunctionStack(state);
spell->MSpellTargets.readlock(__FUNCTION__, __LINE__);
if (spell->caster && spell->caster->GetZone() && spell->targets.size() > 0 && spell->caster->GetZone()->GetSpawnByID(spell->targets.at(0))->IsEntity()) {
Entity* target = (Entity*)spell->caster->GetZone()->GetSpawnByID(spell->targets.at(0));
WardInfo* ward = target->GetWard(spell->spell->GetSpellID());
if (ward) {
if (boost::iequals(type, "damageleft"))
lua_interface->SetInt32Value(state, ward->DamageLeft);
else if (boost::iequals(type, "basedamage"))
lua_interface->SetInt32Value(state, ward->BaseDamage);
else if (boost::iequals(type, "keepward"))
lua_interface->SetBooleanValue(state, ward->keepWard);
else if (boost::iequals(type, "wardtype"))
lua_interface->SetInt32Value(state, ward->WardType);
else if (boost::iequals(type, "dmgabsorptionpct"))
lua_interface->SetInt32Value(state, ward->DamageAbsorptionPercentage);
else if (boost::iequals(type, "dmgabsorptionmaxhealthpct"))
lua_interface->SetInt32Value(state, ward->DamageAbsorptionMaxHealthPercent);
else if (boost::iequals(type, "redirectdamagepercent"))
lua_interface->SetInt32Value(state, ward->RedirectDamagePercent);
else if (boost::iequals(type, "lastredirectdamage"))
lua_interface->SetInt32Value(state, ward->LastRedirectDamage);
else if (boost::iequals(type, "lastabsorbeddamage"))
lua_interface->SetInt32Value(state, ward->LastAbsorbedDamage);
else if (boost::iequals(type, "hitcount"))
lua_interface->SetInt32Value(state, ward->HitCount);
else if (boost::iequals(type, "maxhitcount"))
lua_interface->SetInt32Value(state, ward->MaxHitCount);
else
lua_interface->LogError("%s: LUA GetWardValue command argument type '%s' did not match any options", lua_interface->GetScriptName(state), type);
spell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
return 1;
}
}
spell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
return 0;
}
int EQ2Emu_lua_RemoveWard(lua_State* state) {
if (!lua_interface)
return 0;
LuaSpell* spell = lua_interface->GetCurrentSpell(state);
lua_interface->ResetFunctionStack(state);
if(!spell) {
return 0;
}
if(!spell->caster) {
lua_interface->LogError("%s: RemoveWard error: no valid caster", lua_interface->GetScriptName(state));
return 0;
}
ZoneServer* zone = spell->caster->GetZone();
if(!zone) {
lua_interface->LogError("%s: RemoveWard error: no valid zone for caster", lua_interface->GetScriptName(state));
return 0;
}
Spawn* target = 0;
spell->MSpellTargets.readlock(__FUNCTION__, __LINE__);
for (int32 i = 0; i < spell->targets.size(); i++) {
target = zone->GetSpawnByID(spell->targets.at(i));
if (target && target->IsEntity()) {
((Entity*)target)->RemoveWard(spell->spell->GetSpellID());
}
}
spell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
return 0;
}
int EQ2Emu_lua_Interrupt(lua_State* state)
{
if (!lua_interface)
return 0;
Spawn* caster = lua_interface->GetSpawn(state); // Second param in lua_interface->get functions defaults to 1
Spawn* target = lua_interface->GetSpawn(state, 2);
LuaSpell* spell = lua_interface->GetCurrentSpell(state);
lua_interface->ResetFunctionStack(state);
if (!caster)
{
lua_interface->LogError("%s: LUA Interrupt command error: caster is not a valid spawn", lua_interface->GetScriptName(state));
return 0;
}
if (!target)
{
lua_interface->LogError("%s: LUA Interrupt command error: target is not a valid spawn", lua_interface->GetScriptName(state));
return 0;
}
if (!spell) {
lua_interface->LogError("%s: LUA Interrupt command error: spell is not a valid spawn", lua_interface->GetScriptName(state));
return 0;
}
if (!target->IsEntity() && !spell)
{
lua_interface->LogError("%s: LUA Interrupt command error: Target is not an entity", lua_interface->GetScriptName(state));
return 0;
}
if (!target && spell) {
spell->MSpellTargets.readlock(__FUNCTION__, __LINE__);
for (int8 i = 0; i < spell->targets.size(); i++) {
target = caster->GetZone()->GetSpawnByID(spell->targets.at(i));
if (!target || !target->IsEntity())
continue;
((Entity*)target)->GetZone()->GetSpellProcess()->Interrupted((Entity*)target, caster, SPELL_ERROR_INTERRUPTED);
}
spell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
}
else
caster->GetZone()->GetSpellProcess()->Interrupted((Entity*)target, caster, SPELL_ERROR_INTERRUPTED);
return 0;
}
int EQ2Emu_lua_Stealth(lua_State* state) {
if (!lua_interface)
return 0;
int8 type = lua_interface->GetInt8Value(state);
Spawn* spawn = lua_interface->GetSpawn(state, 2);
LuaSpell* spell = lua_interface->GetCurrentSpell(state);
lua_interface->ResetFunctionStack(state);
if (!spell) {
lua_interface->LogError("%s: LUA Stealth command error: must be used from spell script", lua_interface->GetScriptName(state));
return 0;
}
ZoneServer* zone = spell->caster->GetZone();
if (spawn) {
if (spawn->IsEntity()) {
if (type == 1) {
((Entity*)spawn)->AddStealthSpell(spell);
if (!(spell->effect_bitmask & EFFECT_FLAG_STEALTH))
spell->effect_bitmask += EFFECT_FLAG_STEALTH;
}
else if (type == 2) {
((Entity*)spawn)->AddInvisSpell(spell);
if (!(spell->effect_bitmask & EFFECT_FLAG_INVIS))
spell->effect_bitmask += EFFECT_FLAG_INVIS;
}
return 0;
}
else {
lua_interface->LogError("%s: LUA Stealth command error: target override is not Entity", lua_interface->GetScriptName(state));
return 0;
}
}
else {
spell->MSpellTargets.readlock(__FUNCTION__, __LINE__);
for (int32 i = 0; i < spell->targets.size(); i++) {
spawn = zone->GetSpawnByID(spell->targets.at(i));
if (!spawn || !spawn->IsEntity())
continue;
if (type == 1) {
((Entity*)spawn)->AddStealthSpell(spell);
if (!(spell->effect_bitmask & EFFECT_FLAG_STEALTH))
spell->effect_bitmask += EFFECT_FLAG_STEALTH;
}
else if (type == 2) {
((Entity*)spawn)->AddInvisSpell(spell);
if (!(spell->effect_bitmask & EFFECT_FLAG_INVIS))
spell->effect_bitmask += EFFECT_FLAG_INVIS;
}
else {
lua_interface->LogError("%s: LUA Stealth command error: invalid stealth type given", lua_interface->GetScriptName(state));
break;
}
}
spell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
}
return 0;
}
int EQ2Emu_lua_IsStealthed(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
lua_interface->ResetFunctionStack(state);
if (!spawn) {
lua_interface->LogError("%s: LUA IsStealthed command error: spawn is not valid", lua_interface->GetScriptName(state));
return 0;
}
if (spawn->IsEntity()) {
lua_interface->SetBooleanValue(state, ((Entity*)spawn)->IsStealthed());
return 1;
}
else
lua_interface->LogError("%s: LUA IsStealthed command error: spawn is not entity", lua_interface->GetScriptName(state));
return 0;
}
int EQ2Emu_lua_IsInvis(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
lua_interface->ResetFunctionStack(state);
if (!spawn) {
lua_interface->LogError("%s: LUA IsInvis command error: spawn is not valid", lua_interface->GetScriptName(state));
return 0;
}
if (spawn->IsEntity()) {
lua_interface->SetBooleanValue(state, ((Entity*)spawn)->IsInvis());
return 1;
}
else
lua_interface->LogError("%s: LUA IsInvis command error: spawn is not entity", lua_interface->GetScriptName(state));
return 0;
}
int EQ2Emu_lua_HasItemEquipped(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* player = lua_interface->GetSpawn(state);
int32 item_id = lua_interface->GetInt32Value(state, 2);
lua_interface->ResetFunctionStack(state);
if (!player->IsPlayer()) {
lua_interface->LogError("%s: LUA HasItemEquipped command error: spawn is not player", lua_interface->GetScriptName(state));
return 0;
}
lua_interface->SetBooleanValue(state, ((Player*)player)->GetEquipmentList()->HasItem(item_id));
return 1;
}
int EQ2Emu_lua_GetEquippedItemBySlot(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
int8 slot = lua_interface->GetInt8Value(state, 2);
lua_interface->ResetFunctionStack(state);
if (!spawn) {
lua_interface->LogError("%s: LUA GetEquippedItemBySlot command error: spawn is not valid", lua_interface->GetScriptName(state));
return 0;
}
if (!spawn->IsEntity()) {
lua_interface->LogError("%s: LUA GetEquippedItemBySlot command error: spawn is not an entity", lua_interface->GetScriptName(state));
return 0;
}
Item* item = ((Entity*)spawn)->GetEquipmentList()->GetItem(slot);
if (!item) {
lua_interface->LogError("%s: LUA GetEquippedItemBySlot command error: item was not found in slot", lua_interface->GetScriptName(state));
return 0;
}
lua_interface->SetItemValue(state, item);
return 1;
}
int EQ2Emu_lua_GetEquippedItemByID(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* player = lua_interface->GetSpawn(state);
int32 id = lua_interface->GetInt32Value(state, 2);
lua_interface->ResetFunctionStack(state);
if (!player) {
lua_interface->LogError("%s: LUA GetEquippedItemByID command error: spawn is not valid", lua_interface->GetScriptName(state));
return 0;
}
if (!player->IsPlayer()) {
lua_interface->LogError("%s: LUA GetEquippedItemByID command error: spawn is not player", lua_interface->GetScriptName(state));
return 0;
}
Item* item = ((Player*)player)->GetEquipmentList()->GetItemFromItemID(id);
if (!item) {
lua_interface->LogError("%s: LUA GetEquippedItemByID command error: equipped item with used id not found", lua_interface->GetScriptName(state));
return 0;
}
lua_interface->SetItemValue(state, item);
return 1;
}
int EQ2Emu_lua_SetEquippedItemByID(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
int8 slot = lua_interface->GetInt8Value(state, 2);
int32 item_id = lua_interface->GetInt32Value(state, 3);
lua_interface->ResetFunctionStack(state);
if (!spawn) {
lua_interface->LogError("%s: LUA SetEquippedItemByID command error: spawn is not valid", lua_interface->GetScriptName(state));
return 0;
}
if (!spawn->IsEntity()) {
lua_interface->LogError("%s: LUA SetEquippedItemByID command error: spawn is not an entity", lua_interface->GetScriptName(state));
return 0;
}
Item* item = master_item_list.GetItem(item_id);
if (!item) {
lua_interface->LogError("%s: LUA SetEquippedItemByID command error: equipped item with used id %u not found", item_id, lua_interface->GetScriptName(state));
return 0;
}
Item* copy = new Item(item);
bool result = ((Entity*)spawn)->GetEquipmentList()->AddItem(slot, copy);
if(result)
{
((Entity*)spawn)->SetEquipment(copy, slot);
spawn->vis_changed = true;
if(spawn->IsPlayer())
((Player*)spawn)->GetClient()->SendEquipOrInvUpdateBySlot(slot);
}
else
{
safe_delete(copy);
}
lua_interface->SetBooleanValue(state, result);
return 1;
}
int EQ2Emu_lua_SetEquippedItem(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
int8 slot = lua_interface->GetInt8Value(state, 2);
Item* item = lua_interface->GetItem(state, 3);
lua_interface->ResetFunctionStack(state);
if (!spawn) {
lua_interface->LogError("%s: LUA SetEquippedItem command error: spawn is not valid", lua_interface->GetScriptName(state));
return 0;
}
if (!spawn->IsEntity()) {
lua_interface->LogError("%s: LUA SetEquippedItem command error: spawn is not an entity", lua_interface->GetScriptName(state));
return 0;
}
if (!item) {
lua_interface->LogError("%s: LUA SetEquippedItem command error: passed item not found", lua_interface->GetScriptName(state));
return 0;
}
bool result = ((Entity*)spawn)->GetEquipmentList()->AddItem(slot, item);
if(result)
{
((Entity*)spawn)->SetEquipment(item, slot);
spawn->vis_changed = true;
if(spawn->IsPlayer())
((Player*)spawn)->GetClient()->SendEquipOrInvUpdateBySlot(slot);
}
lua_interface->SetBooleanValue(state, result);
return 1;
}
int EQ2Emu_lua_UnequipSlot(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
int8 slot = lua_interface->GetInt8Value(state, 2);
bool no_delete_item = (lua_interface->GetBooleanValue(state, 3) == false); // if not set then we default to deleting it, otherwise if set to true we don't delete
lua_interface->ResetFunctionStack(state);
if (!spawn) {
lua_interface->LogError("%s: LUA UnequipSlot command error: spawn is not valid", lua_interface->GetScriptName(state));
return 0;
}
if (!spawn->IsEntity()) {
lua_interface->LogError("%s: LUA UnequipSlot command error: spawn is not an entity", lua_interface->GetScriptName(state));
return 0;
}
if(slot >= NUM_SLOTS) {
lua_interface->LogError("%s: LUA UnequipSlot command error: wrong slot id given %u, max %u", lua_interface->GetScriptName(state), slot, NUM_SLOTS);
return 0;
}
if(spawn->IsPlayer() && ((Player*)spawn)->GetClient()) {
Item* item = ((Player*)spawn)->GetEquipmentList()->GetItem(slot);
if(item) {
item->save_needed = true;
if(no_delete_item) {
database.DeleteItem(((Player*)spawn)->GetClient()->GetCharacterID(), item, 0);
((Player*)spawn)->GetEquipmentList()->RemoveItem(slot, no_delete_item);
}
else{
Client* client = ((Player*)spawn)->GetClient();
client->UnequipItem(item->details.index);
}
}
}
else
((Entity*)spawn)->GetEquipmentList()->RemoveItem(slot, no_delete_item);
((Entity*)spawn)->SetEquipment(nullptr, slot);
spawn->vis_changed = true;
if(spawn->IsPlayer())
((Player*)spawn)->GetClient()->SendEquipOrInvUpdateBySlot(slot);
lua_interface->SetBooleanValue(state, true);
return 1;
}
int EQ2Emu_lua_SetEquipment(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
int8 slot = lua_interface->GetInt8Value(state, 2);
int16 type = lua_interface->GetInt16Value(state, 3);
int8 r = lua_interface->GetInt8Value(state, 4);
int8 g = lua_interface->GetInt8Value(state, 5);
int8 b = lua_interface->GetInt8Value(state, 6);
int8 h_r = lua_interface->GetInt8Value(state, 7);
int8 h_g = lua_interface->GetInt8Value(state, 8);
int8 h_b = lua_interface->GetInt8Value(state, 9);
lua_interface->ResetFunctionStack(state);
if (!spawn) {
lua_interface->LogError("%s: LUA SetEquipment command error: spawn is not valid", lua_interface->GetScriptName(state));
return 0;
}
if (!spawn->IsEntity()) {
lua_interface->LogError("%s: LUA SetEquipment command error: spawn is not an entity", lua_interface->GetScriptName(state));
return 0;
}
((Entity*)spawn)->SetEquipment(slot, type, r, g, b, h_r, h_g, h_b);
spawn->vis_changed = true;
lua_interface->SetBooleanValue(state, true);
return 1;
}
int EQ2Emu_lua_GetItemByID(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* player = lua_interface->GetSpawn(state);
int32 id = lua_interface->GetInt32Value(state, 2);
int8 count = lua_interface->GetInt8Value(state, 3);
bool include_bank = lua_interface->GetInt8Value(state, 4);
lua_interface->ResetFunctionStack(state);
if (!player) {
lua_interface->LogError("%s: LUA GetItemByID command error: spawn is not valid", lua_interface->GetScriptName(state));
return 0;
}
if (!player->IsPlayer()) {
lua_interface->LogError("%s: LUA GetItemByID command error: spawn is not player", lua_interface->GetScriptName(state));
return 0;
}
if (!count)
count = 1;
Item* item = ((Player*)player)->GetPlayerItemList()->GetItemFromID(id, count, include_bank);
if (!item) {
lua_interface->LogError("%s: LUA GetItemByID command error: item with used id not found", lua_interface->GetScriptName(state));
return 0;
}
lua_interface->SetItemValue(state, item);
return 1;
}
int EQ2Emu_lua_PlayAnimation(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
int32 anim = lua_interface->GetInt32Value(state, 2);
Spawn* spawn2 = lua_interface->GetSpawn(state, 3);
int8 type = lua_interface->GetInt8Value(state, 4);
lua_interface->ResetFunctionStack(state);
if (!spawn) {
lua_interface->LogError("%s: LUA PlayAnimation command error: spawn is not valid", lua_interface->GetScriptName(state));
return 0;
}
if (spawn2) {
if (spawn2->IsPlayer()) {
if (type != 1 && type != 2)
spawn->GetZone()->PlayAnimation(spawn, anim, spawn2);
else
spawn->GetZone()->PlayAnimation(spawn, anim, spawn2, type);
return 0;
}
else {
lua_interface->LogError("%s: LUA PlayAnimation command error: second spawn not a player", lua_interface->GetScriptName(state));
return 0;
}
}
else
spawn->GetZone()->PlayAnimation(spawn, anim);
return 0;
}
int EQ2Emu_lua_IsPet(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
lua_interface->ResetFunctionStack(state);
if (!spawn) {
lua_interface->LogError("%s: LUA IsPet command error: spawn is not valid", lua_interface->GetScriptName(state));
return 0;
}
lua_interface->SetBooleanValue(state, spawn->IsPet());
return 1;
}
int EQ2Emu_lua_GetOwner(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
lua_interface->ResetFunctionStack(state);
if (!spawn) {
lua_interface->LogError("%s: LUA GetOwner command error: spawn is not valid", lua_interface->GetScriptName(state));
return 0;
}
if (!spawn->IsNPC()) {
lua_interface->LogError("%s: LUA GetOwner command error: spawn is not a NPC", lua_interface->GetScriptName(state));
return 0;
}
if (((NPC*)spawn)->GetOwner()) {
lua_interface->SetSpawnValue(state, ((NPC*)spawn)->GetOwner());
return 1;
}
return 0;
}
int EQ2Emu_lua_SetTarget(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
Spawn* target = lua_interface->GetSpawn(state, 2);
lua_interface->ResetFunctionStack(state);
if (!spawn) {
lua_interface->LogError("%s: LUA SetTarget command error: spawn is not valid", lua_interface->GetScriptName(state));
return 0;
}
if (!spawn) {
lua_interface->LogError("%s: LUA SetTarget command error: target is not valid", lua_interface->GetScriptName(state));
return 0;
}
spawn->SetTarget(target);
return 0;
}
int EQ2Emu_lua_SetInCombat(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
bool val = lua_interface->GetBooleanValue(state, 2);
lua_interface->ResetFunctionStack(state);
if (!spawn) {
lua_interface->LogError("%s: LUA SetInCombat command error: spawn is not valid", lua_interface->GetScriptName(state));
return 0;
}
if (!spawn->IsEntity()) {
lua_interface->LogError("%s: LUA SetInCombat command error: spawn is not an entity", lua_interface->GetScriptName(state));
return 0;
}
((Entity*)spawn)->InCombat(val);
if (val) {
spawn->ClearRunningLocations();
spawn->CalculateRunningLocation(true);
}
return 0;
}
int EQ2Emu_lua_CompareSpawns(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn1 = lua_interface->GetSpawn(state);
Spawn* spawn2 = lua_interface->GetSpawn(state, 2);
lua_interface->ResetFunctionStack(state);
if (!spawn1) {
lua_interface->LogError("%s: LUA CompareSpawns command error: first spawn is not valid", lua_interface->GetScriptName(state));
return 0;
}
if (!spawn2) {
lua_interface->LogError("%s: LUA CompareSpawns command error: second spawn is not valid", lua_interface->GetScriptName(state));
return 0;
}
lua_interface->SetBooleanValue(state, (spawn1 == spawn2));
return 1;
}
int EQ2Emu_lua_ClearRunback(lua_State* state){
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
lua_interface->ResetFunctionStack(state);
if (!spawn) {
lua_interface->LogError("%s: LUA ClearRunback command error: spawn is not valid", lua_interface->GetScriptName(state));
return 0;
}
if (!spawn->IsNPC()) {
lua_interface->LogError("%s: LUA ClearRunback command error: spawn is not an NPC", lua_interface->GetScriptName(state));
return 0;
}
((NPC*)spawn)->ClearRunback();
return 0;
}
int EQ2Emu_lua_Runback(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
lua_interface->ResetFunctionStack(state);
if (!spawn) {
lua_interface->LogError("%s: LUA Runback command error: spawn is not valid", lua_interface->GetScriptName(state));
return 0;
}
if (!spawn->IsNPC()) {
lua_interface->LogError("%s: LUA Runback command error: spawn is not an NPC", lua_interface->GetScriptName(state));
return 0;
}
((NPC*)spawn)->Runback();
return 0;
}
int EQ2Emu_lua_GetRunbackDistance(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
lua_interface->ResetFunctionStack(state);
if (!spawn) {
lua_interface->LogError("%s: LUA GetRunbackDistance command error: spawn is not valid", lua_interface->GetScriptName(state));
return 0;
}
if (!spawn->IsNPC()) {
lua_interface->LogError("%s: LUA GetRunbackDistance command error: spawn is not an NPC", lua_interface->GetScriptName(state));
return 0;
}
lua_interface->SetFloatValue(state, ((NPC*)spawn)->GetRunbackDistance());
return 1;
}
int EQ2Emu_lua_IsCasting(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
lua_interface->ResetFunctionStack(state);
if (!spawn) {
lua_interface->LogError("%s: LUA IsCasting command error: spawn is not valid", lua_interface->GetScriptName(state));
return 0;
}
if (!spawn->IsEntity()) {
lua_interface->LogError("%s: LUA IsCasting command error: spawn is not an entity", lua_interface->GetScriptName(state));
return 0;
}
lua_interface->SetBooleanValue(state, ((Entity*)spawn)->IsCasting());
return 1;
}
int EQ2Emu_lua_IsMezzed(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
lua_interface->ResetFunctionStack(state);
if (!spawn) {
lua_interface->LogError("%s: LUA IsMezzed command error: spawn is not valid", lua_interface->GetScriptName(state));
return 0;
}
if (!spawn->IsEntity()) {
lua_interface->LogError("%s: LUA IsMezzed command error: spawn is not an entity", lua_interface->GetScriptName(state));
return 0;
}
lua_interface->SetBooleanValue(state, ((Entity*)spawn)->IsMezzed());
return 1;
}
int EQ2Emu_lua_IsStunned(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
lua_interface->ResetFunctionStack(state);
if (!spawn) {
lua_interface->LogError("%s: LUA IsStunned command error: spawn is not valid", lua_interface->GetScriptName(state));
return 0;
}
if (!spawn->IsEntity()) {
lua_interface->LogError("%s: LUA IsStunned command error: spawn is not an entity", lua_interface->GetScriptName(state));
return 0;
}
lua_interface->SetBooleanValue(state, ((Entity*)spawn)->IsStunned());
return 1;
}
int EQ2Emu_lua_IsMezzedOrStunned(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
lua_interface->ResetFunctionStack(state);
if (!spawn) {
lua_interface->LogError("%s: LUA IsMezzedOrStunned command error: spawn is not valid", lua_interface->GetScriptName(state));
return 0;
}
if (!spawn->IsEntity()) {
lua_interface->LogError("%s: LUA IsMezzedOrStunned command error: spawn is not an entity", lua_interface->GetScriptName(state));
return 0;
}
lua_interface->SetBooleanValue(state, ((Entity*)spawn)->IsMezzedOrStunned());
return 1;
}
int EQ2Emu_lua_ProcessSpell(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
Spawn* target = lua_interface->GetSpawn(state, 2);
float distance = lua_interface->GetFloatValue(state, 3);
lua_interface->ResetFunctionStack(state);
if (!spawn) {
lua_interface->LogError("%s: LUA ProcessSpell command error: spawn is not valid", lua_interface->GetScriptName(state));
return 0;
}
if (!target) {
lua_interface->LogError("%s: LUA ProcessSpell command error: spawn is not an entity", lua_interface->GetScriptName(state));
return 0;
}
if (!spawn->IsNPC()) {
lua_interface->LogError("%s: LUA ProcessSpell command error: spawn is not an NPC", lua_interface->GetScriptName(state));
return 0;
}
if (!target->IsEntity()) {
lua_interface->LogError("%s: LUA ProcessSpell command error: target is not an entity", lua_interface->GetScriptName(state));
return 0;
}
lua_interface->SetBooleanValue(state, ((NPC*)spawn)->Brain()->ProcessSpell(((Entity*)target), distance));
return 1;
}
int EQ2Emu_lua_ProcessMelee(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
Spawn* target = lua_interface->GetSpawn(state, 2);
float distance = lua_interface->GetFloatValue(state, 3);
lua_interface->ResetFunctionStack(state);
if (!spawn) {
lua_interface->LogError("%s: LUA ProcessMelee command error: spawn is not valid", lua_interface->GetScriptName(state));
return 0;
}
if (!target) {
lua_interface->LogError("%s: LUA ProcessMelee command error: target is not valid", lua_interface->GetScriptName(state));
return 0;
}
if (!spawn->IsNPC()) {
lua_interface->LogError("%s: LUA ProcessMelee command error: spawn is not an NPC", lua_interface->GetScriptName(state));
return 0;
}
if (!target->IsEntity()) {
lua_interface->LogError("%s: LUA ProcessMelee command error: target is not an entity", lua_interface->GetScriptName(state));
return 0;
}
((NPC*)spawn)->Brain()->ProcessMelee(((Entity*)target), distance);
return 0;
}
int EQ2Emu_lua_HasRecovered(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
lua_interface->ResetFunctionStack(state);
if (!spawn) {
lua_interface->LogError("%s: LUA HasRecovered command error: spawn is not valid", lua_interface->GetScriptName(state));
return 0;
}
if (!spawn->IsNPC()) {
lua_interface->LogError("%s: LUA HasRecovered command error: spawn is not an NPC", lua_interface->GetScriptName(state));
return 0;
}
lua_interface->SetBooleanValue(state, ((NPC*)spawn)->Brain()->HasRecovered());
return 1;
}
int EQ2Emu_lua_GetEncounterSize(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
lua_interface->ResetFunctionStack(state);
if (!spawn) {
lua_interface->LogError("%s: LUA GetEncounterSize command error: spawn is not valid", lua_interface->GetScriptName(state));
return 0;
}
if (!spawn->IsNPC()) {
lua_interface->LogError("%s: LUA GetEncounterSize command error: spawn is not an NPC", lua_interface->GetScriptName(state));
return 0;
}
lua_interface->SetInt32Value(state, ((NPC*)spawn)->Brain()->GetEncounterSize());
return 1;
}
int EQ2Emu_lua_GetMostHated(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
lua_interface->ResetFunctionStack(state);
if (!spawn) {
lua_interface->LogError("%s: LUA GetMostHated command error: spawn is not valid", lua_interface->GetScriptName(state));
return 0;
}
if (!spawn->IsNPC()) {
lua_interface->LogError("%s: LUA GetMostHated command error: spawn is not an NPC", lua_interface->GetScriptName(state));
return 0;
}
Entity* hated = ((NPC*)spawn)->Brain()->GetMostHated();
if (hated) {
lua_interface->SetSpawnValue(state, hated);
return 1;
}
return 0;
}
int EQ2Emu_lua_ClearHate(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
Spawn* hated = lua_interface->GetSpawn(state, 2);
lua_interface->ResetFunctionStack(state);
if (!spawn) {
lua_interface->LogError("%s: LUA ClearHate command error: spawn is not valid", lua_interface->GetScriptName(state));
return 0;
}
if (!spawn->IsNPC()) {
lua_interface->LogError("%s: LUA ClearHate command error: spawn is not NPC", lua_interface->GetScriptName(state));
return 0;
}
if (!hated) {
((NPC*)spawn)->Brain()->ClearHate();
return 0;
}
else
{
if (!hated->IsEntity()) {
lua_interface->LogError("%s: LUA ClearHate command error: second param is not entity", lua_interface->GetScriptName(state));
return 0;
}
((NPC*)spawn)->Brain()->ClearHate(((Entity*)hated));
return 0;
}
return 0;
}
int EQ2Emu_lua_ClearEncounter(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
lua_interface->ResetFunctionStack(state);
if (!spawn) {
lua_interface->LogError("%s: LUA ClearEncounter command error: spawn is not valid", lua_interface->GetScriptName(state));
return 0;
}
if (!spawn->IsNPC()) {
lua_interface->LogError("%s: LUA ClearEncounter command error: spawn is not an NPC", lua_interface->GetScriptName(state));
return 0;
}
((NPC*)spawn)->Brain()->ClearEncounter();
return 0;
}
int EQ2Emu_lua_GetEncounter(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
lua_interface->ResetFunctionStack(state);
if (!spawn) {
lua_interface->LogError("%s: LUA GetEncounter command error: Spawn is not valid", lua_interface->GetScriptName(state));
return 0;
}
if (!spawn->IsNPC()) {
lua_interface->LogError("%s: LUA GetEncounter command error: spawn is not a NPC", lua_interface->GetScriptName(state));
return 0;
}
// Temp list to store hate list
vector* encounterList = ((NPC*)spawn)->Brain()->GetEncounter();
if (encounterList->size() == 0) {
safe_delete(encounterList);
return 0;
}
lua_createtable(state, encounterList->size(), 0);
int newTable = lua_gettop(state);
for (int32 i = 0; i < encounterList->size(); i++) {
Spawn* temp = spawn->GetZone()->GetSpawnByID(encounterList->at(i));
if (temp)
lua_interface->SetSpawnValue(state, temp);
lua_rawseti(state, newTable, i + 1);
}
safe_delete(encounterList);
return 1;
}
int EQ2Emu_lua_GetHateList(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
lua_interface->ResetFunctionStack(state);
if (!spawn) {
lua_interface->LogError("%s: LUA GetHateList command error: spawn is not valid", lua_interface->GetScriptName(state));
return 0;
}
if (!spawn->IsNPC()) {
lua_interface->LogError("%s: LUA GetHateList command error: spawn is not a NPC", lua_interface->GetScriptName(state));
return 0;
}
// Temp list to store hate list
vector* hateList = ((NPC*)spawn)->Brain()->GetHateList();
if (hateList->size() == 0) {
safe_delete(hateList);
return 0;
}
lua_createtable(state, hateList->size(), 0);
int newTable = lua_gettop(state);
for (int32 i = 0; i < hateList->size(); i++) {
lua_interface->SetSpawnValue(state, hateList->at(i));
lua_rawseti(state, newTable, i + 1);
}
safe_delete(hateList);
return 1;
}
int EQ2Emu_lua_HasGroup(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
lua_interface->ResetFunctionStack(state);
if (!spawn) {
lua_interface->LogError("%s: LUA HasGroup command error: spawn is not valid", lua_interface->GetScriptName(state));
return 0;
}
if (spawn->IsPlayer()) {
if (((Player*)spawn)->GetGroupMemberInfo() && world.GetGroupManager()->GetGroupSize(((Player*)spawn)->GetGroupMemberInfo()->group_id) > 1)
lua_interface->SetBooleanValue(state, true);
else
lua_interface->SetBooleanValue(state, false);
return 1;
}
else {
lua_interface->SetBooleanValue(state, spawn->HasSpawnGroup());
return 1;
}
}
int EQ2Emu_lua_SetCompleteFlag(lua_State* state) {
if (!lua_interface)
return 0;
Quest* quest = lua_interface->GetQuest(state);
lua_interface->ResetFunctionStack(state);
if (!quest) {
lua_interface->LogError("%s: LUA SetCompleteFlag command error: quest is not valid", lua_interface->GetScriptName(state));
return 0;
}
quest->SetCompletedFlag(true);
return 0;
}
int EQ2Emu_lua_HasSpellEffect(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
int32 spellID = lua_interface->GetInt32Value(state, 2);
int8 tier = lua_interface->GetInt8Value(state, 3);
lua_interface->ResetFunctionStack(state);
if (!spawn) {
lua_interface->LogError("%s: LUA HasSpellEffect command error: spawn is not valid", lua_interface->GetScriptName(state));
return 0;
}
if (!spawn->IsEntity()) {
lua_interface->LogError("%s: LUA HasSpellEffect command error: spawn is not an entity", lua_interface->GetScriptName(state));
return 0;
}
if (spellID == 0) {
lua_interface->LogError("%s: LUA HasSpellEffect command error: spell id is not valid", lua_interface->GetScriptName(state));
return 0;
}
SpellEffects* effect = ((Entity*)spawn)->GetSpellEffect(spellID);
if (effect) {
if (tier > 0) {
// If a tier was passed chec to see if it is the same as the effect
if (tier == effect->tier)
lua_interface->SetBooleanValue(state, true);
else
lua_interface->SetBooleanValue(state, false);
return 1;
}
else {
// Have an effect but no tier was passed so return true
lua_interface->SetBooleanValue(state, true);
}
return 1;
}
// no effect so return false
lua_interface->SetBooleanValue(state, false);
return 1;
}
int EQ2Emu_lua_AddSpawnIDAccess(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
int32 id = lua_interface->GetInt32Value(state, 2);
ZoneServer* zone = lua_interface->GetZone(state, 3);
lua_interface->ResetFunctionStack(state);
Spawn* spawn2 = 0;
vector list;
if (!spawn) {
lua_interface->LogError("%s: LUA AddSpawnIDAccess command error: spawn is not valid", lua_interface->GetScriptName(state));
return 0;
}
//If zone not provided, use spawn's zone
if (!zone)
zone = spawn->GetZone();
list = zone->GetSpawnsByID(id);
if (list.size() == 0) {
lua_interface->LogError("%s: LUA AddSpawnIDAccess command error: GetSpawnsByID returned no spawns", lua_interface->GetScriptName(state));
return 0;
}
vector::iterator itr = list.begin();
for (int8 i = 0; i < list.size(); i++) {
spawn2 = itr[i];
if (spawn2)
spawn2->AddAllowAccessSpawn(spawn);
}
return 0;
}
int EQ2Emu_lua_RemoveSpawnIDAccess(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
int32 id = lua_interface->GetInt32Value(state, 2);
ZoneServer* zone = lua_interface->GetZone(state, 3);
lua_interface->ResetFunctionStack(state);
Spawn* spawn2 = 0;
if (!spawn) {
lua_interface->LogError("%s: LUA RemoveSpawnIDAccess command error: spawn is not valid", lua_interface->GetScriptName(state));
return 0;
}
//If zone not provided, use spawn's zone
if (!zone)
zone = spawn->GetZone();
vector list = zone->GetSpawnsByID(id);
vector::iterator itr = list.begin();
if (list.size() == 0) {
lua_interface->LogError("%s: LUA RemoveSpawnIDAccess command error: GetSpawnsByID returned no spawns", lua_interface->GetScriptName(state));
return 0;
}
for (int8 i = 0; i < list.size(); i++) {
spawn2 = itr[i];
if (spawn2)
spawn2->RemoveSpawnAccess(spawn);
}
return 0;
}
int EQ2Emu_lua_SetQuestYellow(lua_State* state) {
if (!lua_interface)
return 0;
Quest* quest = lua_interface->GetQuest(state);
lua_interface->ResetFunctionStack(state);
if (!quest) {
lua_interface->LogError("%s: LUA SetQuestYellow command error: quest is not valid", lua_interface->GetScriptName(state));
return 0;
}
quest->SetYellowName(true);
return 0;
}
int EQ2Emu_lua_CanReceiveQuest(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
int32 quest_id = lua_interface->GetInt32Value(state, 2);
lua_interface->ResetFunctionStack(state);
if (!spawn) {
lua_interface->LogError("%s: LUA CanReceieveQuest command error: spawn is not valid", lua_interface->GetScriptName(state));
return 0;
}
if (!spawn->IsPlayer()) {
lua_interface->LogError("%s: LUA CanReceieveQuest command error: spawn is not player", lua_interface->GetScriptName(state));
return 0;
}
lua_interface->SetBooleanValue(state, ((Player*)spawn)->CanReceiveQuest(quest_id));
return 1;
}
int EQ2Emu_lua_SetSuccessTimer(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
lua_interface->ResetFunctionStack(state);
if (!spawn) {
lua_interface->LogError("%s: LUA SetSuccessTimer command error: spawn is not valid", lua_interface->GetScriptName(state));
return 0;
}
if (!spawn->IsPlayer()) {
lua_interface->LogError("%s: LUA SetSuccessTimer command error: spawn is not a player", lua_interface->GetScriptName(state));
return 0;
}
ZoneServer* zone = spawn->GetZone();
if (!zone) {
lua_interface->LogError("%s: LUA SetSuccessTimer command error: unable to get a valid zone for the given spawn", lua_interface->GetScriptName(state));
return 0;
}
Instance_Type iType = zone->GetInstanceType();
if (iType == SOLO_LOCKOUT_INSTANCE ||
iType == GROUP_LOCKOUT_INSTANCE ||
iType == RAID_LOCKOUT_INSTANCE ||
iType == SOLO_PERSIST_INSTANCE ||
iType == GROUP_PERSIST_INSTANCE ||
iType == RAID_PERSIST_INSTANCE) {
InstanceData* data = ((Player*)spawn)->GetCharacterInstances()->FindInstanceByZoneID(spawn->GetZone()->GetZoneID());
if (data) {
// Check to see if the timer has already been set, if it has return out.
if (Timer::GetUnixTimeStamp() <= data->last_success_timestamp + data->success_lockout_time)
return 0;
database.UpdateCharacterInstance(((Player*)spawn)->GetCharacterID(), string(spawn->GetZone()->GetZoneName()), spawn->GetZone()->GetInstanceID(), 1, Timer::GetUnixTimeStamp());
data->last_success_timestamp = Timer::GetUnixTimeStamp();
if(spawn->IsPlayer()) {
Client* client = ((Player*)spawn)->GetClient();
if (client) {
string time_msg = "";
int32 time = data->success_lockout_time;
int16 hour;
int8 min;
int8 sec;
hour = time / 3600;
time = time % 3600;
min = time / 60;
time = time % 60;
sec = time;
if (hour > 0) {
char temp[10];
sprintf(temp, " %i", hour);
time_msg.append(temp);
time_msg.append(" hour");
time_msg.append((hour > 1) ? "s" : "");
}
if (min > 0) {
char temp[5];
sprintf(temp, " %i", min);
time_msg.append(temp);
time_msg.append(" minute");
time_msg.append((min > 1) ? "s" : "");
}
// Only add seconds if minutes and hours are 0
if (hour == 0 && min == 0 && sec > 0) {
char temp[5];
sprintf(temp, " %i", sec);
time_msg.append(temp);
time_msg.append(" second");
time_msg.append((sec > 1) ? "s" : "");
}
client->Message(CHANNEL_COLOR_YELLOW, "The success zone reuse timer for %s has been set. You can return in%s.", data->zone_name.c_str(), time_msg.c_str());
}
else {
lua_interface->LogError("LUA SetSuccessTimer command error: instance id %u client missing for player %s", spawn->GetZone()->GetInstanceID(), spawn->GetName());
}
}
}
else
lua_interface->LogError("LUA SetSuccessTimer command error: unable to get instance data for instance %u for player %s", spawn->GetZone()->GetInstanceID(), spawn->GetName());
}
else
lua_interface->LogError("%s: LUA SetSuccessTimer command error: current zone for given spawn is not a lockout or persistent instance", lua_interface->GetScriptName(state));
return 0;
}
int EQ2Emu_lua_SetFailureTimer(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
lua_interface->ResetFunctionStack(state);
if (!spawn) {
lua_interface->LogError("%s: LUA SetFailureTimer command error: spawn is not valid", lua_interface->GetScriptName(state));
return 0;
}
if (!spawn->IsPlayer()) {
lua_interface->LogError("%s: LUA SetFailureTimer command error: spawn is not a player", lua_interface->GetScriptName(state));
return 0;
}
ZoneServer* zone = spawn->GetZone();
if (!zone) {
lua_interface->LogError("%s: LUA SetFailureTimer command error: unable to get a valid zone for the given spawn", lua_interface->GetScriptName(state));
return 0;
}
Instance_Type iType = zone->GetInstanceType();
if (iType == SOLO_LOCKOUT_INSTANCE ||
iType == GROUP_LOCKOUT_INSTANCE ||
iType == RAID_LOCKOUT_INSTANCE ||
iType == SOLO_PERSIST_INSTANCE ||
iType == GROUP_PERSIST_INSTANCE ||
iType == RAID_PERSIST_INSTANCE) {
InstanceData* data = ((Player*)spawn)->GetCharacterInstances()->FindInstanceByZoneID(spawn->GetZone()->GetZoneID());
if (data) {
// Check to see if the timer has already been set, if it has return out.
if (Timer::GetUnixTimeStamp() <= data->last_failure_timestamp + data->failure_lockout_time)
return 0;
database.UpdateCharacterInstance(((Player*)spawn)->GetCharacterID(), string(spawn->GetZone()->GetZoneName()), spawn->GetZone()->GetInstanceID(), 2, Timer::GetUnixTimeStamp());
data->last_failure_timestamp = Timer::GetUnixTimeStamp();
if(spawn->IsPlayer()) {
Client* client = ((Player*)spawn)->GetClient();
if (client) {
string time_msg = "";
int32 time = data->failure_lockout_time;
int16 hour;
int8 min;
int8 sec;
hour = time / 3600;
time = time % 3600;
min = time / 60;
time = time % 60;
sec = time;
if (hour > 0) {
char temp[10];
sprintf(temp, " %i", hour);
time_msg.append(temp);
time_msg.append(" hour");
time_msg.append((hour > 1) ? "s" : "");
}
if (min > 0) {
char temp[5];
sprintf(temp, " %i", min);
time_msg.append(temp);
time_msg.append(" minute");
time_msg.append((min > 1) ? "s" : "");
}
// Only add seconds if minutes and hours are 0
if (hour == 0 && min == 0 && sec > 0) {
char temp[5];
sprintf(temp, " %i", sec);
time_msg.append(temp);
time_msg.append(" second");
time_msg.append((sec > 1) ? "s" : "");
}
client->Message(CHANNEL_COLOR_YELLOW, "The failure zone reuse timer for %s has been set. You can return in%s", data->zone_name.c_str(), time_msg.c_str());
}
}
else {
lua_interface->LogError("LUA SetFailureTimer command error: instance id %u client missing for player %s", spawn->GetZone()->GetInstanceID(), spawn->GetName());
}
}
else
lua_interface->LogError("LUA SetFailureTimer command error: unable to get instance data for instance %u for player %s", spawn->GetZone()->GetInstanceID(), spawn->GetName());
}
else
lua_interface->LogError("%s: LUA SetFailureTimer command error: current zone for given spawn is not a lockout or persistent instance", lua_interface->GetScriptName(state));
return 0;
}
int EQ2Emu_lua_IsGroundSpawn(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
lua_interface->ResetFunctionStack(state);
if (!spawn) {
lua_interface->LogError("%s: LUA IsGroundSpawn command error: not a valid spawn", lua_interface->GetScriptName(state));
return 0;
}
lua_interface->SetBooleanValue(state, spawn->IsGroundSpawn());
return 1;
}
int EQ2Emu_lua_CanHarvest(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* player = lua_interface->GetSpawn(state);
Spawn* ground = lua_interface->GetSpawn(state, 2);
if (!player) {
lua_interface->LogError("%s: LUA CanHarvest command error: not a valid spawn", lua_interface->GetScriptName(state));
lua_interface->ResetFunctionStack(state);
return 0;
}
if (!player->IsPlayer()) {
lua_interface->LogError("%s: LUA CanHarvest command error: spawn is not a player", lua_interface->GetScriptName(state));
lua_interface->ResetFunctionStack(state);
return 0;
}
if (!ground) {
lua_interface->LogError("%s: LUA CanHarvest command error: not a valid spawn", lua_interface->GetScriptName(state));
lua_interface->ResetFunctionStack(state);
return 0;
}
if (!ground->IsGroundSpawn()) {
lua_interface->LogError("%s: LUA CanHarvest command error: spawn is not a ground spawn", lua_interface->GetScriptName(state));
lua_interface->ResetFunctionStack(state);
return 0;
}
vector* groundspawn_entries = player->GetZone()->GetGroundSpawnEntries(((GroundSpawn*)ground)->GetGroundSpawnEntryID());
if (!groundspawn_entries) {
lua_interface->LogError("LUA CanHarvest command error: No groundspawn entries assigned to groundspawn id: %u", ((GroundSpawn*)ground)->GetGroundSpawnEntryID());
lua_interface->ResetFunctionStack(state);
return 0;
}
Skill* skill = 0;
string collection_skill = string(((GroundSpawn*)ground)->GetCollectionSkill());
if (collection_skill == "Collecting")
skill = ((Player*)player)->GetSkillByName("Gathering");
else
skill = ((Player*)player)->GetSkillByName(collection_skill.c_str());
if (!skill) {
lua_interface->LogError("LUA CanHarvest command error: Player '%s' lacks the skill: '%s'", player->GetName(), collection_skill.c_str());
lua_interface->ResetFunctionStack(state);
return 0;
}
vector::iterator itr;
GroundSpawnEntry* entry = 0;
bool can_harvest = false;
sint32 min_skill = -1;
int16 totalSkill = skill->current_val;
int32 skillID = master_item_list.GetItemStatIDByName(collection_skill);
if(skillID != 0xFFFFFFFF)
{
((Entity*)player)->MStats.lock();
totalSkill += ((Entity*)player)->stats[skillID];
((Entity*)player)->MStats.unlock();
}
// first, iterate through groundspawn_entries, discard tables player cannot use
for (itr = groundspawn_entries->begin(); itr != groundspawn_entries->end(); itr++)
{
entry = *itr;
if (min_skill == -1 || entry->min_skill_level < min_skill)
min_skill = entry->min_skill_level;
// if player lacks skill, skip table
if (entry->min_skill_level > totalSkill)
continue;
// if bonus, but player lacks level, skip table
if (entry->bonus_table && (player->GetLevel() < entry->min_adventure_level))
continue;
can_harvest = true;
break;
}
lua_interface->SetBooleanValue(state, can_harvest);
// If false, send the message to the client
if (!can_harvest) {
Client* client = ((Player*)player)->GetClient();
if (client) {
string msg = "You do not have enough skill to ";
if (collection_skill == "Gathering" || collection_skill == "Collecting")
msg.append("gather");
else if (collection_skill == "Mining")
msg.append("mine");
else if (collection_skill == "Trapping")
msg.append("trap");
else if (collection_skill == "Foresting")
msg.append("forest");
else if (collection_skill == "Fishing")
msg.append("catch");
msg.append(" the %s. It requires %i %s skill, and your skill is %i.");
client->Message(CHANNEL_HARVESTING_WARNINGS, msg.c_str(), ground->GetName(), min_skill, skill->name.data.c_str(), totalSkill);
// You do not have enough skill to catch the band of fish. It requires 20 Fishing skill, and your skill is 12.
}
}
lua_interface->ResetFunctionStack(state);
return 1;
}
int EQ2Emu_lua_HasRecipeBook(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* player = lua_interface->GetSpawn(state);
int32 recipe_id = lua_interface->GetInt32Value(state, 2);
lua_interface->ResetFunctionStack(state);
if (!player) {
lua_interface->LogError("%s: LUA HasRecipeBook command error, Spawn is not valid", lua_interface->GetScriptName(state));
return 0;
}
if (!player->IsPlayer()) {
lua_interface->LogError("%s: LUA HasRecipeBook command error, Spawn is not a player", lua_interface->GetScriptName(state));
return 0;
}
bool ret = ((Player*)player)->HasRecipeBook(recipe_id);
lua_interface->SetBooleanValue(state, ret);
return 1;
}
int EQ2Emu_lua_SummonDumbFirePet(lua_State* state) {
// Check to see if we have a valid lua_interface
if (!lua_interface)
return 0;
// Get the spawn that is getting the pet
Spawn* spawn = lua_interface->GetSpawn(state);
Spawn* target = lua_interface->GetSpawn(state, 2);
// Get the DB ID of the pet
int32 pet_id = lua_interface->GetInt32Value(state, 3);
float x = lua_interface->GetFloatValue(state, 4);
float y = lua_interface->GetFloatValue(state, 5);
float z = lua_interface->GetFloatValue(state, 6);
// Get the spell that this command was called from
LuaSpell* luaspell = lua_interface->GetCurrentSpell(state);
lua_interface->ResetFunctionStack(state);
// Check to make sure the spawn pointer is valid
if (!spawn) {
lua_interface->LogError("%s: LUA SummonDumbFirePet command error: Spawn is not valid", lua_interface->GetScriptName(state));
return 0;
}
// Check to make sure the spawn is an entity
if (!spawn->IsEntity()) {
lua_interface->LogError("%s: LUA SummonDumbFirePet command error: Spawn is not an entity", lua_interface->GetScriptName(state));
return 0;
}
if (!target) {
lua_interface->LogError("%s: LUA SummonDumbFirePet command error: target is not valid", lua_interface->GetScriptName(state));
return 0;
}
if (!target->IsEntity()) {
lua_interface->LogError("%s: LUA SummonDumbFirePet command error: target is not an entity", lua_interface->GetScriptName(state));
return 0;
}
// Check to see if the DB ID for the pet is set
if (pet_id == 0) {
lua_interface->LogError("%s: LUA SummonDumbFirePet command error: pet_id can not be set to 0", lua_interface->GetScriptName(state));
return 0;
}
// Check to see if the pointer to the spell is valid
if (!luaspell) {
lua_interface->LogError("%s: LUA SummonDumbFirePet command error: valid spell not found, SummonPet can only be used in spell scripts", lua_interface->GetScriptName(state));
return 0;
}
if(luaspell->resisted) {
return 0;
}
// Get a pointer to a spawn with the given DB ID and check if the pointer is valid
Spawn* pet = spawn->GetZone()->GetSpawn(pet_id);
if (!pet) {
lua_interface->LogError("LUA SummonDumbFirePet command error: Could not find spawn with id of %u.", pet_id);
return 0;
}
// Check to make sure the pet is an npc
if (!pet->IsNPC()) {
lua_interface->LogError("LUA SummonDumbFirePet command error: id (%u) did not point to a npc", pet_id);
return 0;
}
if (x == 0)
x = spawn->GetX();
if (y == 0)
y = spawn->GetY();
if (z == 0)
z = spawn->GetZ();
// Spawn the pet at the same location as the owner
pet->SetX(x);
pet->SetY(y);
pet->SetZ(z);
pet->SetLocation(spawn->GetLocation());
pet->SetHeading(spawn->GetHeading());
spawn->GetZone()->AddSpawn(pet);
const char* spawn_script = world.GetSpawnScript(pet_id);
if(spawn_script && lua_interface->GetSpawnScript(spawn_script) != 0){
spawn->SetSpawnScript(string(spawn_script));
spawn->GetZone()->CallSpawnScript(spawn, SPAWN_SCRIPT_SPAWN);
}
std::string petName = std::string("");
if(spawn->IsEntity()) {
petName = ((Entity*)spawn)->GetInfoStruct()->get_pet_name();
}
if(petName.size() < 1) {
int16 rand_index = MakeRandomInt(0, spawn->GetZone()->pet_names.size() - 1);
petName = spawn->GetZone()->pet_names.at(rand_index);
LogWrite(PET__DEBUG, 0, "Pets", "Randomize Pet Name: '%s' (rand: %i)", petName.c_str(), rand_index);
}
// Set the pets name
pet->SetName(petName.c_str());
// Set the level of the pet to the owners level
pet->SetLevel(spawn->GetLevel());
// Set the faction of the pet to the same faction as the owner
pet->SetFactionID(spawn->GetFactionID());
// Set the spawn as a pet
pet->SetPet(true);
// Give a pointer of the owner to the pet
((NPC*)pet)->SetOwner((Entity*)spawn);
// Set the pet type
((NPC*)pet)->SetPetType(PET_TYPE_DUMBFIRE);
// Set the spell id used to create this pet
((NPC*)pet)->SetPetSpellID(luaspell->spell->GetSpellData()->id);
// Set the spell tier used to create this pet
((NPC*)pet)->SetPetSpellTier(luaspell->spell->GetSpellData()->tier);
// Set the pets spawn type to 6
pet->SetSpawnType(6);
// Set the pets brain
((NPC*)pet)->SetBrain(new DumbFirePetBrain((NPC*)pet, (Entity*)target, luaspell->spell->GetSpellDuration() * 100));
// Check to see if the pet has a subtitle
if (strlen(pet->GetSubTitle()) > 0) {
// Add the players name to the front of the sub title
string pet_subtitle;
pet_subtitle.append(spawn->GetName()).append("'s ").append(pet->GetSubTitle());
LogWrite(PET__DEBUG, 0, "Pets", "Pet Subtitle: '%s'", pet_subtitle.c_str());
// Set the pets subtitle to the new one
pet->SetSubTitle(pet_subtitle.c_str());
}
// Set the pet as the return value for this function
lua_interface->SetSpawnValue(state, pet);
return 1;
}
int EQ2Emu_lua_SpawnMove(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
Spawn* player = lua_interface->GetSpawn(state, 2);
float max_distance = lua_interface->GetFloatValue(state, 3);
string type = lua_interface->GetStringValue(state, 4);
lua_interface->ResetFunctionStack(state);
if (!spawn || (spawn && spawn->IsPlayer())) {
lua_interface->LogError("%s: LUA SpawnMove command error: first param spawn is not valid or is player", lua_interface->GetScriptName(state));
return 0;
}
if (!player || !player->IsPlayer()) {
lua_interface->LogError("%s: LUA SpawnMove command error: second param is not player", lua_interface->GetScriptName(state));
return 0;
}
Client* client = ((Player*)player)->GetClient();
if (!client) {
lua_interface->LogError("%s: LUA SpawnMove command error: could not find client", lua_interface->GetScriptName(state));
return 0;
}
//Set max_distance to default if not set or not proper value
if (max_distance <= 0)
max_distance = 500;
PacketStruct* packet = configReader.getStruct("WS_MoveObjectMode", client->GetVersion());
if (packet) {
float unknown2_3 = 0;
int8 placement_mode = 0;
if (type == "wall") {
placement_mode = 2;
unknown2_3 = 150;
}
else if (type == "ceiling")
placement_mode = 1;
packet->setDataByName("placement_mode", placement_mode);
packet->setDataByName("spawn_id", ((Player*)player)->GetIDWithPlayerSpawn(spawn));
packet->setDataByName("model_type", spawn->GetModelType());
packet->setDataByName("unknown", 1); //size
packet->setDataByName("unknown2", 1); //size 2
packet->setDataByName("unknown2", .5, 1); //size 3
packet->setDataByName("unknown2", 3, 2);
packet->setDataByName("unknown2", unknown2_3, 3);
packet->setDataByName("max_distance", max_distance);
packet->setDataByName("CoEunknown", 0xFFFFFFFF);
client->QueuePacket(packet->serialize());
safe_delete(packet);
}
return 0;
}
int EQ2Emu_lua_GetItemType(lua_State* state) {
if (!lua_interface)
return 0;
Item* item = lua_interface->GetItem(state);
lua_interface->ResetFunctionStack(state);
if (!item) {
lua_interface->LogError("%s: LUA GetItemType command error: item pointer is not valid", lua_interface->GetScriptName(state));
return 0;
}
lua_interface->SetInt32Value(state, item->generic_info.item_type);
return 1;
}
int EQ2Emu_lua_GetItemEffectType(lua_State* state) {
if (!lua_interface)
return 0;
Item* item = lua_interface->GetItem(state);
lua_interface->ResetFunctionStack(state);
if (!item) {
lua_interface->LogError("%s: LUA GetItemEffectType command error: item pointer is not valid", lua_interface->GetScriptName(state));
return 0;
}
lua_interface->SetInt32Value(state, item->effect_type);
return 1;
}
int EQ2Emu_lua_AddTransportSpawn(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
lua_interface->ResetFunctionStack(state);
if (!spawn) {
lua_interface->LogError("%s: LUA AddTransportSpawn command error: spawn is not valid", lua_interface->GetScriptName(state));
return 0;
}
if (spawn->GetZone())
spawn->GetZone()->AddTransportSpawn(spawn);
return 0;
}
int EQ2Emu_lua_IsTransportSpawn(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
lua_interface->ResetFunctionStack(state);
if (!spawn) {
lua_interface->LogError("%s: LUA AddTransportSpawn command error: spawn is not valid", lua_interface->GetScriptName(state));
return 0;
}
lua_interface->SetBooleanValue(state, spawn->IsTransportSpawn());
return 1;
}
int EQ2Emu_lua_GetSkillValue(lua_State* state) {
if (!lua_interface)
return 0;
Skill* skill = lua_interface->GetSkill(state);
lua_interface->ResetFunctionStack(state);
if (!skill) {
lua_interface->LogError("%s: LUA GetSkillValue command error: skill is not valid", lua_interface->GetScriptName(state));
return 0;
}
lua_interface->SetInt32Value(state, skill->current_val);
return 1;
}
int EQ2Emu_lua_GetSkillMaxValue(lua_State* state) {
if (!lua_interface)
return 0;
Skill* skill = lua_interface->GetSkill(state);
lua_interface->ResetFunctionStack(state);
if (!skill) {
lua_interface->LogError("%s: LUA GetSkillMaxValue command error: skill is not valid", lua_interface->GetScriptName(state));
return 0;
}
lua_interface->SetInt32Value(state, skill->max_val);
return 1;
}
int EQ2Emu_lua_GetSkillName(lua_State* state) {
if (!lua_interface)
return 0;
Skill* skill = lua_interface->GetSkill(state);
lua_interface->ResetFunctionStack(state);
if (!skill) {
lua_interface->LogError("%s: LUA GetSkillName command error: skill is not valid", lua_interface->GetScriptName(state));
return 0;
}
lua_interface->SetStringValue(state, skill->name.data.c_str());
return 1;
}
int EQ2Emu_lua_SetSkillMaxValue(lua_State* state) {
if (!lua_interface)
return 0;
Skill* skill = lua_interface->GetSkill(state);
int16 value = lua_interface->GetInt16Value(state, 2);
lua_interface->ResetFunctionStack(state);
if (!skill) {
lua_interface->LogError("%s: LUA SetSkillMaxValue command error: skill is not valid", lua_interface->GetScriptName(state));
return 0;
}
skill->max_val = value;
if (skill->max_val < skill->current_val)
skill->current_val = skill->max_val;
return 0;
}
int EQ2Emu_lua_SetSkillValue(lua_State* state) {
if (!lua_interface)
return 0;
Skill* skill = lua_interface->GetSkill(state);
int16 value = lua_interface->GetInt16Value(state, 2);
lua_interface->ResetFunctionStack(state);
if (!skill) {
lua_interface->LogError("%s: LUA SetSkillValue command error: skill is not valid", lua_interface->GetScriptName(state));
return 0;
}
if (value > skill->max_val)
skill->current_val = skill->max_val;
else
skill->current_val = value;
return 0;
}
int EQ2Emu_lua_HasSkill(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* player = lua_interface->GetSpawn(state);
int32 skill_id = lua_interface->GetInt32Value(state, 2);
lua_interface->ResetFunctionStack(state);
if (skill_id > 0 && player && player->IsPlayer()) {
lua_interface->SetBooleanValue(state, ((Player*)player)->skill_list.HasSkill(skill_id));
return 1;
}
return 0;
}
int EQ2Emu_lua_AddSkill(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* player_spawn = lua_interface->GetSpawn(state);
int32 skill_id = lua_interface->GetInt32Value(state, 2);
int16 current_val = lua_interface->GetInt16Value(state, 3);
int16 max_val = lua_interface->GetInt16Value(state, 4);
bool more_to_add = lua_interface->GetBooleanValue(state, 5);
lua_interface->ResetFunctionStack(state);
if (skill_id > 0 && current_val > 0 && max_val > 0) {
if (player_spawn && player_spawn->IsPlayer()) {
Player* player = (Player*)player_spawn;
bool added = false;
if (!player->skill_list.HasSkill(skill_id)) {
player->AddSkill(skill_id, current_val, max_val, true);
added = true;
}
if (!more_to_add) { //need to send update regardless, even if THIS skill wasn't added, otherwise if you have a list and the last item wasn't added but the previous ones were, it wouldn't send the update
Client* client = player->GetClient();
if (client) {
EQ2Packet* packet = player->GetSkills()->GetSkillPacket(client->GetVersion());
if (packet)
client->QueuePacket(packet);
}
}
if (added) {
lua_interface->SetBooleanValue(state, true);
return 1;
}
}
else {
lua_interface->LogError("%s: LUA AddSkill command error: Given spawn is not a player", lua_interface->GetScriptName(state));
}
}
else {
lua_interface->LogError("%s: LUA AddSkill command error: Required parameters not set", lua_interface->GetScriptName(state));
}
lua_interface->SetBooleanValue(state, false);
return 1;
}
int EQ2Emu_lua_RemoveSkill(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* player_spawn = lua_interface->GetSpawn(state);
int32 skill_id = lua_interface->GetInt32Value(state, 2);
bool more_to_remove = lua_interface->GetBooleanValue(state, 3);
lua_interface->ResetFunctionStack(state);
if (skill_id > 0) {
if (player_spawn && player_spawn->IsPlayer()) {
Player* player = (Player*)player_spawn;
if (player->skill_list.HasSkill(skill_id)) {
player->RemovePlayerSkill(skill_id, true);
if (!more_to_remove) {
Client* client = player->GetClient();
if (client) {
EQ2Packet* packet = player->GetSkills()->GetSkillPacket(client->GetVersion());
if (packet)
client->QueuePacket(packet);
}
}
}
}
else {
lua_interface->LogError("%s: LUA RemoveSkill command error: Given spawn is not a player", lua_interface->GetScriptName(state));
}
}
else {
lua_interface->LogError("%s: LUA RemoveSkill command error: skill_id not set", lua_interface->GetScriptName(state));
}
return 0;
}
int EQ2Emu_lua_IncreaseSkillCapsByType(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* player_spawn = lua_interface->GetSpawn(state);
int8 skill_type = lua_interface->GetInt8Value(state, 2);
int16 amount = lua_interface->GetInt8Value(state, 3);
bool more_to_increase = lua_interface->GetBooleanValue(state, 4);
lua_interface->ResetFunctionStack(state);
if (amount > 0 && skill_type < 100) {
if (player_spawn && player_spawn->IsPlayer()) {
Player* player = (Player*)player_spawn;
player->skill_list.IncreaseSkillCapsByType(skill_type, amount);
if (!more_to_increase) {
Client* client = player->GetClient();
if (client) {
EQ2Packet* packet = player->GetSkills()->GetSkillPacket(client->GetVersion());
if (packet)
client->QueuePacket(packet);
}
}
}
else {
lua_interface->LogError("%s: LUA IncreaseSkillCapsByType command error: Given spawn is not a player", lua_interface->GetScriptName(state));
}
}
else {
lua_interface->LogError("%s: LUA IncreaseSkillCapsByType command error: Invalid parameters", lua_interface->GetScriptName(state));
}
return 0;
}
int EQ2Emu_lua_GetSkill(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
string name = lua_interface->GetStringValue(state, 2);
lua_interface->ResetFunctionStack(state);
if (!spawn) {
lua_interface->LogError("%s: LUA GetSkill command error: spawn is not valid", lua_interface->GetScriptName(state));
return 0;
}
if (!spawn->IsEntity()) {
lua_interface->LogError("%s: LUA GetSkill command error: spawn is not a valid entity", lua_interface->GetScriptName(state));
return 0;
}
Skill* skill = ((Entity*)spawn)->GetSkillByName(name.c_str());
if (skill) {
lua_interface->SetSkillValue(state, skill);
return 1;
}
return 0;
}
int EQ2Emu_lua_AddProc(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
int8 type = lua_interface->GetInt8Value(state, 2);
float chance = lua_interface->GetFloatValue(state, 3);
Item* item = lua_interface->GetItem(state, 4);
bool use_all_spelltargets = (lua_interface->GetInt8Value(state, 5) == 1);
LuaSpell* spell = 0;
if (!item)
spell = lua_interface->GetCurrentSpell(state);
if (!spawn && (!spell || !use_all_spelltargets)) {
lua_interface->LogError("%s: LUA AddProc command error: spawn is not valid", lua_interface->GetScriptName(state));
return 0;
}
if ((!spell || use_all_spelltargets) && spawn && !spawn->IsEntity()) {
lua_interface->LogError("%s: LUA AddProc command error: spawn is not a valid entity", lua_interface->GetScriptName(state));
return 0;
}
if (!item && !spell) {
lua_interface->LogError("%s: LUA AddProc command error: can only use with an item provided or inside a spell script", lua_interface->GetScriptName(state));
return 0;
}
if(spell && spell->resisted) {
return 0;
}
if (spell && spell->caster && spell->caster->GetZone() && use_all_spelltargets) {
Spawn* target;
spell->MSpellTargets.readlock(__FUNCTION__, __LINE__);
for (int8 i = 0; i < spell->targets.size(); i++) {
target = spell->caster->GetZone()->GetSpawnByID(spell->targets.at(i));
if (!target || !target->IsEntity())
continue;
((Entity*)target)->AddProc(type, chance, item, spell);
}
spell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
}
else
((Entity*)spawn)->AddProc(type, chance, item, spell);
return 0;
}
int EQ2Emu_lua_AddProcExt(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
int8 type = lua_interface->GetInt8Value(state, 2);
int8 damage_type = lua_interface->GetInt8Value(state, 3);
float chance = lua_interface->GetFloatValue(state, 4);
int8 hp_ratio = lua_interface->GetInt8Value(state, 5);
bool below_health = lua_interface->GetBooleanValue(state, 6);
bool target_health = lua_interface->GetBooleanValue(state, 7);
Item* item = lua_interface->GetItem(state, 8);
bool use_all_spelltargets = (lua_interface->GetInt8Value(state, 9) == 1);
bool extended_version = true;
LuaSpell* spell = 0;
if (!item)
spell = lua_interface->GetCurrentSpell(state);
if (!spawn && (!spell || !use_all_spelltargets)) {
lua_interface->LogError("%s: LUA AddProc command error: spawn is not valid", lua_interface->GetScriptName(state));
return 0;
}
if ((!spell || use_all_spelltargets) && spawn && !spawn->IsEntity()) {
lua_interface->LogError("%s: LUA AddProc command error: spawn is not a valid entity", lua_interface->GetScriptName(state));
return 0;
}
if (!item && !spell) {
lua_interface->LogError("%s: LUA AddProc command error: can only use with an item provided or inside a spell script", lua_interface->GetScriptName(state));
return 0;
}
if(spell && spell->resisted) {
return 0;
}
if (spell && spell->caster && spell->caster->GetZone() && use_all_spelltargets) {
Spawn* target;
spell->MSpellTargets.readlock(__FUNCTION__, __LINE__);
for (int8 i = 0; i < spell->targets.size(); i++) {
target = spell->caster->GetZone()->GetSpawnByID(spell->targets.at(i));
if (!target || !target->IsEntity())
continue;
((Entity*)target)->AddProc(type, chance, item, spell, damage_type, hp_ratio, below_health, target_health, extended_version);
}
spell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
}
else
((Entity*)spawn)->AddProc(type, chance, item, spell);
return 0;
}
int EQ2Emu_lua_RemoveProc(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
Item* item = lua_interface->GetItem(state, 2);
LuaSpell* spell = 0;
if (!item)
spell = lua_interface->GetCurrentSpell(state);
lua_interface->ResetFunctionStack(state);
if (!item && !spell) {
lua_interface->LogError("%s: LUA RemoveProc command error: can only use with an item provided or inside a spell script", lua_interface->GetScriptName(state));
return 0;
}
if (spell && spell->caster && spell->caster->GetZone()) {
Spawn* target;
spell->MSpellTargets.readlock(__FUNCTION__, __LINE__);
for (int8 i = 0; i < spell->targets.size(); i++) {
target = spell->caster->GetZone()->GetSpawnByID(spell->targets.at(i));
if (!target || !target->IsEntity())
continue;
((Entity*)target)->RemoveProc(item, spell);
}
spell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
spell->caster->RemoveProc(item, spell);
}
else if (!spawn) {
lua_interface->LogError("%s: LUA RemoveProc command error: spawn is not valid", lua_interface->GetScriptName(state));
return 0;
}
else if (!spawn->IsEntity()) {
lua_interface->LogError("%s: LUA RemoveProc command error: spawn is not a valid entity", lua_interface->GetScriptName(state));
return 0;
}
else {
((Entity*)spawn)->RemoveProc(item, spell);
}
return 0;
}
int EQ2Emu_lua_Knockback(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* target_spawn = lua_interface->GetSpawn(state);
Spawn* spawn = lua_interface->GetSpawn(state, 2);
int32 duration = lua_interface->GetInt32Value(state, 3);
float vertical = lua_interface->GetFloatValue(state, 4);
float horizontal = lua_interface->GetFloatValue(state, 5);
bool use_heading = lua_interface->GetInt8Value(state, 6) == 1 ? true : false;
lua_interface->ResetFunctionStack(state);
if (!target_spawn) {
lua_interface->LogError("%s: LUA Knockback command error: target_spawn is not valid", lua_interface->GetScriptName(state));
return 0;
}
if (!spawn) {
lua_interface->LogError("%s: LUA Knockback command error: spawn is not valid", lua_interface->GetScriptName(state));
return 0;
}
if ((vertical != 0 || horizontal != 0)) {
if(spawn->IsPlayer()) {
Client* client = ((Player*)spawn)->GetClient();
PacketStruct* packet = configReader.getStruct("WS_PlayerKnockback", client->GetVersion());
if (packet) {
packet->setDataByName("target_x", target_spawn->GetX());
packet->setDataByName("target_y", target_spawn->GetY());
packet->setDataByName("target_z", target_spawn->GetZ());
packet->setDataByName("vertical_movement", vertical);
packet->setDataByName("horizontal_movement", horizontal);
if (use_heading)
packet->setDataByName("use_player_heading", 1);
client->QueuePacket(packet->serialize());
}
safe_delete(packet);
}
else {
spawn->SetKnockback(target_spawn, duration, vertical, horizontal);
}
}
return 0;
}
int EQ2Emu_lua_IsEpic(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
lua_interface->ResetFunctionStack(state);
if (!spawn) {
lua_interface->LogError("%s: LUA IsEpic command error: spawn is not valid", lua_interface->GetScriptName(state));
return 0;
}
lua_interface->SetBooleanValue(state, (spawn->GetHeroic() >= 2));
return 1;
}
int EQ2Emu_lua_ProcDamage(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* caster = lua_interface->GetSpawn(state);
Spawn* target = lua_interface->GetSpawn(state, 2);
string name = lua_interface->GetStringValue(state, 3);
int8 dmg_type = lua_interface->GetInt8Value(state, 4);
int32 low_damage = lua_interface->GetInt32Value(state, 5);
int32 high_damage = lua_interface->GetInt32Value(state, 6);
string success_msg = lua_interface->GetStringValue(state, 7);
string effect_msg = lua_interface->GetStringValue(state, 8);
lua_interface->ResetFunctionStack(state);
if (!caster) {
lua_interface->LogError("%s: LUA ProcDamage command error: caster is not a valid spawn", lua_interface->GetScriptName(state));
return 0;
}
if (!caster->IsEntity()) {
lua_interface->LogError("%s: LUA ProcDamage command error: caster is not an entity", lua_interface->GetScriptName(state));
return 0;
}
if (!target) {
lua_interface->LogError("%s: LUA ProcDamage command error: target is not a valid spawn", lua_interface->GetScriptName(state));
return 0;
}
if (!target->IsEntity()) {
lua_interface->LogError("%s: LUA ProcDamage command error: target is not an entity", lua_interface->GetScriptName(state));
return 0;
}
if (name.length() == 0) {
lua_interface->LogError("%s: LUA ProcDamage command error: name is empty", lua_interface->GetScriptName(state));
return 0;
}
((Entity*)caster)->ProcAttack(target, dmg_type, low_damage, high_damage, name, success_msg, effect_msg);
return 0;
}
int EQ2Emu_lua_GetSkillIDByName(lua_State* state) {
if (!lua_interface)
return 0;
string name = lua_interface->GetStringValue(state);
lua_interface->ResetFunctionStack(state);
if (name.length() == 0) {
lua_interface->LogError("%s: LUA GetSkillIDByName command error: name param was not set", lua_interface->GetScriptName(state));
return 0;
}
Skill* skill = master_skill_list.GetSkillByName(name.c_str());
if (!skill) {
lua_interface->LogError("LUA GetSkillIDByName command error: skill with name of %s not found", name.c_str());
return 0;
}
lua_interface->SetInt32Value(state, skill->skill_id);
return 1;
}
int EQ2Emu_lua_IsHeroic(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
lua_interface->ResetFunctionStack(state);
if (!spawn) {
lua_interface->LogError("%s: LUA IsHeroic command error: spawn is not valid", lua_interface->GetScriptName(state));
return 0;
}
lua_interface->SetBooleanValue(state, spawn->GetHeroic() == 1);
return 1;
}
int EQ2Emu_lua_LastSpellAttackHit(lua_State* state) {
if (!lua_interface)
return 0;
LuaSpell* luaspell = lua_interface->GetCurrentSpell(state);
lua_interface->ResetFunctionStack(state);
if (!luaspell) {
lua_interface->LogError("%s: LUA LastSpellAttackHit command error: this must be called from a spellscript", lua_interface->GetScriptName(state));
return 0;
}
lua_interface->SetBooleanValue(state, luaspell->last_spellattack_hit);
return 1;
}
int EQ2Emu_lua_IsBehind(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
Spawn* target = lua_interface->GetSpawn(state, 2);
lua_interface->ResetFunctionStack(state);
if (!spawn) {
lua_interface->LogError("%s: LUA IsBehind command error: spawn is not valid", lua_interface->GetScriptName(state));
return 0;
}
if (!spawn->IsEntity()) {
lua_interface->LogError("%s: LUA IsBehind command error: spawn is not an entity", lua_interface->GetScriptName(state));
return 0;
}
if (!target) {
lua_interface->LogError("%s: LUA IsBehind command error: target is not valid", lua_interface->GetScriptName(state));
return 0;
}
lua_interface->SetBooleanValue(state, ((Entity*)spawn)->BehindTarget(target));
return 1;
}
int EQ2Emu_lua_IsFlanking(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
Spawn* target = lua_interface->GetSpawn(state, 2);
lua_interface->ResetFunctionStack(state);
if (!spawn) {
lua_interface->LogError("%s: LUA IsFlanking command error: spawn is not valid", lua_interface->GetScriptName(state));
return 0;
}
if (!spawn->IsEntity()) {
lua_interface->LogError("%s: LUA IsFlanking command error: spawn is not an entity", lua_interface->GetScriptName(state));
return 0;
}
if (!target) {
lua_interface->LogError("%s: LUA IsFlanking command error: target is not valid", lua_interface->GetScriptName(state));
return 0;
}
lua_interface->SetBooleanValue(state, ((Entity*)spawn)->FlankingTarget(target));
return 1;
}
int EQ2Emu_lua_InFront(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
Spawn* target = lua_interface->GetSpawn(state, 2);
lua_interface->ResetFunctionStack(state);
if (!spawn) {
lua_interface->LogError("%s: LUA InFrontSpawn command error: spawn is not valid", lua_interface->GetScriptName(state));
return 0;
}
if (!target) {
lua_interface->LogError("%s: LUA InFrontSpawn command error: target is not valid", lua_interface->GetScriptName(state));
return 0;
}
lua_interface->SetBooleanValue(state, spawn->InFrontSpawn(target, spawn->GetX(), spawn->GetZ()));
return 1;
}
int EQ2Emu_lua_GetItemCount(lua_State* state) {
if (!lua_interface)
return 0;
Item* item = lua_interface->GetItem(state);
lua_interface->ResetFunctionStack(state);
if (!item) {
lua_interface->LogError("%s: LUA GetItemCount command error: item not valid", lua_interface->GetScriptName(state));
return 0;
}
lua_interface->SetInt32Value(state, item->details.count);
return 1;
}
int EQ2Emu_lua_SetItemCount(lua_State* state) {
if (!lua_interface)
return 0;
Item* item = lua_interface->GetItem(state);
Spawn* owner = lua_interface->GetSpawn(state, 2);
int16 new_count = lua_interface->GetInt32Value(state, 3);
lua_interface->ResetFunctionStack(state);
if (!item) {
lua_interface->LogError("%s: LUA SetItemCount command error: item not valid", lua_interface->GetScriptName(state));
return 0;
}
if (!owner) {
lua_interface->LogError("%s: LUA SetItemCount command error: spawn not valid", lua_interface->GetScriptName(state));
return 0;
}
if (!owner->IsPlayer()) {
lua_interface->LogError("%s: LUA SetItemCount command error: spawn is not a player", lua_interface->GetScriptName(state));
return 0;
}
if (item->stack_count < new_count) {
lua_interface->LogError("%s: LUA SetItemCount command error: new item count cannot be more than max stack count", lua_interface->GetScriptName(state));
return 0;
}
if (new_count > 0) {
item->details.count = new_count;
item->save_needed = true;
}
else if (((Player*)owner)->GetEquipmentList()->GetItem(item->details.slot_id) == item)
((Player*)owner)->GetEquipmentList()->RemoveItem(item->details.slot_id, true);
else if (((Player*)owner)->GetPlayerItemList()->GetItemFromUniqueID(item->details.unique_id) == item)
((Player*)owner)->GetPlayerItemList()->RemoveItem(item, true);
else
{
lua_interface->LogError("%s: LUA SetItemCount command error: could not remove item from player", lua_interface->GetScriptName(state));
return 0;
}
Client* client = ((Player*)owner)->GetClient();
if (!client)
return 0;
((Player*)owner)->SendInventoryUpdate(client->GetVersion());
EQ2Packet* app = ((Player*)owner)->GetEquipmentList()->serialize(client->GetVersion(), client->GetPlayer());
if (app)
client->QueuePacket(app);
return 0;
}
int EQ2Emu_lua_AddSpellTimer(lua_State* state) {
if (!lua_interface)
return 0;
int32 time = lua_interface->GetInt32Value(state);
string function = lua_interface->GetStringValue(state, 2);
Spawn* caster = lua_interface->GetSpawn(state, 3);
Spawn* target = lua_interface->GetSpawn(state, 4);
LuaSpell* spell = lua_interface->GetCurrentSpell(state);
lua_interface->ResetFunctionStack(state);
if (time == 0) {
lua_interface->LogError("%s: LUA AddSpellTimer command error: time must be set", lua_interface->GetScriptName(state));
return 0;
}
if (function.length() == 0) {
lua_interface->LogError("%s: LUA AddSpellTimer command error: function name must be set", lua_interface->GetScriptName(state));
return 0;
}
if (!spell || (!spell->caster || !spell->caster->GetZone())) {
lua_interface->LogError("%s: LUA AddSpellTimer command error: spell not found, AddSpellTimer must be used in a spell script", lua_interface->GetScriptName(state));
return 0;
}
SpellScriptTimer* timer = new SpellScriptTimer;
/* //Google tells me memsetting a string is bad, manually setting just in case - Foof
#ifdef WIN32
ZeroMemory(timer, sizeof(SpellScriptTimer));
#else
bzero(timer, sizeof(SpellScriptTimer));
#endif*/
timer->caster = 0;
timer->deleteWhenDone = false;
timer->target = 0;
timer->time = Timer::GetCurrentTime2() + time;
timer->customFunction = function;
timer->spell = spell;
if (caster)
timer->caster = caster->GetID();
if (target)
timer->target = target->GetID();
spell->caster->GetZone()->GetSpellProcess()->AddSpellScriptTimer(timer);
return 0;
}
int EQ2Emu_lua_Resurrect(lua_State* state) {
if (!lua_interface)
return 0;
float hp_perc = lua_interface->GetFloatValue(state);
float power_perc = lua_interface->GetFloatValue(state, 2);
bool send_window = lua_interface->GetInt32Value(state, 3) == 1;
Spawn* target = lua_interface->GetSpawn(state, 4);
string heal_name = lua_interface->GetStringValue(state, 5);
int8 crit_mod = lua_interface->GetInt32Value(state, 6);
bool no_calcs = lua_interface->GetInt32Value(state, 7) == 1;
LuaSpell* spell = lua_interface->GetCurrentSpell(state);
lua_interface->ResetFunctionStack(state);
if (!spell) {
lua_interface->LogError("%s: LUA command error: this function must be used in a spellscript", lua_interface->GetScriptName(state));
return 0;
}
Entity* caster = spell->caster;
if (!caster) {
lua_interface->LogError("%s: LUA command error: could not find caster", lua_interface->GetScriptName(state));
return 0;
}
Client* client = 0;
PendingResurrection* rez = 0;
ZoneServer* zone = spell->caster->GetZone();
if (!target) {
spell->MSpellTargets.readlock(__FUNCTION__, __LINE__);
if (spell->targets.size() > 0) {
vector spell_targets = spell->targets;
for (int8 i = 0; i < spell_targets.size(); i++) {
target = zone->GetSpawnByID(spell_targets.at(i));
if (!target)
continue;
if (!target->IsPlayer())
continue;
client = ((Player*)target)->GetClient();
if (!client)
continue;
rez = client->GetCurrentRez();
if (rez->active)
continue;
client->GetResurrectMutex()->writelock(__FUNCTION__, __LINE__);
rez->active = true;
rez->caster = caster;
rez->expire_timer = new Timer;
int32 duration = spell->spell->GetSpellDuration();
rez->expire_timer->Start(duration * 100);
rez->hp_perc = hp_perc;
rez->mp_perc = power_perc;
rez->range = spell->spell->GetSpellData()->range;
rez->spell_name = spell->spell->GetName();
if (heal_name.length() > 0)
rez->heal_name = heal_name;
else
rez->heal_name = rez->spell_name;
rez->no_calcs = no_calcs;
rez->crit_mod = crit_mod;
rez->spell_visual = spell->spell->GetSpellData()->spell_visual;
if (send_window)
client->SendResurrectionWindow();
else {
target->GetZone()->ResurrectSpawn(target, client);
rez->should_delete = true;
}
client->GetResurrectMutex()->releasewritelock(__FUNCTION__, __LINE__);
}
}
spell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
}
else {
if(!target->IsPlayer())
return 0;
client = ((Player*)target)->GetClient();
if (!client)
return 0;
rez = client->GetCurrentRez();
if (rez->active)
return 0;
client->GetResurrectMutex()->writelock(__FUNCTION__, __LINE__);
rez->active = true;
rez->caster = caster;
rez->expire_timer = new Timer;
int32 duration = spell->spell->GetSpellDuration();
rez->expire_timer->Start(duration * 100);
rez->hp_perc = hp_perc;
rez->mp_perc = power_perc;
rez->range = spell->spell->GetSpellData()->range;
rez->spell_name = spell->spell->GetName();
if (heal_name.length() > 0)
rez->heal_name = heal_name;
else
rez->heal_name = rez->spell_name;
rez->no_calcs = no_calcs;
rez->crit_mod = crit_mod;
rez->spell_visual = spell->spell->GetSpellData()->spell_visual;
if (send_window)
client->SendResurrectionWindow();
else {
target->GetZone()->ResurrectSpawn(target, client);
rez->should_delete = true;
}
client->GetResurrectMutex()->releasewritelock(__FUNCTION__, __LINE__);
}
return 0;
}
int EQ2Emu_lua_SetVision(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
int32 vision = lua_interface->GetInt32Value(state, 2);
LuaSpell* spell = lua_interface->GetCurrentSpell(state);
lua_interface->ResetFunctionStack(state);
if (!spawn) {
lua_interface->LogError("%s: LUA SetVision command error: spawn is not valid", lua_interface->GetScriptName(state));
return 0;
}
if (!spawn->IsEntity()) {
lua_interface->LogError("%s: LUA SetVision command error: spawn is not an entity", lua_interface->GetScriptName(state));
return 0;
}
if (spell && spell->targets.size() > 0) {
ZoneServer* zone = spell->caster->GetZone();
for (int8 i = 0; i < spell->targets.size(); i++) {
Spawn* target = zone->GetSpawnByID(spell->targets.at(i));
if (target && target->IsEntity()) {
((Entity*)target)->GetInfoStruct()->set_vision(vision);
if (target->IsPlayer())
((Player*)target)->SetCharSheetChanged(true);
}
}
}
else {
((Entity*)spawn)->GetInfoStruct()->set_vision(vision);
if (spawn->IsPlayer())
((Player*)spawn)->SetCharSheetChanged(true);
}
return 0;
}
int EQ2Emu_lua_BlurVision(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
float intensity = lua_interface->GetFloatValue(state, 2);
LuaSpell* spell = lua_interface->GetCurrentSpell(state);
lua_interface->ResetFunctionStack(state);
if (!spawn) {
lua_interface->LogError("%s: LUA BlurVision command error: spawn is not valid", lua_interface->GetScriptName(state));
return 0;
}
if (!spawn->IsEntity()) {
lua_interface->LogError("%s: LUA BlurVision command error: spawn is not an entity", lua_interface->GetScriptName(state));
return 0;
}
if (spell && spell->targets.size() > 0) {
ZoneServer* zone = spell->caster->GetZone();
for (int8 i = 0; i < spell->targets.size(); i++) {
Spawn* target = zone->GetSpawnByID(spell->targets.at(i));
if (target && target->IsEntity()) {
((Entity*)target)->GetInfoStruct()->set_drunk(intensity);
if (target->IsPlayer())
((Player*)target)->SetCharSheetChanged(true);
}
}
}
else {
((Entity*)spawn)->GetInfoStruct()->set_drunk(intensity);
if (spawn->IsPlayer())
((Player*)spawn)->SetCharSheetChanged(true);
}
return 0;
}
int EQ2Emu_lua_BreatheUnderwater(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
bool breatheUnderwater = lua_interface->GetBooleanValue(state, 2);
LuaSpell* spell = lua_interface->GetCurrentSpell(state);
lua_interface->ResetFunctionStack(state);
if (!spawn) {
lua_interface->LogError("%s: LUA BreathUnderwater command error: spawn is not valid", lua_interface->GetScriptName(state));
return 0;
}
if (!spawn->IsEntity()) {
lua_interface->LogError("%s: LUA BreathUnderwater command error: spawn is not en entity", lua_interface->GetScriptName(state));
return 0;
}
if (spell && spell->targets.size() > 0) {
ZoneServer* zone = spell->caster->GetZone();
for (int8 i = 0; i < spell->targets.size(); i++) {
Spawn* target = zone->GetSpawnByID(spell->targets.at(i));
if (target && target->IsEntity()) {
((Entity*)target)->GetInfoStruct()->set_breathe_underwater(breatheUnderwater);
if (target->IsPlayer())
((Player*)target)->SetCharSheetChanged(true);
}
}
}
else {
((Entity*)spawn)->GetInfoStruct()->set_breathe_underwater(breatheUnderwater);
if (spawn->IsPlayer())
((Player*)spawn)->SetCharSheetChanged(true);
}
return 0;
}
int EQ2Emu_lua_GetItemSkillReq(lua_State* state) {
if (!lua_interface)
return 0;
Item* item = lua_interface->GetItem(state);
int8 type = lua_interface->GetInt32Value(state, 2);
lua_interface->ResetFunctionStack(state);
if (!item) {
lua_interface->LogError("%s: LUA GetItemSkillReq command error: item not valid", lua_interface->GetScriptName(state));
return 0;
}
if (type == 1)
lua_interface->SetInt32Value(state, item->generic_info.skill_req1);
else if (type == 2)
lua_interface->SetInt32Value(state, item->generic_info.skill_req2);
return 1;
}
int EQ2Emu_lua_SetSpeedMultiplier(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* target = lua_interface->GetSpawn(state);
float val = lua_interface->GetFloatValue(state, 2);
LuaSpell* spell = lua_interface->GetCurrentSpell(state);
lua_interface->ResetFunctionStack(state);
// Added from Gangrenous post
if (spell && spell->resisted)
return 0;
// if its a percentage of 100 its a slow, we want to go at a fraction of the speed
if (val > 1.0f)
val = 1.0f - (val / 100.0f);
if (spell && spell->spell && spell->targets.size() > 0) {
ZoneServer* zone = spell->caster->GetZone();
for (int32 i = 0; i != spell->targets.size(); i++) {
Spawn* spawn = zone->GetSpawnByID(spell->targets.at(i));
if (spawn && spawn->IsEntity()) {
((Entity*)spawn)->SetSpeedMultiplier(val);
if (spawn->IsPlayer())
((Player*)spawn)->SetCharSheetChanged(true);
}
}
}
else {
if (target && target->IsEntity()) {
((Entity*)target)->SetSpeedMultiplier(val);
if (target->IsPlayer())
((Player*)target)->SetCharSheetChanged(true);
}
}
return 0;
}
int EQ2Emu_lua_SetIllusion(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
int16 model = lua_interface->GetInt16Value(state, 2);
LuaSpell* spell = lua_interface->GetCurrentSpell(state);
lua_interface->ResetFunctionStack(state);
if (spell && spell->spell && spell->targets.size() > 0) {
ZoneServer* zone = spell->caster->GetZone();
for (int32 i = 0; i < spell->targets.size(); i++) {
Spawn* target = zone->GetSpawnByID(spell->targets.at(i));
if (target)
target->SetIllusionModel(model);
}
}
else {
if (!spawn) {
lua_interface->LogError("%s: LUA SetIllusion command error: spawn is not valid", lua_interface->GetScriptName(state));
return 0;
}
spawn->SetIllusionModel(model);
}
return 0;
}
int EQ2Emu_lua_ResetIllusion(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
LuaSpell* spell = lua_interface->GetCurrentSpell(state);
lua_interface->ResetFunctionStack(state);
if (spell && spell->spell && spell->targets.size() > 0) {
ZoneServer* zone = spell->caster->GetZone();
for (int32 i = 0; i < spell->targets.size(); i++) {
Spawn* target = zone->GetSpawnByID(spell->targets.at(i));
if (target)
target->SetIllusionModel(0);
}
}
else {
if (!spawn) {
lua_interface->LogError("%s: LUA ResetIllusion command error: spawn is not valid", lua_interface->GetScriptName(state));
return 0;
}
spawn->SetIllusionModel(0);
}
return 0;
}
int EQ2Emu_lua_AddThreatTransfer(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* caster = lua_interface->GetSpawn(state);
Spawn* target = lua_interface->GetSpawn(state, 2);
float chance = lua_interface->GetFloatValue(state, 3);
LuaSpell* spell = lua_interface->GetCurrentSpell(state);
lua_interface->ResetFunctionStack(state);
if (!caster) {
lua_interface->LogError("%s: LUA AddThreatTransfer command error: caster is not a valid spawn", lua_interface->GetScriptName(state));
return 0;
}
if (!caster->IsEntity()) {
lua_interface->LogError("%s: LUA AddThreatTransfer command error: caster is not an entity", lua_interface->GetScriptName(state));
return 0;
}
if (!target) {
lua_interface->LogError("%s: LUA AddThreatTransfer command error: target is not a valid spawn", lua_interface->GetScriptName(state));
return 0;
}
if (!target->IsEntity()) {
lua_interface->LogError("%s: LUA AddThreatTransfer command error: target is not an entity", lua_interface->GetScriptName(state));
return 0;
}
if (chance <= 0) {
lua_interface->LogError("%s: LUA AddThreatTransfer command error: chance must be greater then 0%", lua_interface->GetScriptName(state));
return 0;
}
if (!spell) {
lua_interface->LogError("%s: LUA AddThreatTransfer command error: can only be used in a spell script", lua_interface->GetScriptName(state));
return 0;
}
if(spell->resisted) {
return 0;
}
if (((Entity*)caster)->GetThreatTransfer()) {
return 0;
}
ThreatTransfer* transfer = new ThreatTransfer;
transfer->Target = target->GetID();
transfer->Amount = chance;
transfer->Spell = spell;
((Entity*)caster)->SetThreatTransfer(transfer);
return 0;
}
int EQ2Emu_lua_RemoveThreatTransfer(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
LuaSpell* spell = lua_interface->GetCurrentSpell(state);
lua_interface->ResetFunctionStack(state);
if (!spawn || !spawn->IsEntity()) {
lua_interface->LogError("%s: LUA RemoveThreatTransfer command error: spawn is not valid", lua_interface->GetScriptName(state));
return 0;
}
if (!spawn->IsEntity()) {
lua_interface->LogError("%s: LUA RemoveThreatTransfer command error: spawn is not an entity", lua_interface->GetScriptName(state));
return 0;
}
if (!spell) {
lua_interface->LogError("%s: LUA RemoveThreatTransfer command error: can only be used in a spell script", lua_interface->GetScriptName(state));
return 0;
}
if (((Entity*)spawn)->GetThreatTransfer() && ((Entity*)spawn)->GetThreatTransfer()->Spell == spell) {
ThreatTransfer* transfer = ((Entity*)spawn)->GetThreatTransfer();
if(transfer && transfer->Spell != spell) {
lua_interface->LogError("%s: LUA RemoveThreatTransfer called, but there was a different spell set for the threat transfer.", lua_interface->GetScriptName(state));
return 0;
}
((Entity*)spawn)->SetThreatTransfer(nullptr);
}
return 0;
}
int EQ2Emu_lua_CureByType(lua_State* state) {
if (!lua_interface)
return 0;
LuaSpell* spell = lua_interface->GetCurrentSpell(state);
int8 cure_count = lua_interface->GetInt8Value(state);
int8 cure_type = lua_interface->GetInt8Value(state, 2);
string cure_name = lua_interface->GetStringValue(state, 3);
int8 cure_level = lua_interface->GetInt8Value(state, 4);
Spawn* target = lua_interface->GetSpawn(state, 5);
Spawn* caster = lua_interface->GetSpawn(state, 6); // optional
lua_interface->ResetFunctionStack(state);
if(spell && spell->resisted) {
return 0;
}
if (target) {
if (!target->IsEntity()) {
lua_interface->LogError("%s: LUA CureByType command error: spawn override must be entity if used", lua_interface->GetScriptName(state));
return 0;
}
if (((Entity*)target)->GetDetTypeCount(cure_type) > 0) {
std::string alternate_name = "item";
if(spell)
alternate_name = std::string(spell->spell->GetName());
if(!caster && spell)
caster = (Spawn*)spell->caster;
((Entity*)target)->CureDetrimentByType(cure_count, cure_type, cure_name.length() > 0 ? cure_name : alternate_name, (Entity*)caster, cure_level);
}
}
else {
ZoneServer* zone = spell->caster->GetZone();
vector targets = spell->targets;
vector targets_to_cure;
spell->MSpellTargets.readlock(__FUNCTION__, __LINE__);
for (int8 i = 0; i < targets.size(); i++) {
target = zone->GetSpawnByID(targets.at(i));
if (!target || !target->IsEntity())
continue;
if (((Entity*)target)->GetDetTypeCount(cure_type) > 0) {
targets_to_cure.push_back((Entity*)target);
}
}
spell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
vector::iterator itr;
for(itr = targets_to_cure.begin(); itr != targets_to_cure.end(); itr++) {
((Entity*)*itr)->CureDetrimentByType(cure_count, cure_type, cure_name.length() > 0 ? cure_name : (string)spell->spell->GetName(), spell->caster, cure_level);
}
}
return 0;
}
int EQ2Emu_lua_CureByControlEffect(lua_State* state) {
if (!lua_interface)
return 0;
LuaSpell* spell = lua_interface->GetCurrentSpell(state);
if(spell->resisted) {
lua_interface->ResetFunctionStack(state);
return 0;
}
int8 cure_count = lua_interface->GetInt8Value(state);
int8 cure_type = lua_interface->GetInt8Value(state, 2);
string cure_name = lua_interface->GetStringValue(state, 3);
int8 cure_level = lua_interface->GetInt8Value(state, 4);
Spawn* target = lua_interface->GetSpawn(state, 5);
lua_interface->ResetFunctionStack(state);
if (target) {
if (!target->IsEntity()) {
lua_interface->LogError("%s: LUA CureByControlEffect command error: spawn override must be entity if used", lua_interface->GetScriptName(state));
return 0;
}
if (((Entity*)target)->GetDetCount() > 0)
((Entity*)target)->CureDetrimentByControlEffect(cure_count, cure_type, cure_name.length() > 0 ? cure_name : (string)spell->spell->GetName(), spell->caster, cure_level);
}
else {
ZoneServer* zone = spell->caster->GetZone();
vector targets = spell->targets;
spell->MSpellTargets.readlock(__FUNCTION__, __LINE__);
for (int8 i = 0; i < targets.size(); i++) {
target = zone->GetSpawnByID(targets.at(i));
if (!target || !target->IsEntity())
continue;
if (((Entity*)target)->GetDetCount() > 0)
((Entity*)target)->CureDetrimentByControlEffect(cure_count, cure_type, cure_name.length() > 0 ? cure_name : (string)spell->spell->GetName(), spell->caster, cure_level);
}
spell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
}
return 0;
}
int EQ2Emu_lua_CancelSpell(lua_State* state) {
if (!lua_interface)
return 0;
LuaSpell* spell = lua_interface->GetCurrentSpell(state);
lua_interface->ResetFunctionStack(state);
if (!spell) {
lua_interface->LogError("%s: LUA CancelSpell command error: can only be use in a spell script", lua_interface->GetScriptName(state));
return 0;
}
if (!spell->caster) {
lua_interface->LogError("%s: LUA CancelSpell command error: unable to get the caster of the spell", lua_interface->GetScriptName(state));
return 0;
}
if (!spell->caster->GetZone()) {
lua_interface->LogError("%s: LUA CancelSpell command error: unable to get the zone of the caster", lua_interface->GetScriptName(state));
return 0;
}
spell->caster->GetZone()->GetSpellProcess()->AddSpellCancel(spell);
return 0;
}
int EQ2Emu_lua_RemoveStealth(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
LuaSpell* spell = lua_interface->GetCurrentSpell(state);
lua_interface->ResetFunctionStack(state);
if (!spell) {
lua_interface->LogError("%s: LUA RemoveStealth command error: must be used from spell script", lua_interface->GetScriptName(state));
return 0;
}
if (spawn && spawn->IsEntity())
((Entity*)spawn)->RemoveStealthSpell(spell);
else {
ZoneServer* zone = spell->caster->GetZone();
spell->MSpellTargets.readlock(__FUNCTION__, __LINE__);
for (int32 i = 0; i < spell->targets.size(); i++) {
spawn = zone->GetSpawnByID(spell->targets.at(i));
if (!spawn || !spawn->IsEntity())
continue;
((Entity*)spawn)->RemoveStealthSpell(spell);
}
spell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
}
return 0;
}
int EQ2Emu_lua_RemoveInvis(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
LuaSpell* spell = lua_interface->GetCurrentSpell(state);
lua_interface->ResetFunctionStack(state);
if (!spell) {
lua_interface->LogError("%s: LUA RemoveInvis command error: must be used from spell script", lua_interface->GetScriptName(state));
return 0;
}
if (spawn && spawn->IsEntity())
((Entity*)spawn)->RemoveInvisSpell(spell);
else {
ZoneServer* zone = spell->caster->GetZone();
spell->MSpellTargets.readlock(__FUNCTION__, __LINE__);
for (int32 i = 0; i < spell->targets.size(); i++) {
spawn = zone->GetSpawnByID(spell->targets.at(i));
if (!spawn || !spawn->IsEntity())
continue;
((Entity*)spawn)->RemoveInvisSpell(spell);
}
spell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
}
return 0;
}
int EQ2Emu_lua_StartHeroicOpportunity(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* caster = lua_interface->GetSpawn(state);
int8 class_id = lua_interface->GetInt8Value(state, 2);
lua_interface->ResetFunctionStack(state);
if (!caster) {
lua_interface->LogError("%s: LUA StartHeroicOpportunity command error: caster is not valid", lua_interface->GetScriptName(state));
return 0;
}
if (!caster->IsPlayer()) {
lua_interface->LogError("%s: LUA StartHeroicOpportunity command error: caster must be a player", lua_interface->GetScriptName(state));
return 0;
}
Spawn* target = caster->GetTarget();
if (!target) {
lua_interface->LogError("%s: LUA StartHeroicOpportunity command error: target is not valid", lua_interface->GetScriptName(state));
return 0;
}
Client* client = ((Player*)caster)->GetClient();
if (!client) {
lua_interface->LogError("%s: LUA StartHeroicOpportunity command error: unable to get a client for the given caster", lua_interface->GetScriptName(state));
return 0;
}
HeroicOP* ho = master_ho_list.GetHeroicOP(class_id);
if (ho) {
ho->SetTarget(target->GetID());
LogWrite(SPELL__ERROR, 0, "HO", "caster: %u", caster->GetID());
LogWrite(SPELL__ERROR, 0, "HO", "target: %u", target->GetID());
if (((Entity*)caster)->GetGroupMemberInfo()) {
if (caster->GetZone()->GetSpellProcess()->AddHO(client, ho)) {
world.GetGroupManager()->GroupLock(__FUNCTION__, __LINE__);
deque::iterator itr;
PlayerGroup* group = world.GetGroupManager()->GetGroup(((Entity*)caster)->GetGroupMemberInfo()->group_id);
if (group)
{
group->MGroupMembers.readlock(__FUNCTION__, __LINE__);
deque* members = group->GetMembers();
for (itr = members->begin(); itr != members->end(); itr++) {
if ((*itr)->client)
ClientPacketFunctions::SendHeroicOPUpdate((*itr)->client, ho);
}
group->MGroupMembers.releasereadlock(__FUNCTION__, __LINE__);
}
world.GetGroupManager()->ReleaseGroupLock(__FUNCTION__, __LINE__);
}
else
safe_delete(ho);
}
else {
if (caster->GetZone()->GetSpellProcess()->AddHO(client, ho)) {
ClientPacketFunctions::SendHeroicOPUpdate(client, ho);
}
else
safe_delete(ho);
}
}
return 0;
}
int EQ2Emu_lua_SetSpellTriggerCount(lua_State* state) {
if (!lua_interface)
return 0;
LuaSpell* spell = lua_interface->GetCurrentSpell(state);
if (!spell) {
lua_interface->LogError("%s: LUA SetSpellTriggerCount command error: you must use this function in a spellscript!", lua_interface->GetScriptName(state));
return 0;
}
int16 triggerCount = lua_interface->GetInt16Value(state);
bool cancel_after_triggers = (lua_interface->GetInt8Value(state, 2) == 1);
if (!triggerCount) {
lua_interface->LogError("%s: LUA SetSpellTriggerCount command error: used trigger value equals zero!", lua_interface->GetScriptName(state));
return 0;
}
spell->num_triggers = triggerCount;
spell->had_triggers = true;
spell->cancel_after_all_triggers = cancel_after_triggers;
return 0;
}
int EQ2Emu_lua_GetSpellTriggerCount(lua_State* state) {
if (!lua_interface)
return 0;
LuaSpell* spell = lua_interface->GetCurrentSpell(state);
lua_interface->ResetFunctionStack(state);
if (!spell) {
lua_interface->LogError("%s: LUA GetSpellTriggerCount command error: you must use this function in a spellscript!", lua_interface->GetScriptName(state));
return 0;
}
lua_interface->SetInt32Value(state, spell->num_triggers);
return 1;
}
int EQ2Emu_lua_RemoveTriggerFromSpell(lua_State* state) {
if (!lua_interface)
return 0;
LuaSpell* spell = lua_interface->GetCurrentSpell(state);
if (!spell) {
lua_interface->LogError("%s: LUA RemoveTriggerFromSpell command error: you must use this function in a spellscript!", lua_interface->GetScriptName(state));
lua_interface->ResetFunctionStack(state);
return 0;
}
if (!spell->caster || !spell->caster->GetZone()) {
lua_interface->LogError("%s: LUA RemoveTriggerFromSpell command error: caster / caster zone must be set!", lua_interface->GetScriptName(state));
lua_interface->ResetFunctionStack(state);
return 0;
}
int16 remove_count = lua_interface->GetInt16Value(state);
lua_interface->ResetFunctionStack(state);
if (!remove_count)
remove_count = 1;
if (remove_count >= spell->num_triggers) {
spell->num_triggers = 0;
if (spell->cancel_after_all_triggers)
spell->caster->GetZone()->GetSpellProcess()->AddSpellCancel(spell);
}
else {
spell->num_triggers -= remove_count;
Client* client = spell->caster->IsPlayer() ? ((Player*)spell->caster)->GetClient() : nullptr;
ClientPacketFunctions::SendMaintainedExamineUpdate(client, spell->slot_pos, spell->num_triggers, 0);
}
return 0;
}
int EQ2Emu_lua_CopySpawnAppearance(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
Spawn* copy_spawn = lua_interface->GetSpawn(state, 2);
lua_interface->ResetFunctionStack(state);
if (!spawn) {
lua_interface->LogError("%s: LUA CopySpawnAppearance command error: the first spawn used was not valid!", lua_interface->GetScriptName(state));
return 0;
}
if (!copy_spawn) {
lua_interface->LogError("%s: LUA CopySpawnAppearance command error: the second spawn used was not valid!", lua_interface->GetScriptName(state));
return 0;
}
spawn->CopySpawnAppearance(copy_spawn);
return 0;
}
int EQ2Emu_lua_HasSpellImmunity(lua_State* state) {
Spawn* spawn = lua_interface->GetSpawn(state);
int8 type = lua_interface->GetInt8Value(state, 2);
lua_interface->ResetFunctionStack(state);
if (!spawn) {
lua_interface->LogError("%s: LUA HasSpellImmunity command error: spawn does not exist.", lua_interface->GetScriptName(state));
return 0;
}
else if (!spawn->IsEntity()) {
lua_interface->LogError("%s: LUA HasSpellImmunity command error: spawn %s is not an entity.", lua_interface->GetScriptName(state), spawn->GetName());
return 0;
}
lua_interface->SetBooleanValue(state, ((Entity*)spawn)->IsImmune(type));
return 1;
}
int EQ2Emu_lua_AddImmunitySpell(lua_State* state) {
if (!lua_interface)
return 0;
LuaSpell* spell = lua_interface->GetCurrentSpell(state);
int8 type = lua_interface->GetInt8Value(state);
Spawn* spawn = lua_interface->GetSpawn(state, 2);
lua_interface->ResetFunctionStack(state);
if (!spell) {
lua_interface->LogError("%s: LUA AddImmunitySpell command error: This must be used in a spellscript", lua_interface->GetScriptName(state));
return 0;
}
if(spell->resisted) {
return 0;
}
if (spawn) {
if (!spawn->IsEntity()) {
lua_interface->LogError("%s: LUA AddImmunitySpell command error: The spawn provided is not an entity", lua_interface->GetScriptName(state));
return 0;
}
Entity* entity = ((Entity*)spawn);
entity->AddImmunity(spell, type);
}
else if(spell->caster && spell->caster->GetZone()) {
spell->MSpellTargets.readlock(__FUNCTION__, __LINE__);
for (int8 i = 0; i < spell->targets.size(); i++) {
spawn = spell->caster->GetZone()->GetSpawnByID(spell->targets.at(i));
if (!spawn || !spawn->IsEntity())
continue;
Entity* entity = ((Entity*)spawn);
entity->AddImmunity(spell, type);
}
spell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
}
return 0;
}
int EQ2Emu_lua_RemoveImmunitySpell(lua_State* state) {
if (!lua_interface)
return 0;
LuaSpell* spell = lua_interface->GetCurrentSpell(state);
int8 type = lua_interface->GetInt8Value(state);
Spawn* spawn = lua_interface->GetSpawn(state, 2);
lua_interface->ResetFunctionStack(state);
if (!spell) {
lua_interface->LogError("%s: LUA RemoveImmunitySpell command error: This must be used in a spellscript", lua_interface->GetScriptName(state));
return 0;
}
if (spawn) {
if (!spawn->IsEntity()) {
lua_interface->LogError("%s: LUA RemoveImmunitySpell command error: The spawn provided is not an entity", lua_interface->GetScriptName(state));
return 0;
}
Entity* entity = ((Entity*)spawn);
entity->RemoveImmunity(spell, type);
}
else if(spell->caster && spell->caster->GetZone()) {
spell->MSpellTargets.readlock(__FUNCTION__, __LINE__);
for (int8 i = 0; i < spell->targets.size(); i++) {
spawn = spell->caster->GetZone()->GetSpawnByID(spell->targets.at(i));
if (!spawn || !spawn->IsEntity())
continue;
Entity* entity = ((Entity*)spawn);
entity->RemoveImmunity(spell, type);
}
spell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
}
return 0;
}
int EQ2Emu_lua_SetSpellSnareValue(lua_State* state) {
if (!lua_interface)
return 0;
LuaSpell* spell = lua_interface->GetCurrentSpell(state);
if(spell && spell->resisted) {
lua_interface->ResetFunctionStack(state);
return 0;
}
float snare = lua_interface->GetFloatValue(state);
Spawn* spawn = lua_interface->GetSpawn(state, 2);
lua_interface->ResetFunctionStack(state);
// convert the val to the speed multipler value (100 - val)
float val = 100.0 - snare;
val /= 100.0;
if (spawn) {
if (!spawn->IsEntity()) {
lua_interface->LogError("%s: LUA SetSpellSnareValue command error: spawn must be an entity.", lua_interface->GetScriptName(state));
return 0;
}
((Entity*)spawn)->SetSnareValue(spell, val);
}
else if(spell && spell->caster && spell->caster->GetZone()) {
spell->MSpellTargets.readlock(__FUNCTION__, __LINE__);
for (int8 i = 0; i < spell->targets.size(); i++) {
spawn = spell->caster->GetZone()->GetSpawnByID(spell->targets.at(i));
if (!spawn || !spawn->IsEntity())
continue;
((Entity*)spawn)->SetSnareValue(spell, val);
}
spell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
}
return 0;
}
int EQ2Emu_lua_CheckRaceType(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
int16 race_id = lua_interface->GetInt16Value(state, 2);
lua_interface->ResetFunctionStack(state);
if (!spawn) {
lua_interface->LogError("%s: LUA CheckRaceType command error: spawn is not valid", lua_interface->GetScriptName(state));
return 0;
}
if (race_id == 0) {
lua_interface->LogError("%s: LUA CheckRaceType command error: race id must be set", lua_interface->GetScriptName(state));
return 0;
}
lua_interface->SetBooleanValue(state, (race_id == race_types_list.GetRaceType(spawn->GetModelType()) || race_id == race_types_list.GetRaceBaseType(spawn->GetModelType())));
return 1;
}
int EQ2Emu_lua_GetRaceType(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
lua_interface->ResetFunctionStack(state);
if (!spawn) {
lua_interface->LogError("%s: LUA GetRaceType command error: spawn is not valid", lua_interface->GetScriptName(state));
return 0;
}
lua_interface->SetInt32Value(state, race_types_list.GetRaceType(spawn->GetModelType()));
return 1;
}
int EQ2Emu_lua_GetRaceBaseType(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
lua_interface->ResetFunctionStack(state);
if (!spawn) {
lua_interface->LogError("%s: LUA GetRaceBaseType command error: spawn is not valid", lua_interface->GetScriptName(state));
return 0;
}
lua_interface->SetInt32Value(state, race_types_list.GetRaceBaseType(spawn->GetModelType()));
return 1;
}
int EQ2Emu_lua_GetSpellName(lua_State* state) {
if (!lua_interface)
return 0;
LuaSpell* spell = lua_interface->GetCurrentSpell(state);
lua_interface->ResetFunctionStack(state);
if (!spell) {
lua_interface->LogError("%s: LUA GetSpellName command error: this function must be used from a spell script!", lua_interface->GetScriptName(state));
return 0;
}
lua_interface->SetStringValue(state, spell->spell->GetName());
return 1;
}
int EQ2Emu_lua_GetQuestFlags(lua_State* state) {
if (!lua_interface)
return 0;
Quest* quest = lua_interface->GetQuest(state);
lua_interface->ResetFunctionStack(state);
if (!quest) {
lua_interface->LogError("%s: LUA GetQuestFlags command error: quest is not valid.", lua_interface->GetScriptName(state));
return 0;
}
lua_interface->SetInt32Value(state, quest->GetQuestFlags());
return 1;
}
int EQ2Emu_lua_SetQuestFlags(lua_State* state) {
if (!lua_interface)
return 0;
Quest* quest = lua_interface->GetQuest(state);
int32 flags = lua_interface->GetInt32Value(state, 2);
lua_interface->ResetFunctionStack(state);
if (!quest) {
lua_interface->LogError("%s: LUA SetQuestFlags command error: quest is not valid.", lua_interface->GetScriptName(state));
return 0;
}
quest->SetQuestFlags(flags);
return 0;
}
int EQ2Emu_lua_SetQuestTimer(lua_State* state) {
if (!lua_interface)
return 0;
Quest* quest = lua_interface->GetQuest(state);
Spawn* player = lua_interface->GetSpawn(state, 2);
int32 step = lua_interface->GetInt32Value(state, 3);
int32 duration = lua_interface->GetInt32Value(state, 4);
string action = lua_interface->GetStringValue(state, 5);
lua_interface->ResetFunctionStack(state);
if (!quest) {
lua_interface->LogError("%s: LUA SetQuestTimer command error: quest is not valid.", lua_interface->GetScriptName(state));
return 0;
}
if (!player) {
lua_interface->LogError("%s: LUA SetQuestTimer command error: player is not a valid spawn.", lua_interface->GetScriptName(state));
return 0;
}
if (!player->IsPlayer()) {
lua_interface->LogError("%s: LUA SetQuestTimer command error: player is not a valid player.", lua_interface->GetScriptName(state));
return 0;
}
if (step == 0) {
lua_interface->LogError("%s: LUA SetQuestTimer command error: step must be set.", lua_interface->GetScriptName(state));
return 0;
}
if (duration == 0) {
lua_interface->LogError("%s: LUA SetQuestTimer command error: duration must be set.", lua_interface->GetScriptName(state));
return 0;
}
if (action.length() == 0) {
lua_interface->LogError("%s: LUA SetQuestTimer command error: failed action must be set.", lua_interface->GetScriptName(state));
return 0;
}
Client* client = ((Player*)player)->GetClient();
if (!client) {
lua_interface->LogError("%s: LUA SetQuestTimer command error: failed to get a valid client pointer for the given player", lua_interface->GetScriptName(state));
return 0;
}
quest->SetTimerStep(step);
quest->AddFailedAction(step, action);
quest->SetStepTimer(duration);
client->AddQuestTimer(quest->GetQuestID());
return 0;
}
int EQ2Emu_lua_SetQuestTimerComplete(lua_State* state) {
if (!lua_interface)
return 0;
Quest* quest = lua_interface->GetQuest(state);
Spawn* player = lua_interface->GetSpawn(state, 2);
lua_interface->ResetFunctionStack(state);
if (!quest) {
lua_interface->LogError("%s: LUA SetQuestTimerComplete command error: quest is not valid.", lua_interface->GetScriptName(state));
return 0;
}
if (!player) {
lua_interface->LogError("%s: LUA SetQuestTimerComplete command error: player is not a valid spawn.", lua_interface->GetScriptName(state));
return 0;
}
if (!player->IsPlayer()) {
lua_interface->LogError("%s: LUA SetQuestTimerComplete command error: player is not a valid player.", lua_interface->GetScriptName(state));
return 0;
}
Client* client = ((Player*)player)->GetClient();
if (!client) {
lua_interface->LogError("%s: LUA SetQuestTimerComplete command error: failed to get a valid client pointer for the given player", lua_interface->GetScriptName(state));
return 0;
}
quest->SetTimerStep(0);
quest->SetStepTimer(0);
client->RemoveQuestTimer(quest->GetQuestID());
return 0;
}
int EQ2Emu_lua_RemoveQuestStep(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* player = lua_interface->GetSpawn(state);
Quest* quest = lua_interface->GetQuest(state, 2);
int32 step = lua_interface->GetInt32Value(state, 3);
lua_interface->ResetFunctionStack(state);
if (!player) {
lua_interface->LogError("%s: LUA RemoveQuestStep command error: player is not a valid spawn.", lua_interface->GetScriptName(state));
return 0;
}
if (!player->IsPlayer()) {
lua_interface->LogError("%s: LUA RemoveQuestStep command error: player is not a valid player.", lua_interface->GetScriptName(state));
return 0;
}
if (!quest) {
lua_interface->LogError("%s: LUA RemoveQuestStep command error: quest is not valid.", lua_interface->GetScriptName(state));
return 0;
}
if (step == 0) {
lua_interface->LogError("%s: LUA RemoveQuestStep command error: step must be set.", lua_interface->GetScriptName(state));
return 0;
}
Client* client = ((Player*)player)->GetClient();
if (!client) {
lua_interface->LogError("%s: LUA RemoveQuestStep command error: unable to get a valid client pointer from the given player.", lua_interface->GetScriptName(state));
return 0;
}
if (quest->RemoveQuestStep(step, client)) {
client->QueuePacket(quest->QuestJournalReply(client->GetVersion(), client->GetNameCRC(), (Player*)player, 0, 0, 0, true));
client->GetCurrentZone()->SendQuestUpdates(client);
}
else
lua_interface->LogError("LUA RemoveQuestStep command error: unable to remove the step (%u) from the quest (%s).", step, quest->GetName());
return 0;
}
int EQ2Emu_lua_ResetQuestStep(lua_State* state) {
if (!lua_interface)
return 0;
Quest* quest = lua_interface->GetQuest(state, 1);
int32 step = lua_interface->GetInt32Value(state, 2);
string desc = lua_interface->GetStringValue(state, 3);
string task_group = lua_interface->GetStringValue(state, 4);
lua_interface->ResetFunctionStack(state);
if (!quest) {
lua_interface->LogError("%s: LUA ResetQuestStep command error: quest is not valid.", lua_interface->GetScriptName(state));
return 0;
}
if (step == 0) {
lua_interface->LogError("%s: LUA ResetQuestStep command error: step must be set.", lua_interface->GetScriptName(state));
return 0;
}
QuestStep* quest_step = quest->GetQuestStep(step);
if (!quest_step) {
lua_interface->LogError("%s: LUA ResetQuestStep command error: unable to get a valid quest step.", lua_interface->GetScriptName(state));
return 0;
}
quest_step->SetStepProgress(0);
quest_step->SetTaskGroup(task_group);
quest_step->SetDescription(desc);
return 0;
}
int EQ2Emu_lua_AddQuestStepFailureAction(lua_State* state) {
if (!lua_interface)
return 0;
Quest* quest = lua_interface->GetQuest(state);
int32 step = lua_interface->GetInt32Value(state, 2);
string action = lua_interface->GetStringValue(state, 3);
lua_interface->ResetFunctionStack(state);
if (!quest) {
lua_interface->LogError("%s: LUA AddQuestStepFailureAction command error: quest is not valid.", lua_interface->GetScriptName(state));
return 0;
}
if (step == 0) {
lua_interface->LogError("%s: LUA AddQuestStepFailureAction command error: step must be set.", lua_interface->GetScriptName(state));
return 0;
}
if (action.length() == 0) {
lua_interface->LogError("%s: LUA AddQuestStepFailureAction command error: action must be set.", lua_interface->GetScriptName(state));
return 0;
}
quest->AddFailedAction(step, action);
return 0;
}
int EQ2Emu_lua_SetStepFailed(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* player = lua_interface->GetSpawn(state);
int32 quest_id = lua_interface->GetInt32Value(state, 2);
int32 step = lua_interface->GetInt32Value(state, 3);
lua_interface->ResetFunctionStack(state);
if (!player) {
lua_interface->LogError("%s: LUA SetStepFailed command error: player is not a valid spawn.", lua_interface->GetScriptName(state));
return 0;
}
if (!player->IsPlayer()) {
lua_interface->LogError("%s: LUA SetStepFailed command error: player is not a valid player.", lua_interface->GetScriptName(state));
return 0;
}
if (quest_id == 0) {
lua_interface->LogError("%s: LUA SetStepFailed command error: quest_id must be set.", lua_interface->GetScriptName(state));
return 0;
}
if (step == 0) {
lua_interface->LogError("%s: LUA SetStepFailed command error: step must be set.", lua_interface->GetScriptName(state));
return 0;
}
Quest* quest = ((Player*)player)->GetQuest(quest_id);
if (!quest) {
lua_interface->LogError("LUA SetStepFailed command error: unable to get a valid quest from the given id (%u).", quest_id);
return 0;
}
quest->StepFailed(step);
return 0;
}
int EQ2Emu_lua_GetQuestCompleteCount(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* player = lua_interface->GetSpawn(state);
int32 quest_id = lua_interface->GetInt32Value(state, 2);
lua_interface->ResetFunctionStack(state);
if (!player) {
lua_interface->LogError("%s: LUA GetQuestCompleteCount command error: player is not a valid spawn", lua_interface->GetScriptName(state));
return 0;
}
if (!player->IsPlayer()) {
lua_interface->LogError("%s: LUA GetQuestCompleteCount command error: player is not a valid player", lua_interface->GetScriptName(state));
return 0;
}
if (quest_id == 0) {
lua_interface->LogError("%s: LUA GetQuestCompleteCount command error: quest id is not valid", lua_interface->GetScriptName(state));
return 0;
}
lua_interface->SetInt32Value(state, ((Player*)player)->GetQuestCompletedCount(quest_id));
return 1;
}
int EQ2Emu_lua_SetServerVariable(lua_State* state) {
if (!lua_interface)
return 0;
string name = lua_interface->GetStringValue(state);
string value = lua_interface->GetStringValue(state, 2);
string comment = lua_interface->GetStringValue(state, 3);
lua_interface->ResetFunctionStack(state);
if (name.length() == 0) {
lua_interface->LogError("%s: LUA SetServerVariable command error: name is not valid", lua_interface->GetScriptName(state));
return 0;
}
if (value.length() == 0) {
lua_interface->LogError("%s: LUA SetServerVariable command error: value is not valid", lua_interface->GetScriptName(state));
return 0;
}
string varname = string("lua_").append(name);
Variable* var = variables.FindVariable(varname);
if (var)
var->SetValue(value.c_str());
else {
var = new Variable(varname.c_str(), value.c_str(), comment.c_str());
variables.AddVariable(var);
}
database.SaveVariable(var->GetName(), var->GetValue(), var->GetComment());
return 0;
}
int EQ2Emu_lua_GetServerVariable(lua_State* state) {
if (!lua_interface)
return 0;
string name = lua_interface->GetStringValue(state);
lua_interface->ResetFunctionStack(state);
if (name.length() == 0) {
lua_interface->LogError("%s: LUA GetServerVariable command error: name is not valid", lua_interface->GetScriptName(state));
return 0;
}
string varname = string("lua_").append(name);
Variable* var = variables.FindVariable(varname);
if (var)
lua_interface->SetStringValue(state, var->GetValue());
else
lua_interface->SetStringValue(state, "NULL");
return 1;
}
int EQ2Emu_lua_HasLanguage(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* player = lua_interface->GetSpawn(state);
int32 language_id = lua_interface->GetInt32Value(state, 2);
lua_interface->ResetFunctionStack(state);
if (!player) {
lua_interface->LogError("%s: LUA HasLanguage command error: player is not valid", lua_interface->GetScriptName(state));
return 0;
}
if (!player->IsPlayer()) {
lua_interface->LogError("%s: LUA HasLanguage command error: player is not a valid player", lua_interface->GetScriptName(state));
return 0;
}
lua_interface->SetBooleanValue(state, ((Player*)player)->HasLanguage(language_id));
return 1;
}
int EQ2Emu_lua_AddLanguage(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* player = lua_interface->GetSpawn(state);
int32 language_id = lua_interface->GetInt32Value(state, 2);
lua_interface->ResetFunctionStack(state);
if (!player) {
lua_interface->LogError("%s: LUA AddLanguage command error: player is not valid", lua_interface->GetScriptName(state));
return 0;
}
if (!player->IsPlayer()) {
lua_interface->LogError("%s: LUA AddLanguage command error: player is not a valid player", lua_interface->GetScriptName(state));
return 0;
}
Language* language = master_languages_list.GetLanguage(language_id);
if (language)
{
((Player*)player)->AddLanguage(language->GetID(), language->GetName(), true);
((Player*)player)->GetClient()->SendLanguagesUpdate(language->GetID(), 0);
}
return 0;
}
int EQ2Emu_lua_IsNight(lua_State* state) {
if (!lua_interface)
return 0;
ZoneServer* zone = lua_interface->GetZone(state);
lua_interface->ResetFunctionStack(state);
if (!zone) {
lua_interface->LogError("%s: LUA IsNight command error: zone is not valid", lua_interface->GetScriptName(state));
return 0;
}
lua_interface->SetBooleanValue(state, zone->IsDusk());
return 1;
}
int EQ2Emu_lua_AddMultiFloorLift(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
lua_interface->ResetFunctionStack(state);
if (!spawn) {
lua_interface->LogError("%s: LUA AddMultiFloorLift command error: spawn is not valid", lua_interface->GetScriptName(state));
return 0;
}
if (!spawn->IsWidget()) {
lua_interface->LogError("%s: LUA AddMultiFloorLift command error: spawn is not a widget", lua_interface->GetScriptName(state));
return 0;
}
((Widget*)spawn)->SetMultiFloorLift(true);
if (spawn->GetZone())
spawn->GetZone()->AddTransportSpawn(spawn);
return 0;
}
int EQ2Emu_lua_StartAutoMount(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* player = lua_interface->GetSpawn(state);
int32 path = lua_interface->GetInt32Value(state, 2);
lua_interface->ResetFunctionStack(state);
if (!player) {
lua_interface->LogError("%s: LUA StartAutoMount command error: spawn is not valid", lua_interface->GetScriptName(state));
return 0;
}
if (!player->IsPlayer()) {
lua_interface->LogError("%s: LUA StartAutoMount command error: spawn is not a player", lua_interface->GetScriptName(state));
return 0;
}
if (path == 0) {
lua_interface->LogError("%s: LUA StartAutoMount command error: path must be greater then zero", lua_interface->GetScriptName(state));
return 0;
}
Client* client = ((Player*)player)->GetClient();
if (!client) {
lua_interface->LogError("%s: LUA StartAutoMount command error: unable to get a client from the given player", lua_interface->GetScriptName(state));
return 0;
}
client->SendFlightAutoMount(path);
return 0;
}
int EQ2Emu_lua_EndAutoMount(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* player = lua_interface->GetSpawn(state);
if (!player) {
lua_interface->LogError("%s: LUA EndAutoMount command error: spawn is not valid", lua_interface->GetScriptName(state));
return 0;
}
if (!player->IsPlayer()) {
lua_interface->LogError("%s: LUA EndAutoMount command error: spawn is not a player", lua_interface->GetScriptName(state));
return 0;
}
Client* client = ((Player*)player)->GetClient();
if (!client) {
lua_interface->LogError("%s: LUA EndAutoMount command error: unable to get a client from the given player", lua_interface->GetScriptName(state));
return 0;
}
client->EndAutoMount();
return 0;
}
int EQ2Emu_lua_IsOnAutoMount(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* player = lua_interface->GetSpawn(state);
lua_interface->ResetFunctionStack(state);
if (!player) {
lua_interface->LogError("%s: LUA IsOnAutoMount command error: spawn in not valid", lua_interface->GetScriptName(state));
return 0;
}
if (!player->IsPlayer()) {
lua_interface->LogError("%s: LUA IsOnAutoMount command error: spawn is not a player", lua_interface->GetScriptName(state));
return 0;
}
Client* client = ((Player*)player)->GetClient();
if (!client) {
lua_interface->LogError("%s: LUA IsOnAutoMount command error: unable to get a client from the given player", lua_interface->GetScriptName(state));
return 0;
}
lua_interface->SetBooleanValue(state, client->GetOnAutoMount());
return 1;
}
int EQ2Emu_lua_SetPlayerHistory(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* player = lua_interface->GetSpawn(state);
int32 event_id = lua_interface->GetInt32Value(state, 2);
int32 value = lua_interface->GetInt32Value(state, 3);
int32 value2 = lua_interface->GetInt32Value(state, 4);
lua_interface->ResetFunctionStack(state);
if (!player) {
lua_interface->LogError("%s: LUA SetPlayerHistory command error: spawn is not valid", lua_interface->GetScriptName(state));
return 0;
}
if (!player->IsPlayer()) {
lua_interface->LogError("%s: LUA SetPlayerHistory command error: spawn is not a player", lua_interface->GetScriptName(state));
return 0;
}
((Player*)player)->UpdateLUAHistory(event_id, value, value2);
return 0;
}
int EQ2Emu_lua_GetPlayerHistory(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* player = lua_interface->GetSpawn(state);
int32 event_id = lua_interface->GetInt32Value(state, 2);
lua_interface->ResetFunctionStack(state);
if (!player) {
lua_interface->LogError("%s: LUA GetPlayerHistory command error: spawn is not valid", lua_interface->GetScriptName(state));
return 0;
}
if (!player->IsPlayer()) {
lua_interface->LogError("%s: LUA GetPlayerHistory command error: spawn is not a player", lua_interface->GetScriptName(state));
return 0;
}
LUAHistory* hd = ((Player*)player)->GetLUAHistory(event_id);
if (!hd)
return 0;
lua_interface->SetInt32Value(state, hd->Value);
lua_interface->SetInt32Value(state, hd->Value2);
return 2;
}
int EQ2Emu_lua_SetGridID(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
int32 grid = lua_interface->GetInt32Value(state, 2);
lua_interface->ResetFunctionStack(state);
if (!spawn) {
lua_interface->LogError("%s: LUA SetGridID command error: spawn is not valid", lua_interface->GetScriptName(state));
return 0;
}
if (grid == 0) {
lua_interface->LogError("%s: LUA SetGridID command error: grid is not valid", lua_interface->GetScriptName(state));
return 0;
}
spawn->SetLocation(grid);
return 0;
}
int EQ2Emu_lua_SetRequiredHistory(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
int32 event_id = lua_interface->GetInt32Value(state, 2);
int32 value1 = lua_interface->GetInt32Value(state, 3);
int32 value2 = lua_interface->GetInt32Value(state, 4);
bool private_spawn = (lua_interface->GetInt8Value(state, 5) == 1);
int16 flag_override = lua_interface->GetInt16Value(state, 6);
lua_interface->ResetFunctionStack(state);
if (!spawn) {
lua_interface->LogError("%s: LUA SetRequiredHistory command error: spawn is not valid", lua_interface->GetScriptName(state));
return 0;
}
//Add this quest to the list of required quests for this spawn
spawn->SetRequiredHistory(event_id, value1, value2);
//If private spawn value set
if (private_spawn) {
//Set the spawn to be private when not granted access via history
spawn->AddAllowAccessSpawn(spawn);
spawn->SetPrivateQuestSpawn(true);
}
//This value will override vis_flags in the vis packet
if (flag_override > 0)
spawn->SetQuestsRequiredOverride(flag_override);
return 0;
}
int EQ2Emu_lua_GetQuestStepProgress(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* player = lua_interface->GetSpawn(state);
int32 quest_id = lua_interface->GetInt32Value(state, 2);
int32 step_id = lua_interface->GetInt32Value(state, 3);
lua_interface->ResetFunctionStack(state);
if (!player) {
lua_interface->LogError("%s: LUA GetQuestStepProgress command error: spawn is not valid", lua_interface->GetScriptName(state));
return 0;
}
if (!player->IsPlayer()) {
lua_interface->LogError("%s: LUA GetQuestStepProgress command error: spawn is not a player", lua_interface->GetScriptName(state));
return 0;
}
lua_interface->SetInt32Value(state, ((Player*)player)->GetStepProgress(quest_id, step_id));
return 1;
}
int EQ2Emu_lua_SetPlayerLevel(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* player = lua_interface->GetSpawn(state);
int8 level = lua_interface->GetInt8Value(state, 2);
lua_interface->ResetFunctionStack(state);
if (!player) {
lua_interface->LogError("%s: LUA SetPlayerLevel command error: spawn is not valid", lua_interface->GetScriptName(state));
return 0;
}
if (!player->IsPlayer()) {
lua_interface->LogError("%s: LUA SetPlayerLevel command error: spawn is not a player", lua_interface->GetScriptName(state));
return 0;
}
if (level == 0) {
lua_interface->LogError("%s: LUA SetPlayerLevel command error: new level can't be 0", lua_interface->GetScriptName(state));
return 0;
}
Client* client = ((Player*)player)->GetClient();
if (!client) {
lua_interface->LogError("%s: LUA SetPlayerLevel command error: unable to get a client from the given spawn", lua_interface->GetScriptName(state));
return 0;
}
client->ChangeLevel(client->GetPlayer()->GetLevel(), level);
return 0;
}
int EQ2Emu_lua_AddCoin(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* player = lua_interface->GetSpawn(state);
int32 amount = lua_interface->GetInt32Value(state, 2);
lua_interface->ResetFunctionStack(state);
if (!player) {
lua_interface->LogError("%s: LUA AddCoin command error: spawn is not valid", lua_interface->GetScriptName(state));
return 0;
}
if (!player->IsPlayer()) {
lua_interface->LogError("%s: LUA AddCoin command error: spawn is not a player", lua_interface->GetScriptName(state));
return 0;
}
if (amount == 0) {
lua_interface->LogError("%s: LUA AddCoin command error: amount must be greater then 0", lua_interface->GetScriptName(state));
return 0;
}
((Player*)player)->AddCoins(amount);
return 0;
}
int EQ2Emu_lua_RemoveCoin(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* player = lua_interface->GetSpawn(state);
int32 amount = lua_interface->GetInt32Value(state, 2);
lua_interface->ResetFunctionStack(state);
if (!player) {
lua_interface->LogError("%s: LUA RemoveCoin command error: spawn is not valid", lua_interface->GetScriptName(state));
return 0;
}
if (!player->IsPlayer()) {
lua_interface->LogError("%s: LUA RemoveCoin command error: spawn is not a player", lua_interface->GetScriptName(state));
return 0;
}
if (amount == 0) {
lua_interface->LogError("%s: LUA RemoveCoin command error: amount must be greater then 0", lua_interface->GetScriptName(state));
return 0;
}
lua_interface->SetBooleanValue(state, ((Player*)player)->RemoveCoins(amount));
return 1;
}
int EQ2Emu_lua_GetPlayersInZone(lua_State* state) {
if (!lua_interface)
return 0;
ZoneServer* zone = lua_interface->GetZone(state);
lua_interface->ResetFunctionStack(state);
if (!zone) {
lua_interface->LogError("%s: LUA GetPlayersInZone command error: zone is not valid", lua_interface->GetScriptName(state));
return 0;
}
vector players = zone->GetPlayers();
if (players.size() == 0)
return 0;
lua_createtable(state, players.size(), 0);
int newTable = lua_gettop(state);
for (int32 i = 0; i < players.size(); i++) {
lua_interface->SetSpawnValue(state, players.at(i));
lua_rawseti(state, newTable, i + 1);
}
return 1;
}
int EQ2Emu_lua_SpawnGroupByID(lua_State* state) {
if (!lua_interface)
return 0;
ZoneServer* zone = lua_interface->GetZone(state, 1);
if (!zone) {
lua_interface->LogError("%s: LUA SpawnGroupByID command error: zone is not valid", lua_interface->GetScriptName(state));
return 0;
}
int32 group_id = lua_interface->GetInt32Value(state, 2);
int16 custom_level = lua_interface->GetInt32Value(state, 3);
lua_interface->ResetFunctionStack(state);
//Map of
map* locs = zone->GetSpawnLocationsByGroup(group_id);
map::iterator itr;
vector group;
Spawn* leader = 0;
if(locs == nullptr)
return 0;
for (itr = locs->begin(); itr != locs->end(); itr++) {
SpawnLocation* location = zone->GetSpawnLocation(itr->second);
if (!location) {
lua_interface->LogError("%s: LUA SpawnGroupByID command error: no location found for group id %u and the given ID (%u)", lua_interface->GetScriptName(state), group_id, itr->second);
return 0;
}
int32 rand_number = MakeRandomInt(0, location->entities.size() - 1);
Spawn* spawn = 0;
if (location->entities[rand_number]) {
if (location->entities[rand_number]->spawn_type == SPAWN_ENTRY_TYPE_NPC)
spawn = zone->AddNPCSpawn(location, location->entities[rand_number]);
else if (location->entities[rand_number]->spawn_type == SPAWN_ENTRY_TYPE_GROUNDSPAWN)
spawn = zone->AddGroundSpawn(location, location->entities[rand_number]);
else if (location->entities[rand_number]->spawn_type == SPAWN_ENTRY_TYPE_OBJECT)
spawn = zone->AddObjectSpawn(location, location->entities[rand_number]);
else if (location->entities[rand_number]->spawn_type == SPAWN_ENTRY_TYPE_WIDGET)
spawn = zone->AddWidgetSpawn(location, location->entities[rand_number]);
else if (location->entities[rand_number]->spawn_type == SPAWN_ENTRY_TYPE_SIGN)
spawn = zone->AddSignSpawn(location, location->entities[rand_number]);
if(spawn && spawn->IsOmittedByDBFlag())
{
LogWrite(SPAWN__WARNING, 0, "Spawn", "Spawn (%u) was skipped due to a missing expansion / holiday flag being met (LUA SpawnGroupByID).", location->entities[rand_number]->spawn_id);
safe_delete(spawn);
continue;
}
if (spawn) {
if(!leader)
leader = spawn;
if(leader)
leader->AddSpawnToGroup(spawn);
spawn->SetSpawnGroupID(group_id);
if(custom_level > 0 && custom_level != 0xFFFF) {
spawn->SetLevel(custom_level);
}
const char* script = 0;
for (int x = 0; x < 3; x++) {
switch (x) {
case 0:
script = world.GetSpawnEntryScript(location->entities[rand_number]->spawn_entry_id);
break;
case 1:
script = world.GetSpawnLocationScript(location->entities[rand_number]->spawn_location_id);
break;
case 2:
script = world.GetSpawnScript(location->entities[rand_number]->spawn_id);
break;
}
if (script && lua_interface->GetSpawnScript(script) != 0) {
spawn->SetSpawnScript(string(script));
break;
}
}
zone->CallSpawnScript(spawn, SPAWN_SCRIPT_SPAWN);
lua_interface->SetSpawnValue(state, spawn);
group.push_back(spawn);
}
else {
LogWrite(ZONE__ERROR, 0, "Zone", "%s: Error adding spawn by group id to zone %s with location id %u.", lua_interface->GetScriptName(state), zone->GetZoneName(), group_id);
safe_delete(spawn);
}
}
}
if (!group.empty()) {
lua_createtable(state, group.size(), 0);
int newTable = lua_gettop(state);
for (int32 i = 0; i < group.size(); i++) {
lua_interface->SetSpawnValue(state, group[i]);
lua_rawseti(state, newTable, i + 1);
}
}
else
lua_pushnil(state);
return 1;
}
int EQ2Emu_lua_SetSpawnAnimation(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state, 1);
int32 anim_id = lua_interface->GetInt32Value(state, 2);
int16 leeway = lua_interface->GetInt16Value(state, 3);
lua_interface->ResetFunctionStack(state);
if (!spawn) {
lua_interface->LogError("%s: LUA SetSpawnAnimation command error: spawn is not valid", lua_interface->GetScriptName(state));
return 0;
}
if (anim_id == 0) {
lua_interface->LogError("%s: LUA SetSpawnAnimation command error: anim_id is not valid", lua_interface->GetScriptName(state));
return 0;
}
if (leeway == 0)
leeway = 5000;
spawn->SetSpawnAnim(anim_id);
spawn->SetSpawnAnimLeeway(leeway);
return 0;
}
int EQ2Emu_lua_GetClientVersion(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* player = lua_interface->GetSpawn(state);
lua_interface->ResetFunctionStack(state);
if (!player || !player->IsPlayer()) {
return 0;
}
Client* client = ((Player*)player)->GetClient();
if (!client) {
return 0;
}
lua_interface->SetInt32Value(state, client->GetVersion());
return 1;
}
int EQ2Emu_lua_GetItemID(lua_State* state) {
if (!lua_interface)
return 0;
Item* item = lua_interface->GetItem(state);
lua_interface->ResetFunctionStack(state);
if (!item) {
lua_interface->LogError("%s: LUA GetItemID command error: item is not valid", lua_interface->GetScriptName(state));
return 0;
}
lua_interface->SetInt32Value(state, item->details.item_id);
return 1;
}
int EQ2Emu_lua_IsEntity(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
lua_interface->ResetFunctionStack(state);
if (!spawn) {
lua_interface->LogError("%s: LUA IsEntity command error: spawn is not valid", lua_interface->GetScriptName(state));
return 0;
}
lua_interface->SetBooleanValue(state, spawn->IsEntity());
return 1;
}
int EQ2Emu_lua_GetOrigX(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
lua_interface->ResetFunctionStack(state);
if (!spawn) {
lua_interface->LogError("%s: LUA GetOrigX command error: spawn is not valid", lua_interface->GetScriptName(state));
return 0;
}
lua_interface->SetFloatValue(state, spawn->GetSpawnOrigX());
return 1;
}
int EQ2Emu_lua_GetOrigY(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
lua_interface->ResetFunctionStack(state);
if (!spawn) {
lua_interface->LogError("%s: LUA GetOrigY command error: spawn is not valid", lua_interface->GetScriptName(state));
return 0;
}
lua_interface->SetFloatValue(state, spawn->GetSpawnOrigY());
return 1;
}
int EQ2Emu_lua_GetOrigZ(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
lua_interface->ResetFunctionStack(state);
if (!spawn) {
lua_interface->LogError("%s: LUA GetOrigZ command error: spawn is not valid", lua_interface->GetScriptName(state));
return 0;
}
lua_interface->SetFloatValue(state, spawn->GetSpawnOrigZ());
return 1;
}
int EQ2Emu_lua_GetPCTOfHP(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
float pct = lua_interface->GetFloatValue(state, 2);
lua_interface->ResetFunctionStack(state);
if (!spawn) {
lua_interface->LogError("%s: LUA GetPCTOfHP command error: spawn is not valid", lua_interface->GetScriptName(state));
return 0;
}
if (pct == 0) {
lua_interface->LogError("%s: LUA GetPCTOfHP command error: pct is not valid", lua_interface->GetScriptName(state));
return 0;
}
int32 amount = std::round(spawn->GetTotalHP() * (pct / 100));
lua_interface->SetInt32Value(state, amount);
return 1;
}
int EQ2Emu_lua_GetPCTOfPower(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
float pct = lua_interface->GetFloatValue(state, 2);
lua_interface->ResetFunctionStack(state);
if (!spawn) {
lua_interface->LogError("%s: LUA GetPCTOfPower command error: spawn is not valid", lua_interface->GetScriptName(state));
return 0;
}
if (pct == 0) {
lua_interface->LogError("%s: LUA GetPCTOfPower command error: pct is not valid", lua_interface->GetScriptName(state));
return 0;
}
int32 amount = std::round(spawn->GetTotalPower() * (pct / 100));
lua_interface->SetInt32Value(state, amount);
return 1;
}
int EQ2Emu_lua_GetBoundZoneID(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
lua_interface->ResetFunctionStack(state);
if (!spawn) {
lua_interface->LogError("%s: LUA GetBoundZoneID command error: spawn is not valid", lua_interface->GetScriptName(state));
return 0;
}
if (!spawn->IsPlayer()) {
lua_interface->LogError("%s: LUA GetBoundZoneID command error: spawn is not a player", lua_interface->GetScriptName(state));
return 0;
}
lua_interface->SetInt32Value(state, ((Player*)spawn)->GetPlayerInfo()->GetBindZoneID());
return 1;
}
int EQ2Emu_lua_Evac(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* target = lua_interface->GetSpawn(state);
if (target) {
float x = target->GetZone()->GetSafeX();
float y = target->GetZone()->GetSafeY();
float z = target->GetZone()->GetSafeZ();
float h = target->GetZone()->GetSafeHeading();
target->SetX(x);
target->SetY(y);
target->SetZ(z);
target->SetHeading(h);
target->SetSpawnOrigX(x);
target->SetSpawnOrigY(y);
target->SetSpawnOrigZ(z);
target->SetSpawnOrigHeading(h);
if (target->IsPlayer()) {
Client* client = ((Player*)target)->GetClient();
if (client) {
client->GetCurrentZone()->ClearHate(client->GetPlayer());
int numargs = lua_interface->GetNumberOfArgs(state);
if(numargs == 4) {
x = lua_interface->GetFloatValue(state,1);
y = lua_interface->GetFloatValue(state,2);
z = lua_interface->GetFloatValue(state,3);
h = lua_interface->GetFloatValue(state,4);
}
client->SetReloadingZone(true);
target->SetX(x);
target->SetY(y);
target->SetZ(z);
target->SetHeading(h);
target->SetSpawnOrigX(x);
target->SetSpawnOrigY(y);
target->SetSpawnOrigZ(z);
target->SetSpawnOrigHeading(h);
target->SetAppearancePosition(x,y,z);
client->SetZoningCoords(x,y,z,h);
PacketStruct* packet = configReader.getStruct("WS_TeleportWithinZone", client->GetVersion());
if (packet)
{
packet->setDataByName("x", x);
packet->setDataByName("y", y);
packet->setDataByName("z", z);
client->QueuePacket(packet->serialize());
safe_delete(packet);
}
client->GetCurrentZone()->RemoveSpawn(target, false, false, true, true);
client->GetPlayer()->SetSpawnSentState(target, SpawnState::SPAWN_STATE_SENT);
}
}
lua_interface->ResetFunctionStack(state);
}
else {
LuaSpell* spell = lua_interface->GetCurrentSpell(state);
if(!spell || !spell->caster || !spell->caster->GetZone()) {
lua_interface->ResetFunctionStack(state);
return 0;
}
ZoneServer* zone = spell->caster->GetZone();
float x = spell->caster->GetZone()->GetSafeX();
float y = spell->caster->GetZone()->GetSafeY();
float z = spell->caster->GetZone()->GetSafeZ();
float h = spell->caster->GetZone()->GetSafeHeading();
int numargs = lua_interface->GetNumberOfArgs(state);
if(numargs == 4) {
x = lua_interface->GetFloatValue(state,1);
y = lua_interface->GetFloatValue(state,2);
z = lua_interface->GetFloatValue(state,3);
h = lua_interface->GetFloatValue(state,4);
}
lua_interface->ResetFunctionStack(state);
spell->MSpellTargets.readlock(__FUNCTION__, __LINE__);
for (int32 i = 0; i < spell->targets.size(); i++) {
Spawn* target2 = zone->GetSpawnByID(spell->targets.at(i));
if (!target2)
continue;
if (target2->IsPlayer()) {
Client* client = ((Player*)target2)->GetClient();
if (client) {
client->GetCurrentZone()->ClearHate(client->GetPlayer());
client->SetReloadingZone(true);
target2->SetX(x);
target2->SetY(y);
target2->SetZ(z);
target2->SetHeading(h);
target2->SetSpawnOrigX(x);
target2->SetSpawnOrigY(y);
target2->SetSpawnOrigZ(z);
target2->SetSpawnOrigHeading(h);
target2->SetAppearancePosition(x,y,z);
client->SetZoningCoords(x,y,z,h);
PacketStruct* packet = configReader.getStruct("WS_TeleportWithinZone", client->GetVersion());
if (packet)
{
packet->setDataByName("x", x);
packet->setDataByName("y", y);
packet->setDataByName("z", z);
client->QueuePacket(packet->serialize());
safe_delete(packet);
}
client->GetCurrentZone()->RemoveSpawn(target2, false, false, true, true);
client->GetPlayer()->SetSpawnSentState(target2, SpawnState::SPAWN_STATE_SENT);
}
}
}
spell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
}
return 0;
}
int EQ2Emu_lua_GetSpellTier(lua_State* state) {
if (!lua_interface)
return 0;
LuaSpell* luaspell = lua_interface->GetCurrentSpell(state);
lua_interface->ResetFunctionStack(state);
if (!luaspell || !luaspell->spell) {
lua_interface->LogError("%s: LUA GetSpellTier command error: must be used in a spell script", lua_interface->GetScriptName(state));
return 0;
}
int8 tier = luaspell->spell->GetSpellTier();
lua_interface->SetInt32Value(state, tier);
return 1;
}
int EQ2Emu_lua_GetSpellID(lua_State* state) {
if (!lua_interface)
return 0;
LuaSpell* luaspell = lua_interface->GetCurrentSpell(state);
lua_interface->ResetFunctionStack(state);
if (!luaspell || !luaspell->spell) {
lua_interface->LogError("%s: LUA GetSpellID command error: must be used in a spell script", lua_interface->GetScriptName(state));
return 0;
}
int32 spell_id = luaspell->spell->GetSpellID();
lua_interface->SetInt32Value(state, spell_id);
return 1;
}
int EQ2Emu_lua_StartTransmute(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state, 1);
lua_interface->ResetFunctionStack(state);
if (!spawn) {
lua_interface->LogError("%s: Lua StartTransmute command error: no spawn", lua_interface->GetScriptName(state));
return 0;
}
if (!spawn->IsPlayer()) {
lua_interface->LogError("%s: Lua StartTransmute command error: spawn is not a player", lua_interface->GetScriptName(state));
return 0;
}
ZoneServer* zone = spawn->GetZone();
if (!zone) {
return 0;
}
Client* client = ((Player*)spawn)->GetClient();
if (!client) {
return 0;
}
Transmute::CreateItemRequest(client, static_cast(spawn));
return 0;
}
int EQ2Emu_lua_CompleteTransmute(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state, 1);
lua_interface->ResetFunctionStack(state);
if (!spawn) {
lua_interface->LogError("%s: Lua CompleteTransmute command error: no spawn", lua_interface->GetScriptName(state));
return 0;
}
if (!spawn->IsPlayer()) {
lua_interface->LogError("%s: Lua CompleteTransmute command error: spawn is not a player", lua_interface->GetScriptName(state));
return 0;
}
ZoneServer* zone = spawn->GetZone();
if (!zone) {
return 0;
}
Client* client = ((Player*)spawn)->GetClient();
if (!client) {
return 0;
}
Transmute::CompleteTransmutation(client, static_cast(spawn));
return 0;
}
int EQ2Emu_lua_ProcHate(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* caster = lua_interface->GetSpawn(state);
Spawn* target = lua_interface->GetSpawn(state, 2);
int32 threat_amt = lua_interface->GetInt32Value(state, 3);
string spell_name = lua_interface->GetStringValue(state, 4);
lua_interface->ResetFunctionStack(state);
if (!caster) {
lua_interface->LogError("%s: LUA ProcHate command error: caster is not a valid spawn", lua_interface->GetScriptName(state));
return 0;
}
if (!caster->IsEntity()) {
lua_interface->LogError("%s: LUA ProcHate command error: caster is not an entity", lua_interface->GetScriptName(state));
return 0;
}
if (!target) {
lua_interface->LogError("%s: LUA ProcHate command error: target is not a valid spawn", lua_interface->GetScriptName(state));
return 0;
}
if (!target->IsEntity()) {
lua_interface->LogError("%s: LUA ProcHate command error: target is not an entity", lua_interface->GetScriptName(state));
return 0;
}
static_cast(target)->AddHate(static_cast(caster), threat_amt);
caster->GetZone()->SendThreatPacket(static_cast(caster), target, threat_amt, spell_name.c_str());
return 0;
}
int EQ2Emu_lua_GiveExp(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* player = lua_interface->GetSpawn(state);
int32 amount = lua_interface->GetInt32Value(state, 2);
lua_interface->ResetFunctionStack(state);
if (player && player->IsPlayer() && amount > 0) {
((Player*)player)->AddXP(amount);
}
return 0;
}
int EQ2Emu_lua_DisplayText(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* player = lua_interface->GetSpawn(state);
int8 type = lua_interface->GetInt8Value(state, 2);
string text = lua_interface->GetStringValue(state, 3);
lua_interface->ResetFunctionStack(state);
Client* client = 0;
if (player && player->IsPlayer())
client = ((Player*)player)->GetClient();
if (!client || text.length() == 0) {
lua_interface->LogError("%s: LUA DisplayText required parameters not given", lua_interface->GetScriptName(state));
return 0;
}
client->SimpleMessage(type, text.c_str());
return 0;
}
int EQ2Emu_lua_ShowLootWindow(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* player = lua_interface->GetSpawn(state);
Spawn* spawn = lua_interface->GetSpawn(state, 2);
lua_interface->ResetFunctionStack(state);
Client* client = 0;
if (player && player->IsPlayer())
client = ((Player*)player)->GetClient();
if (!client || !spawn) {
lua_interface->LogError("%s: LUA ShowLootWindow required parameters not given", lua_interface->GetScriptName(state));
return 0;
}
vector
- * items = ((Player*)player)->GetPendingLootItems(spawn->GetID());
if (!items) {
lua_interface->LogError("%s: LUA ShowLootWindow has no items", lua_interface->GetScriptName(state));
return 0;
}
client->SendLootResponsePacket(spawn->GetLootCoins(), items, spawn, true);
return 0;
}
int EQ2Emu_lua_GetRandomSpawnByID(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawnref = lua_interface->GetSpawn(state);
int32 spawn_id = lua_interface->GetInt32Value(state, 2);
lua_interface->ResetFunctionStack(state);
if (spawn_id > 0 && spawnref) {
vector spawns = spawnref->GetZone()->GetSpawnsByID(spawn_id);
if (spawns.size() == 0) {
lua_interface->LogError("%s: LUA EQ2Emu_lua_GetRandomSpawnByID command error: GetSpawnsByID returned no spawns", lua_interface->GetScriptName(state));
return 0;
}
Spawn* spawn = 0;
int16 index = MakeRandomInt(0, spawns.size());
if (index >= spawns.size() || index < 0)
index = 0;
spawn = spawns[index];
lua_interface->SetSpawnValue(state, spawn);
return 1;
}
else {
lua_interface->LogError("%s: LUA GetRandomSpawnByID required parameters not given", lua_interface->GetScriptName(state));
}
return 0;
}
int EQ2Emu_lua_AddPrimaryEntityCommandAllSpawns(lua_State* state) {
Spawn* player = lua_interface->GetSpawn(state);
int32 spawn_id = lua_interface->GetInt32Value(state, 2);
string name = lua_interface->GetStringValue(state, 3);
float distance = lua_interface->GetFloatValue(state, 4);
string command = lua_interface->GetStringValue(state, 5);
string error_text = lua_interface->GetStringValue(state, 6);
int16 cast_time = lua_interface->GetInt16Value(state, 7);
int32 spell_visual = lua_interface->GetInt32Value(state, 8);
lua_interface->ResetFunctionStack(state);
if (spawn_id && player && player->IsPlayer() && name.length() > 0) {
if (distance == 0)
distance = 10.0f;
if (command.length() == 0)
command = name;
vector spawns = player->GetZone()->GetSpawnsByID(spawn_id);
if (spawns.size() == 0) {
lua_interface->LogError("%s: LUA AddPrimaryEntityCommandAllSpawns command error: GetSpawnsByID returned no spawns", lua_interface->GetScriptName(state));
return 0;
}
Spawn* spawn = 0;
for (vector::iterator itr = spawns.begin(); itr != spawns.end(); itr++) {
spawn = *itr;
if (spawn) {
spawn->AddPrimaryEntityCommand(name.c_str(), distance, command.c_str(), error_text.c_str(), cast_time, spell_visual);
player->GetZone()->SendUpdateDefaultCommand(spawn, command.c_str(), distance);
}
}
}
return 0;
}
int EQ2Emu_lua_InstructionWindowGoal(lua_State* state) {
if (!lua_interface)
return 0;
Client* client = 0;
Spawn* player = lua_interface->GetSpawn(state);
int8 goal_num = lua_interface->GetInt8Value(state, 2);
lua_interface->ResetFunctionStack(state);
if (player && player->IsPlayer() && player->GetZone())
client = ((Player*)player)->GetClient();
else{
lua_interface->LogError("LUA InstructionWindowGoal command error: player is not valid");
return 0;
}
if (client) {
PacketStruct* packet = configReader.getStruct("WS_InstructionWindow", client->GetVersion());
if (packet) {
packet->setDataByName("goal_num", goal_num);
client->QueuePacket(packet->serialize());
safe_delete(packet);
}
}
return 0;
}
int EQ2Emu_lua_InstructionWindowClose(lua_State* state) {
if (!lua_interface)
return 0;
Client* client = 0;
Spawn* player = lua_interface->GetSpawn(state);
lua_interface->ResetFunctionStack(state);
if (player && player->IsPlayer() && player->GetZone())
client = ((Player*)player)->GetClient();
else {
lua_interface->LogError("LUA InstructionWindowClose command error: player is not valid");
return 0;
}
if (client && client->GetVersion() >= 374) {
client->QueuePacket(new EQ2Packet(OP_EqInstructionWindowCloseCmd, 0, 0));
}
return 0;
}
int EQ2Emu_lua_InstructionWindow(lua_State* state) {
if (!lua_interface)
return 0;
Client* client = 0;
Spawn* player = lua_interface->GetSpawn(state);
float duration = lua_interface->GetFloatValue(state, 2);
string text = lua_interface->GetStringValue(state, 3);
string voice = lua_interface->GetStringValue(state, 4);
int32 voice_key1 = lua_interface->GetInt32Value(state, 5);
int32 voice_key2 = lua_interface->GetInt32Value(state, 6);
string signal = lua_interface->GetStringValue(state, 7);
string goal1 = lua_interface->GetStringValue(state, 8);
string task1 = lua_interface->GetStringValue(state, 9);
string goal2 = lua_interface->GetStringValue(state, 10);
string task2 = lua_interface->GetStringValue(state, 11);
string goal3 = lua_interface->GetStringValue(state, 12);
string task3 = lua_interface->GetStringValue(state, 13);
string goal4 = lua_interface->GetStringValue(state, 14);
string task4 = lua_interface->GetStringValue(state, 15);
lua_interface->ResetFunctionStack(state);
if (!player) {
lua_interface->LogError("LUA InstructionWindow command error: spawn is not valid");
return 0;
}
if (!player->IsPlayer()) {
lua_interface->LogError("LUA InstructionWindow command error: spawn is not a player");
return 0;
}
else
client = ((Player*)player)->GetClient();
if (!client) {
lua_interface->LogError("LUA InstructionWindow command error: could not find client");
return 0;
}
if (text.length() == 0) {
lua_interface->LogError("LUA InstructionWindow required parameters not given");
return 0;
}
if (duration >= 0 && duration < 2)
duration = 2;
PacketStruct* packet = configReader.getStruct("WS_InstructionWindow", client->GetVersion());
if (packet) {
packet->setDataByName("open_seconds_max", duration);
packet->setDataByName("text", text.c_str());
packet->setDataByName("voice", voice.c_str());
int8 num_goals = 1;
if (task2.length() > 0)
num_goals++;
if (task3.length() > 0)
num_goals++;
if (task4.length() > 0)
num_goals++;
packet->setArrayLengthByName("num_goals", num_goals);
for (int8 i = 0; i < num_goals; i++) {
packet->setSubArrayLengthByName("num_tasks", 1, i);
}
if (goal1.length() > 0)
packet->setArrayDataByName("goal_text", goal1.c_str());
if (goal2.length() > 0)
packet->setArrayDataByName("goal_text", goal2.c_str(), 1);
if (goal3.length() > 0)
packet->setArrayDataByName("goal_text", goal3.c_str(), 2);
if (goal4.length() > 0)
packet->setArrayDataByName("goal_text", goal4.c_str(), 3);
packet->setSubArrayDataByName("task_text", task1.c_str());
if (task2.length() > 0)
packet->setSubArrayDataByName("task_text", task2.c_str(), 1);
if (task3.length() > 0)
packet->setSubArrayDataByName("task_text", task3.c_str(), 2);
if (task4.length() > 0)
packet->setSubArrayDataByName("task_text", task4.c_str(), 3);
packet->setDataByName("complete_sound", "click");
packet->setDataByName("signal", signal.c_str());
packet->setDataByName("voice_key1", voice_key1);
packet->setDataByName("voice_key2", voice_key2);
client->QueuePacket(packet->serialize());
safe_delete(packet);
}
return 0;
}
int EQ2Emu_lua_ShowWindow(lua_State* state) {
if (!lua_interface)
return 0;
Client* client = 0;
Spawn* player = lua_interface->GetSpawn(state);
string window = lua_interface->GetStringValue(state, 2);
int8 show = lua_interface->GetInt8Value(state, 3);
lua_interface->ResetFunctionStack(state);
if (!player) {
lua_interface->LogError("LUA ShowWindow command error: spawn is not valid");
return 0;
}
if (!player->IsPlayer()) {
lua_interface->LogError("LUA ShowWindow command error: spawn is not a player");
return 0;
}
else
client = ((Player*)player)->GetClient();
if (!client) {
lua_interface->LogError("LUA ShowWindow command error: could not find client");
return 0;
}
if (window.length() == 0) {
lua_interface->LogError("LUA ShowWindow required parameters not given");
return 0;
}
PacketStruct* packet = configReader.getStruct("WS_ShowWindow", client->GetVersion());
if (packet) {
packet->setDataByName("window", window.c_str());
packet->setDataByName("show", show);
client->QueuePacket(packet->serialize());
safe_delete(packet);
}
return 0;
}
int EQ2Emu_lua_EnableGameEvent(lua_State* state) {
//See GameEvents.txt for options that can be used for this function
if (!lua_interface)
return 0;
Client* client = 0;
Spawn* player = lua_interface->GetSpawn(state);
string event_name = lua_interface->GetStringValue(state, 2);
int8 enabled = lua_interface->GetInt8Value(state, 3);
lua_interface->ResetFunctionStack(state);
if (!player || !player->IsPlayer()) {
lua_interface->LogError("LUA EnableGameEvent error: player is not valid");
return 0;
}
client = ((Player*)player)->GetClient();
if (!client) {
lua_interface->LogError("LUA EnableGameEvent error: could not find client");
return 0;
}
PacketStruct* packet = configReader.getStruct("WS_EnableGameEvent", client->GetVersion());
if (packet) {
packet->setDataByName("event_name", event_name.c_str());
packet->setDataByName("enabled", enabled);
client->QueuePacket(packet->serialize());
safe_delete(packet);
}
return 0;
}
int EQ2Emu_lua_GetTutorialStep(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* player = lua_interface->GetSpawn(state);
lua_interface->ResetFunctionStack(state);
if (player && player->IsPlayer()) {
lua_interface->SetInt32Value(state, ((Player*)player)->GetTutorialStep());
return 1;
}
return 0;
}
int EQ2Emu_lua_SetTutorialStep(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* player = lua_interface->GetSpawn(state);
int8 step = lua_interface->GetInt8Value(state, 2);
lua_interface->ResetFunctionStack(state);
if (player && player->IsPlayer() && step > 0) {
((Player*)player)->SetTutorialStep(step);
}
return 0;
}
int EQ2Emu_lua_FlashWindow(lua_State* state) {
if (!lua_interface)
return 0;
Client* client = 0;
Spawn* player = lua_interface->GetSpawn(state);
string window = lua_interface->GetStringValue(state, 2);
float flash_seconds = lua_interface->GetFloatValue(state, 3);
lua_interface->ResetFunctionStack(state);
if (!player) {
lua_interface->LogError("LUA FlashWindow command error: spawn is not valid");
return 0;
}
if (!player->IsPlayer()) {
lua_interface->LogError("LUA FlashWindow command error: spawn is not a player");
return 0;
}
else
client = ((Player*)player)->GetClient();
if (!client) {
lua_interface->LogError("LUA FlashWindow command error: could not find client");
return 0;
}
if (window.length() == 0) {
lua_interface->LogError("LUA FlashWindow required parameters not given");
return 0;
}
PacketStruct* packet = configReader.getStruct("WS_FlashWindow", client->GetVersion());
if (packet) {
packet->setDataByName("window", window.c_str());
packet->setDataByName("flash_seconds", flash_seconds);
client->QueuePacket(packet->serialize());
safe_delete(packet);
}
return 0;
}
int EQ2Emu_lua_CheckLOS(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
Spawn* target = lua_interface->GetSpawn(state, 2);
lua_interface->ResetFunctionStack(state);
if (spawn && target)
return spawn->CheckLoS(target);
return 0;
}
int EQ2Emu_lua_CheckLOSByCoordinates(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
float x = lua_interface->GetFloatValue(state, 2);
float y = lua_interface->GetFloatValue(state, 3);
float z = lua_interface->GetFloatValue(state, 4);
lua_interface->ResetFunctionStack(state);
if (spawn)
return spawn->CheckLoS(glm::vec3(spawn->GetX(), spawn->GetZ(), spawn->GetY() + 1.0f), glm::vec3(x, z, y+1.0f));
return 0;
}
int EQ2Emu_lua_SetZoneExpansionFlag(lua_State* state) {
if (!lua_interface)
return 0;
ZoneServer* zone = lua_interface->GetZone(state);
int32 xpackFlag = lua_interface->GetInt32Value(state, 2);
lua_interface->ResetFunctionStack(state);
if (zone)
zone->SetExpansionFlag(xpackFlag);
return 0;
}
int EQ2Emu_lua_GetZoneExpansionFlag(lua_State* state) {
if (!lua_interface)
return 0;
ZoneServer* zone = lua_interface->GetZone(state);
lua_interface->ResetFunctionStack(state);
if (zone) {
lua_interface->SetInt32Value(state, zone->GetExpansionFlag());
return 1;
}
return 0;
}
int EQ2Emu_lua_SetZoneHolidayFlag(lua_State* state) {
if (!lua_interface)
return 0;
ZoneServer* zone = lua_interface->GetZone(state);
int32 holidayFlag = lua_interface->GetInt32Value(state, 2);
lua_interface->ResetFunctionStack(state);
if (zone)
zone->SetHolidayFlag(holidayFlag);
return 0;
}
int EQ2Emu_lua_GetZoneHolidayFlag(lua_State* state) {
if (!lua_interface)
return 0;
ZoneServer* zone = lua_interface->GetZone(state);
lua_interface->ResetFunctionStack(state);
if (zone) {
lua_interface->SetInt32Value(state, zone->GetHolidayFlag());
return 1;
}
return 0;
}
int EQ2Emu_lua_SetCanBind(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
bool canbind = lua_interface->GetInt32Value(state, 2);
lua_interface->ResetFunctionStack(state);
if(!spawn) {
lua_interface->LogError("%s: LUA SetCanBind command error: spawn is not valid", lua_interface->GetScriptName(state));
return 0;
}
ZoneServer* zone = spawn->GetZone();
if (zone)
zone->SetCanBind(canbind);
return 0;
}
int EQ2Emu_lua_GetCanBind(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
lua_interface->ResetFunctionStack(state);
if(!spawn) {
lua_interface->LogError("%s: LUA GetCanBind command error: spawn is not valid", lua_interface->GetScriptName(state));
return 0;
}
ZoneServer* zone = spawn->GetZone();
if (zone) {
lua_interface->SetInt32Value(state, zone->GetCanBind());
return 1;
}
return 0;
}
int EQ2Emu_lua_SetCanGate(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
bool cangate = lua_interface->GetInt32Value(state, 2);
lua_interface->ResetFunctionStack(state);
if(!spawn) {
lua_interface->LogError("%s: LUA SetCanGate command error: spawn is not valid", lua_interface->GetScriptName(state));
return 0;
}
ZoneServer* zone = spawn->GetZone();
if (zone)
zone->SetCanGate(cangate);
return 0;
}
int EQ2Emu_lua_GetCanGate(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
lua_interface->ResetFunctionStack(state);
if(!spawn) {
lua_interface->LogError("%s: LUA GetCanGate command error: spawn is not valid", lua_interface->GetScriptName(state));
return 0;
}
ZoneServer* zone = spawn->GetZone();
if (zone) {
lua_interface->SetInt32Value(state, zone->GetCanGate());
return 1;
}
return 0;
}
int EQ2Emu_lua_SetCanEvac(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
bool canevac = lua_interface->GetInt32Value(state, 2);
lua_interface->ResetFunctionStack(state);
if(!spawn) {
lua_interface->LogError("%s: LUA SetCanEvac command error: spawn is not valid", lua_interface->GetScriptName(state));
return 0;
}
ZoneServer* zone = spawn->GetZone();
if (zone)
zone->SetCanEvac(canevac);
return 0;
}
int EQ2Emu_lua_GetCanEvac(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
lua_interface->ResetFunctionStack(state);
if(!spawn) {
lua_interface->LogError("%s: LUA GetCanEvac command error: spawn is not valid", lua_interface->GetScriptName(state));
return 0;
}
ZoneServer* zone = spawn->GetZone();
if (zone) {
lua_interface->SetInt32Value(state, zone->GetCanEvac());
return 1;
}
return 0;
}
int EQ2Emu_lua_AddSpawnProximity(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
int32 spawn_value = lua_interface->GetInt32Value(state, 2);
int8 spawn_type = lua_interface->GetInt8Value(state, 3);
float distance = lua_interface->GetFloatValue(state, 4);
string in_range_function = lua_interface->GetStringValue(state, 5);
string leaving_range_function = lua_interface->GetStringValue(state, 6);
lua_interface->ResetFunctionStack(state);
if (spawn && distance > 0 && in_range_function.length() > 0)
spawn->AddLUASpawnProximity(spawn_value, (Spawn::SpawnProximityType)spawn_type, distance, in_range_function, leaving_range_function);
return 0;
}
int EQ2Emu_lua_CanSeeInvis(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
Spawn* target = lua_interface->GetSpawn(state, 2);
lua_interface->ResetFunctionStack(state);
if (spawn && target)
{
if (spawn->IsPlayer() && target->IsEntity())
{
lua_interface->SetBooleanValue(state, ((Player*)spawn)->CanSeeInvis((Entity*)target));
return 1;
}
else if (spawn->IsEntity() && target->IsEntity())
{
lua_interface->SetBooleanValue(state, ((Entity*)spawn)->CanSeeInvis((Entity*)target));
return 1;
}
}
return 0;
}
int EQ2Emu_lua_SetSeeInvis(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
bool val = (lua_interface->GetInt8Value(state, 2) == 1);
lua_interface->ResetFunctionStack(state);
if (spawn && spawn->IsEntity())
{
((Entity*)spawn)->SetSeeInvisSpell(val);
if (spawn->IsPlayer())
{
Client* client = ((Player*)spawn)->GetClient();
if (client)
((Player*)spawn)->GetZone()->SendAllSpawnsForSeeInvisChange(client);
}
}
return 0;
}
int EQ2Emu_lua_SetSeeHide(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
bool val = (lua_interface->GetInt8Value(state, 2) == 1);
lua_interface->ResetFunctionStack(state);
if (spawn && spawn->IsEntity())
{
((Entity*)spawn)->SetSeeHideSpell(val);
if (spawn->IsPlayer())
{
Client* client = ((Player*)spawn)->GetClient();
if (client)
((Player*)spawn)->GetZone()->SendAllSpawnsForVisChange(client);
}
}
return 0;
}
int EQ2Emu_lua_SetAccessToEntityCommand(lua_State* state)
{
if (!lua_interface)
return 0;
Spawn* player = lua_interface->GetSpawn(state);
Spawn* spawn = lua_interface->GetSpawn(state, 2);
string command = lua_interface->GetStringValue(state, 3);
bool val = (lua_interface->GetInt8Value(state, 4) == 1);
lua_interface->ResetFunctionStack(state);
if (spawn && player && player->IsPlayer())
{
EntityCommand* cmd = spawn->FindEntityCommand(string(command), true);
bool res = false;
if (cmd)
res = spawn->SetPermissionToEntityCommand(cmd, (Player*)player, val);
lua_interface->SetBooleanValue(state, res);
return 1;
}
return 0;
}
int EQ2Emu_lua_SetAccessToEntityCommandByCharID(lua_State* state)
{
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
int32 charID = lua_interface->GetInt32Value(state, 2);
string command = lua_interface->GetStringValue(state, 3);
bool val = (lua_interface->GetInt8Value(state, 4) == 1);
lua_interface->ResetFunctionStack(state);
if (spawn && charID)
{
EntityCommand* cmd = spawn->FindEntityCommand(string(command), true);
bool res = false;
if (cmd)
res = spawn->SetPermissionToEntityCommandByCharID(cmd, charID, val);
lua_interface->SetBooleanValue(state, res);
return 1;
}
return 0;
}
int EQ2Emu_lua_RemovePrimaryEntityCommand(lua_State* state)
{
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
string command = lua_interface->GetStringValue(state, 2);
lua_interface->ResetFunctionStack(state);
if (spawn && command.length() > 0)
spawn->RemovePrimaryEntityCommand(command.c_str());
return 0;
}
int EQ2Emu_lua_SendUpdateDefaultCommand(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
float distance = lua_interface->GetFloatValue(state, 2);
string command = lua_interface->GetStringValue(state, 3);
Spawn* player = lua_interface->GetSpawn(state, 4);
lua_interface->ResetFunctionStack(state);
if (spawn) {
spawn->GetZone()->SendUpdateDefaultCommand(spawn, command.c_str(), distance, player);
}
return 0;
}
int EQ2Emu_lua_SendTransporters(lua_State* state) {
if (!lua_interface)
return 0;
LuaSpell* spell = lua_interface->GetCurrentSpell(state);
Spawn* spawn = lua_interface->GetSpawn(state);
Spawn* player = lua_interface->GetSpawn(state, 2);
int32 transport_id = lua_interface->GetInt32Value(state, 3);
lua_interface->ResetFunctionStack(state);
if (spawn && player && transport_id && player->IsPlayer()) {
Client* client = 0;
if (player && player->IsPlayer())
client = ((Player*)player)->GetClient();
if (!client)
return 0;
vector destinations;
player->GetZone()->GetTransporters(&destinations, client, transport_id);
if (destinations.size())
{
client->SetTemporaryTransportID(transport_id);
client->ProcessTeleport(spawn, &destinations, transport_id, (spell != nullptr) ? true : false);
}
else
client->Message(CHANNEL_COLOR_RED, "There are no transporters available (ID: %u)", transport_id);
}
return 0;
}
int EQ2Emu_lua_SetTemporaryTransportID(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* player = lua_interface->GetSpawn(state);
int32 transport_id = lua_interface->GetInt32Value(state, 2);
lua_interface->ResetFunctionStack(state);
if (player && player->IsPlayer()) {
Client* client = 0;
if (player && player->IsPlayer())
client = ((Player*)player)->GetClient();
if (!client)
return 0;
client->SetTemporaryTransportID(transport_id);
}
return 0;
}
int EQ2Emu_lua_GetTemporaryTransportID(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* player = lua_interface->GetSpawn(state);
lua_interface->ResetFunctionStack(state);
if (player && player->IsPlayer()) {
Client* client = 0;
if (player && player->IsPlayer())
client = ((Player*)player)->GetClient();
if (!client)
return 0;
lua_interface->SetInt32Value(state, client->GetTemporaryTransportID());
return 1;
}
return 0;
}
int EQ2Emu_lua_SetAlignment(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
sint32 alignment = lua_interface->GetSInt32Value(state, 2);
LuaSpell* spell = lua_interface->GetCurrentSpell(state);
if (!spawn) {
lua_interface->LogError("%s: LUA SetAlignment command error: spawn is not valid", lua_interface->GetScriptName(state));
return 0;
}
if (!spawn->IsEntity()) {
lua_interface->LogError("%s: LUA SetAlignment command error: spawn is not an entity", lua_interface->GetScriptName(state));
return 0;
}
if (alignment < SCHAR_MIN || alignment > SCHAR_MAX)
{
lua_interface->LogError("%s: LUA SetAlignment command error: alignment value beyond supported min: %i and max: %i", lua_interface->GetScriptName(state), SCHAR_MIN, SCHAR_MAX);
return 0;
}
lua_interface->ResetFunctionStack(state);
if (spell && spell->targets.size() > 0) {
ZoneServer* zone = spell->caster->GetZone();
for (int8 i = 0; i < spell->targets.size(); i++) {
Spawn* target = zone->GetSpawnByID(spell->targets.at(i));
if (target && target->IsEntity()) {
((Entity*)target)->GetInfoStruct()->set_alignment((sint8)alignment);
if (target->IsPlayer())
((Player*)target)->SetCharSheetChanged(true);
}
}
}
else {
((Entity*)spawn)->GetInfoStruct()->set_alignment((sint8)alignment);
if (spawn->IsPlayer())
((Player*)spawn)->SetCharSheetChanged(true);
}
return 0;
}
int EQ2Emu_lua_GetAlignment(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
lua_interface->ResetFunctionStack(state);
if (!spawn) {
lua_interface->LogError("%s: LUA GetAlignment command error: spawn is not valid", lua_interface->GetScriptName(state));
return 0;
}
if (!spawn->IsEntity()) {
lua_interface->LogError("%s: LUA GetAlignment command error: spawn is not an entity", lua_interface->GetScriptName(state));
return 0;
}
lua_interface->SetSInt32Value(state, ((Entity*)spawn)->GetAlignment());
return 1;
}
int EQ2Emu_lua_GetSpell(lua_State* state) {
if (!lua_interface)
return 0;
int32 spell_id = lua_interface->GetInt32Value(state);
int8 spell_tier = lua_interface->GetInt8Value(state, 2);
string custom_lua_script = lua_interface->GetStringValue(state, 3);
if (spell_id > 0) {
if (spell_tier == 0)
spell_tier = 1;
Spell* spell = master_spell_list.GetSpell(spell_id, spell_tier);
if(!spell) {
lua_interface->LogError("%s: GetSpell: Failed, spell id %u spell tier %u does not exist.", lua_interface->GetScriptName(state), spell_id, spell_tier);
lua_interface->ResetFunctionStack(state);
return 0;
}
LuaSpell* lua_spell = 0;
if(custom_lua_script.size() > 0)
{
// attempt to load the custom script since it isn't already loaded
// we will re-obtain the lua_spell further below
if((lua_spell = lua_interface->GetSpell(custom_lua_script.c_str())) == nullptr)
{
LogWrite(LUA__WARNING, 0, "LUA", "GetSpell(%u, %u, '%s'), custom lua script not loaded, attempting to load.", spell_id, spell_tier, custom_lua_script.c_str());
}
}
else
custom_lua_script = spell->GetSpellData()->lua_script;
if (!lua_spell && lua_interface)
lua_spell = lua_interface->GetSpell(custom_lua_script.c_str());
lua_interface->ResetFunctionStack(state);
if (!lua_spell)
{
LogWrite(LUA__ERROR, 0, "LUA", "GetSpell(%u, %u, '%s') spell could not be loaded.", spell_id, spell_tier, custom_lua_script.c_str());
return 0;
}
lua_spell->spell = new Spell(spell);
lua_interface->AddCustomSpell(lua_spell);
lua_interface->SetSpellValue(state, lua_spell);
return 1;
}
return 0;
}
int EQ2Emu_lua_GetSpellData(lua_State* state) {
if (!lua_interface)
return 0;
LuaSpell* spell = lua_interface->GetSpell(state);
string field = lua_interface->GetStringValue(state, 2);
lua_interface->ResetFunctionStack(state);
if (!spell) {
lua_interface->LogError("%s: Spell not given in GetSpellData!", lua_interface->GetScriptName(state));
return 0;
}
if (!spell->spell || !spell->spell->GetSpellData()) {
lua_interface->LogError("%s: Inner Spell or SpellData not given in GetSpellData!", lua_interface->GetScriptName(state));
return 0;
}
boost::to_lower(field);
return spell->spell->GetSpellData(state, field);
}
int EQ2Emu_lua_SetSpellData(lua_State* state) {
if (!lua_interface)
return 0;
LuaSpell* spell = lua_interface->GetSpell(state);
string field = lua_interface->GetStringValue(state, 2);
int8 fieldArg = 3; // field value after the initial set
if (!spell) {
lua_interface->LogError("%s: Spell not given in SetSpellData!", lua_interface->GetScriptName(state));
lua_interface->ResetFunctionStack(state);
return 0;
}
if (!spell->spell || !spell->spell->GetSpellData()) {
lua_interface->LogError("%s: Inner Spell or SpellData not given in SetSpellData!", lua_interface->GetScriptName(state));
lua_interface->ResetFunctionStack(state);
return 0;
}
boost::to_lower(field);
bool valSet = false;
spell->spell->SetSpellData(state, field, fieldArg);
lua_interface->ResetFunctionStack(state);
return valSet;
}
int EQ2Emu_lua_SetSpellDataIndex(lua_State* state) {
if (!lua_interface)
return 0;
LuaSpell* spell = lua_interface->GetSpell(state);
int8 idx = lua_interface->GetInt32Value(state, 2);
if (!spell) {
lua_interface->LogError("%s: Spell not given in SetSpellDataIndex!", lua_interface->GetScriptName(state));
lua_interface->ResetFunctionStack(state);
return 0;
}
if (!spell->spell || !spell->spell->GetSpellData()) {
lua_interface->LogError("%s: Inner Spell or SpellData not given in SetSpellDataIndex!", lua_interface->GetScriptName(state));
lua_interface->ResetFunctionStack(state);
return 0;
}
if (spell->spell->lua_data.size() <= idx)
{
lua_interface->LogError("%s: lua_data size %i <= %i (idx passed) SetSpellDataIndex!", lua_interface->GetScriptName(state), spell->spell->lua_data.size(), idx);
lua_interface->ResetFunctionStack(state);
return 0;
}
bool setVal = true;
LUAData* data = spell->spell->lua_data[idx];
switch (data->type)
{
case 0:
{
sint32 value = lua_interface->GetSInt32Value(state, 3);
sint32 value2 = lua_interface->GetSInt32Value(state, 4);
data->int_value = value;
data->int_value2 = value2;
break;
}
case 1:
{
float value = lua_interface->GetFloatValue(state, 3);
float value2 = lua_interface->GetFloatValue(state, 4);
data->float_value = value;
data->float_value2 = value2;
break;
}
case 2:
{
bool value = lua_interface->GetBooleanValue(state, 3);
data->bool_value = value;
break;
}
case 3:
{
string value = lua_interface->GetStringValue(state, 3);
string value2 = lua_interface->GetStringValue(state, 4);
data->string_value = value;
data->string_value2 = value2;
break;
}
default:
setVal = false;
}
lua_interface->ResetFunctionStack(state);
return setVal;
}
int EQ2Emu_lua_GetSpellDataIndex(lua_State* state) {
if (!lua_interface)
return 0;
LuaSpell* spell = lua_interface->GetSpell(state);
int8 idx = lua_interface->GetInt32Value(state, 2);
bool secondfield = lua_interface->GetBooleanValue(state, 3);
lua_interface->ResetFunctionStack(state);
if (!spell) {
lua_interface->LogError("%s: Spell not given in GetSpellDataIndex!", lua_interface->GetScriptName(state));
return 0;
}
if (!spell->spell || !spell->spell->GetSpellData()) {
lua_interface->LogError("%s: Inner Spell or SpellData not given in GetSpellDataIndex!", lua_interface->GetScriptName(state));
return 0;
}
if (spell->spell->lua_data.size() <= idx)
{
lua_interface->LogError("%s: lua_data size %i <= %i (idx passed) GetSpellDataIndex!", lua_interface->GetScriptName(state), spell->spell->lua_data.size(), idx);
return 0;
}
bool setVal = true;
LUAData* data = spell->spell->lua_data[idx];
switch (data->type)
{
case 0:
{
if(!secondfield)
lua_interface->SetSInt32Value(state, data->int_value);
else
lua_interface->SetSInt32Value(state, data->int_value2);
break;
}
case 1:
{
if (!secondfield)
lua_interface->SetFloatValue(state, data->float_value);
else
lua_interface->SetFloatValue(state, data->float_value2);
break;
}
case 2:
{
lua_interface->SetBooleanValue(state, data->bool_value);
break;
}
case 3:
{
if (!secondfield)
lua_interface->SetStringValue(state, data->string_value.c_str());
else
lua_interface->SetStringValue(state, data->string_value2.c_str());
break;
}
default:
setVal = false;
}
return setVal;
}
int EQ2Emu_lua_SetSpellDisplayEffect(lua_State* state) {
if (!lua_interface)
return 0;
LuaSpell* spell = lua_interface->GetSpell(state);
int8 idx = lua_interface->GetInt32Value(state, 2);
string field = lua_interface->GetStringValue(state, 3);
boost::to_lower(field);
if (!spell) {
lua_interface->LogError("%s: Spell not given in SetSpellDisplayEffect!", lua_interface->GetScriptName(state));
lua_interface->ResetFunctionStack(state);
return 0;
}
if (!spell->spell || !spell->spell->GetSpellData()) {
lua_interface->LogError("%s: Inner Spell or SpellData not given in SetSpellDisplayEffect!", lua_interface->GetScriptName(state));
lua_interface->ResetFunctionStack(state);
return 0;
}
if (spell->spell->effects.size() <= idx)
{
lua_interface->LogError("%s: lua_data size %i <= %i (idx passed) SetSpellDisplayEffect!", lua_interface->GetScriptName(state), spell->spell->lua_data.size(), idx);
lua_interface->ResetFunctionStack(state);
return 0;
}
// do we need to lock? eh probably not this should only be used before use of the custom spell
SpellDisplayEffect* effect = spell->spell->effects[idx];
if (field == "description")
effect->description = string(lua_interface->GetStringValue(state, 4));
else if (field == "bullet")
effect->subbullet = lua_interface->GetInt8Value(state, 4);
else if (field == "percentage")
effect->percentage = lua_interface->GetInt8Value(state, 4);
else { // no match
lua_interface->ResetFunctionStack(state);
return 0;
}
lua_interface->ResetFunctionStack(state);
return 1;
}
int EQ2Emu_lua_GetSpellDisplayEffect(lua_State* state) {
if (!lua_interface)
return 0;
LuaSpell* spell = lua_interface->GetSpell(state);
int8 idx = lua_interface->GetInt32Value(state, 2);
string field = lua_interface->GetStringValue(state, 3);
lua_interface->ResetFunctionStack(state);
boost::to_lower(field);
if (!spell) {
lua_interface->LogError("%s: Spell not given in GetSpellDisplayEffect!", lua_interface->GetScriptName(state));
return 0;
}
if (!spell->spell || !spell->spell->GetSpellData()) {
lua_interface->LogError("%s: Inner Spell or SpellData not given in GetSpellDisplayEffect!", lua_interface->GetScriptName(state));
return 0;
}
if (spell->spell->effects.size() <= idx)
{
lua_interface->LogError("%s: lua_data size %i <= %i (idx passed) GetSpellDisplayEffect!", lua_interface->GetScriptName(state), spell->spell->lua_data.size(), idx);
return 0;
}
// do we need to lock? eh probably not this should only be used before use of the custom spell
SpellDisplayEffect* effect = spell->spell->effects[idx];
if (field == "description")
lua_interface->SetStringValue(state, effect->description.c_str());
else if (field == "bullet")
lua_interface->SetInt32Value(state, effect->subbullet);
else if (field == "percentage")
lua_interface->SetInt32Value(state, effect->percentage);
else // no match
return 0;
return 1;
}
int EQ2Emu_lua_CastCustomSpell(lua_State* state) {
if (!lua_interface)
return 0;
LuaSpell* spell = lua_interface->GetSpell(state);
Spawn* caster = lua_interface->GetSpawn(state, 2);
Spawn* target = lua_interface->GetSpawn(state, 3);
lua_interface->ResetFunctionStack(state);
if (!target) {
lua_interface->LogError("%s: LUA CastCustomSpell command error: target is not a valid spawn", lua_interface->GetScriptName(state));
return 0;
}
if (!target->IsEntity()) {
lua_interface->LogError("%s: LUA CastCustomSpell command error: target (%s) is not an entity", lua_interface->GetScriptName(state), target->GetName());
return 0;
}
if (!spell) {
lua_interface->LogError("%s: LUA CastCustomSpell command error: spell is not valid", lua_interface->GetScriptName(state));
return 0;
}
if (caster && !caster->IsEntity()) {
lua_interface->LogError("%s: LUA CastSpell command error: caster (%s) is not an entity", lua_interface->GetScriptName(state), caster->GetName());
return 0;
}
target->GetZone()->ProcessSpell(NULL, (Entity*)caster, (Entity*)target, true, false, spell, 0);
return 0;
}
int EQ2Emu_lua_InWater(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
lua_interface->ResetFunctionStack(state);
if (spawn) {
lua_interface->SetBooleanValue(state, spawn->InWater());
return 1;
}
return 0;
}
int EQ2Emu_lua_InLava(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
lua_interface->ResetFunctionStack(state);
if (spawn) {
lua_interface->SetBooleanValue(state, spawn->InLava());
return 1;
}
return 0;
}
int EQ2Emu_lua_DamageSpawn(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* attacker = lua_interface->GetSpawn(state);
Spawn* victim = lua_interface->GetSpawn(state, 2);
int8 type = lua_interface->GetInt8Value(state, 3);
int8 dmg_type = lua_interface->GetInt8Value(state, 4);
int32 low_damage = lua_interface->GetInt32Value(state, 5);
int32 high_damage = lua_interface->GetInt32Value(state, 6);
string spell_name = lua_interface->GetStringValue(state, 7);
int8 crit_mod = lua_interface->GetInt8Value(state, 8);
bool is_tick = (lua_interface->GetInt8Value(state, 9) == 1);
bool no_calcs = (lua_interface->GetInt8Value(state, 10) == 1);
bool ignore_attacker = (lua_interface->GetInt8Value(state, 11) == 1);
bool take_power = (lua_interface->GetInt8Value(state, 12) == 1);
lua_interface->ResetFunctionStack(state);
if (!attacker) {
lua_interface->LogError("%s: LUA ProcDamage command error: caster is not a valid spawn", lua_interface->GetScriptName(state));
lua_interface->SetBooleanValue(state, false);
return 1;
}
if (!attacker->IsEntity()) {
lua_interface->LogError("%s: LUA ProcDamage command error: caster is not an entity", lua_interface->GetScriptName(state));
lua_interface->SetBooleanValue(state, false);
return 1;
}
if (!victim) {
lua_interface->LogError("%s: LUA ProcDamage command error: target is not a valid spawn", lua_interface->GetScriptName(state));
lua_interface->SetBooleanValue(state, false);
return 1;
}
if (!victim->IsEntity()) {
lua_interface->LogError("%s: LUA ProcDamage command error: target is not an entity", lua_interface->GetScriptName(state));
lua_interface->SetBooleanValue(state, false);
return 1;
}
bool has_damaged = ((Entity*)attacker)->DamageSpawn((Entity*)victim, type, dmg_type, low_damage, high_damage, spell_name.c_str(), crit_mod, is_tick, no_calcs, ignore_attacker, take_power);
lua_interface->SetBooleanValue(state, has_damaged);
return 1;
}
int EQ2Emu_lua_IsInvulnerable(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
lua_interface->ResetFunctionStack(state);
if (spawn) {
lua_interface->SetBooleanValue(state, spawn->GetInvulnerable());
return 1;
}
return 0;
}
int EQ2Emu_lua_SetInvulnerable(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
bool invul = lua_interface->GetBooleanValue(state, 2);
lua_interface->ResetFunctionStack(state);
if (spawn) {
spawn->SetInvulnerable(invul);
}
return 0;
}
int EQ2Emu_lua_GetRuleFlagBool(lua_State* state) {
if (!lua_interface)
return 0;
string category = lua_interface->GetStringValue(state);
string name = lua_interface->GetStringValue(state, 2);
lua_interface->ResetFunctionStack(state);
Rule *ret = 0;
if ((ret = rule_manager.GetGlobalRule(category.c_str(), name.c_str()))) {
lua_interface->SetBooleanValue(state, ret->GetBool());
return 1;
}
lua_interface->LogError("%s: LUA GetRuleFlagBool Unknown rule with category '%s' and type '%s'", lua_interface->GetScriptName(state), category.c_str(), name.c_str());
return 0;
}
int EQ2Emu_lua_GetRuleFlagInt32(lua_State* state) {
if (!lua_interface)
return 0;
string category = lua_interface->GetStringValue(state);
string name = lua_interface->GetStringValue(state, 2);
lua_interface->ResetFunctionStack(state);
Rule *ret = 0;
if ((ret = rule_manager.GetGlobalRule(category.c_str(), name.c_str()))) {
lua_interface->SetInt32Value(state, ret->GetInt32());
return 1;
}
lua_interface->LogError("%s: LUA GetRuleFlagInt32 Unknown rule with category '%s' and type '%s'", lua_interface->GetScriptName(state), category.c_str(), name.c_str());
return 0;
}
int EQ2Emu_lua_GetRuleFlagFloat(lua_State* state) {
if (!lua_interface)
return 0;
string category = lua_interface->GetStringValue(state);
string name = lua_interface->GetStringValue(state, 2);
lua_interface->ResetFunctionStack(state);
Rule *ret = 0;
if ((ret = rule_manager.GetGlobalRule(category.c_str(), name.c_str()))) {
lua_interface->SetFloatValue(state, ret->GetFloat());
return 1;
}
lua_interface->LogError("%s: LUA GetRuleFlagFloat Unknown rule with category '%s' and type '%s'", lua_interface->GetScriptName(state), category.c_str(), name.c_str());
return 0;
}
int EQ2Emu_lua_GetAAInfo(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
string type = lua_interface->GetStringValue(state, 2);
lua_interface->ResetFunctionStack(state);
if (spawn) {
int res = 1;
boost::to_lower(type);
if(type == "assigned_aa")
lua_interface->SetSInt32Value(state, spawn->GetAssignedAA());
else if ( type == "unassigned_aa")
lua_interface->SetSInt32Value(state, spawn->GetUnassignedAA());
else if ( type == "assigned_tradeskill_aa")
lua_interface->SetSInt32Value(state, spawn->GetTradeskillAA());
else if ( type == "unassigned_tradeskill_aa")
lua_interface->SetSInt32Value(state, spawn->GetUnassignedTradeskillAA());
else if ( type == "assigned_prestige_aa")
lua_interface->SetSInt32Value(state, spawn->GetPrestigeAA());
else if ( type == "unassigned_prestige_aa")
lua_interface->SetSInt32Value(state, spawn->GetUnassignedPretigeAA());
else if ( type == "assigned_tradeskill_prestige_aa")
lua_interface->SetSInt32Value(state, spawn->GetTradeskillPrestigeAA());
else if ( type == "unassigned_tradeskill_prestige_aa")
lua_interface->SetSInt32Value(state, spawn->GetUnassignedTradeskillPrestigeAA());
else
res = 0;
return res;
}
lua_interface->LogError("%s: LUA GetAAInfo spawn does not exist", lua_interface->GetScriptName(state));
return 0;
}
int EQ2Emu_lua_SetAAInfo(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
string type = lua_interface->GetStringValue(state, 2);
sint32 value = lua_interface->GetSInt32Value(state, 3);
lua_interface->ResetFunctionStack(state);
if (spawn) {
boost::to_lower(type);
if(type == "assigned_aa")
spawn->SetAssignedAA((sint16)value);
else if ( type == "unassigned_aa")
spawn->SetUnassignedAA((sint16)value);
else if ( type == "assigned_tradeskill_aa")
spawn->SetTradeskillAA((sint16)value);
else if ( type == "unassigned_tradeskill_aa")
spawn->SetUnassignedTradeskillAA((sint16)value);
else if ( type == "assigned_prestige_aa")
spawn->SetPrestigeAA((sint16)value);
else if ( type == "unassigned_prestige_aa")
spawn->SetUnassignedPrestigeAA((sint16)value);
else if ( type == "assigned_tradeskill_prestige_aa")
spawn->SetTradeskillPrestigeAA((sint16)value);
else if ( type == "unassigned_tradeskill_prestige_aa")
spawn->SetUnassignedTradeskillPrestigeAA((sint16)value);
if(spawn->IsPlayer())
((Player*)spawn)->SetCharSheetChanged(true);
}
return 0;
}
int EQ2Emu_lua_AddMasterTitle(lua_State* state) {
if (!lua_interface)
return 0;
string titleName = lua_interface->GetStringValue(state);
int8 isPrefix = lua_interface->GetInt8Value(state, 2);
lua_interface->ResetFunctionStack(state);
sint32 index = database.AddMasterTitle(titleName.c_str(), isPrefix);
lua_interface->SetSInt32Value(state, index);
return 1;
}
int EQ2Emu_lua_AddCharacterTitle(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
string titleName = lua_interface->GetStringValue(state, 2);
lua_interface->ResetFunctionStack(state);
if(!spawn->IsPlayer())
{
lua_interface->LogError("%s: LUA AddCharacterTitle command error: player is not valid", lua_interface->GetScriptName(state));
lua_interface->SetSInt32Value(state, -1);
return 1;
}
Player* player = (Player*)spawn;
// check if player already has the title, don't need to add twice
Title* playerHasTitle = player->GetPlayerTitles()->GetTitleByName(titleName.c_str());
if ( playerHasTitle)
{
lua_interface->SetSInt32Value(state, playerHasTitle->GetID());
return 1;
}
Title* title = master_titles_list.GetTitleByName(titleName.c_str());
if(!title)
{
lua_interface->LogError("%s: LUA AddCharacterTitle command error: title is not valid with name '%s'", lua_interface->GetScriptName(state), titleName.c_str());
lua_interface->SetSInt32Value(state, -1);
return 1;
}
sint32 returnIdx = database.AddCharacterTitle(title->GetID(), player->GetCharacterID(), player);
if(returnIdx < 0)
{
lua_interface->LogError("%s: LUA AddCharacterTitle command error: got invalid index (-1) returned for database.AddCharacterTitle '%s'", lua_interface->GetScriptName(state), titleName.c_str());
}
lua_interface->SetSInt32Value(state, returnIdx);
player->GetClient()->SendTitleUpdate();
return 1;
}
int EQ2Emu_lua_SetCharacterTitleSuffix(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
string titleName = lua_interface->GetStringValue(state, 2);
lua_interface->ResetFunctionStack(state);
if(!spawn->IsPlayer())
{
lua_interface->LogError("%s: LUA SetCharacterTitleSuffix command error: player is not valid", lua_interface->GetScriptName(state));
return 0;
}
Player* player = (Player*)spawn;
Title* title = player->GetPlayerTitles()->GetTitleByName(titleName.c_str());
if(!title)
{
lua_interface->LogError("%s: LUA SetCharacterTitleSuffix command error: title is not valid with name '%s'", lua_interface->GetScriptName(state), titleName.c_str());
return 0;
}
if(title->GetPrefix())
{
lua_interface->LogError("%s: LUA SetCharacterTitleSuffix command error: title with name '%s' is not valid as a suffix, only prefix", lua_interface->GetScriptName(state), titleName.c_str());
return 0;
}
database.SaveCharSuffixIndex(title->GetID(), player->GetCharacterID());
player->GetClient()->SendTitleUpdate();
return 1;
}
int EQ2Emu_lua_SetCharacterTitlePrefix(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
string titleName = lua_interface->GetStringValue(state, 2);
lua_interface->ResetFunctionStack(state);
if(!spawn->IsPlayer())
{
lua_interface->LogError("%s: LUA SetCharacterTitlePrefix command error: player is not valid", lua_interface->GetScriptName(state));
return 0;
}
Player* player = (Player*)spawn;
Title* title = player->GetPlayerTitles()->GetTitleByName(titleName.c_str());
if(!title)
{
lua_interface->LogError("%s: LUA SetCharacterTitlePrefix command error: title is not valid with name '%s'", lua_interface->GetScriptName(state), titleName.c_str());
return 0;
}
if(!title->GetPrefix())
{
lua_interface->LogError("%s: LUA SetCharacterTitlePrefix command error: title with name '%s' is not valid as a prefix, only suffix", lua_interface->GetScriptName(state), titleName.c_str());
return 0;
}
database.SaveCharPrefixIndex(title->GetID(), player->GetCharacterID());
player->GetClient()->SendTitleUpdate();
return 1;
}
int EQ2Emu_lua_ResetCharacterTitleSuffix(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
lua_interface->ResetFunctionStack(state);
if(!spawn)
{
lua_interface->LogError("%s: LUA ResetCharacterTitleSuffix command error: spawn is null", lua_interface->GetScriptName(state));
return 0;
}
if(!spawn->IsPlayer())
{
lua_interface->LogError("%s: LUA ResetCharacterTitleSuffix command error: player is not valid", lua_interface->GetScriptName(state));
return 0;
}
Player* player = (Player*)spawn;
database.SaveCharSuffixIndex(-1, player->GetCharacterID());
player->GetClient()->SendTitleUpdate();
return 1;
}
int EQ2Emu_lua_ResetCharacterTitlePrefix(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
lua_interface->ResetFunctionStack(state);
if(!spawn)
{
lua_interface->LogError("%s: LUA ResetCharacterTitlePrefix command error: spawn is null", lua_interface->GetScriptName(state));
return 0;
}
if(!spawn->IsPlayer())
{
lua_interface->LogError("%s: LUA ResetCharacterTitlePrefix command error: player is not valid", lua_interface->GetScriptName(state));
return 0;
}
Player* player = (Player*)spawn;
database.SaveCharPrefixIndex(-1, player->GetCharacterID());
player->GetClient()->SendTitleUpdate();
return 1;
}
int EQ2Emu_lua_GetInfoStructString(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
string field = lua_interface->GetStringValue(state, 2);
lua_interface->ResetFunctionStack(state);
if(!spawn || !spawn->IsEntity())
{
lua_interface->LogError("%s: LUA GetInfoStructString command error: spawn is not valid, either does not exist or is not an entity", lua_interface->GetScriptName(state));
return 0;
}
Entity* ent = (Entity*)spawn;
lua_interface->SetStringValue(state, ent->GetInfoStructString(field).c_str());
return 1;
}
int EQ2Emu_lua_GetInfoStructUInt(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
string field = lua_interface->GetStringValue(state, 2);
lua_interface->ResetFunctionStack(state);
if(!spawn || !spawn->IsEntity())
{
lua_interface->LogError("%s: LUA GetInfoStructUInt command error: spawn is not valid, either does not exist or is not an entity", lua_interface->GetScriptName(state));
return 0;
}
Entity* ent = (Entity*)spawn;
lua_interface->SetInt64Value(state, ent->GetInfoStructUInt(field));
return 1;
}
int EQ2Emu_lua_GetInfoStructSInt(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
string field = lua_interface->GetStringValue(state, 2);
lua_interface->ResetFunctionStack(state);
if(!spawn || !spawn->IsEntity())
{
lua_interface->LogError("%s: LUA GetInfoStructSInt command error: spawn is not valid, either does not exist or is not an entity", lua_interface->GetScriptName(state));
return 0;
}
Entity* ent = (Entity*)spawn;
lua_interface->SetSInt64Value(state, ent->GetInfoStructSInt(field));
return 1;
}
int EQ2Emu_lua_GetInfoStructFloat(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
string field = lua_interface->GetStringValue(state, 2);
lua_interface->ResetFunctionStack(state);
if(!spawn || !spawn->IsEntity())
{
lua_interface->LogError("%s: LUA GetInfoStructFloat command error: spawn is not valid, either does not exist or is not an entity", lua_interface->GetScriptName(state));
return 0;
}
Entity* ent = (Entity*)spawn;
lua_interface->SetFloatValue(state, ent->GetInfoStructFloat(field));
return 1;
}
int EQ2Emu_lua_SetInfoStructString(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
string field = lua_interface->GetStringValue(state, 2);
string value = lua_interface->GetStringValue(state, 3);
lua_interface->ResetFunctionStack(state);
if(!spawn || !spawn->IsEntity())
{
lua_interface->LogError("%s: LUA SetInfoStructString command error: spawn is not valid, either does not exist or is not an entity", lua_interface->GetScriptName(state));
return 0;
}
Entity* ent = (Entity*)spawn;
bool set_ = ent->SetInfoStructString(field, value);
lua_interface->SetBooleanValue(state, set_);
return 1;
}
int EQ2Emu_lua_SetInfoStructUInt(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
string field = lua_interface->GetStringValue(state, 2);
int64 value = lua_interface->GetInt64Value(state, 3);
lua_interface->ResetFunctionStack(state);
if(!spawn || !spawn->IsEntity())
{
lua_interface->LogError("%s: LUA SetInfoStructUInt command error: spawn is not valid, either does not exist or is not an entity", lua_interface->GetScriptName(state));
return 0;
}
Entity* ent = (Entity*)spawn;
bool set_ = ent->SetInfoStructUInt(field, value);
lua_interface->SetBooleanValue(state, set_);
return 1;
}
int EQ2Emu_lua_SetInfoStructSInt(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
string field = lua_interface->GetStringValue(state, 2);
sint64 value = lua_interface->GetSInt64Value(state, 3);
lua_interface->ResetFunctionStack(state);
if(!spawn || !spawn->IsEntity())
{
lua_interface->LogError("%s: LUA SetInfoStructSInt command error: spawn is not valid, either does not exist or is not an entity", lua_interface->GetScriptName(state));
return 0;
}
Entity* ent = (Entity*)spawn;
bool set_ = ent->SetInfoStructSInt(field, value);
lua_interface->SetBooleanValue(state, set_);
return 1;
}
int EQ2Emu_lua_SetInfoStructFloat(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
string field = lua_interface->GetStringValue(state, 2);
float value = lua_interface->GetFloatValue(state, 3);
lua_interface->ResetFunctionStack(state);
if(!spawn || !spawn->IsEntity())
{
lua_interface->LogError("%s: LUA SetInfoStructFloat command error: spawn is not valid, either does not exist or is not an entity", lua_interface->GetScriptName(state));
return 0;
}
Entity* ent = (Entity*)spawn;
bool set_ = ent->SetInfoStructFloat(field, value);
lua_interface->SetBooleanValue(state, set_);
return 1;
}
int EQ2Emu_lua_SetCharSheetChanged(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
bool value = lua_interface->GetBooleanValue(state, 2);
lua_interface->ResetFunctionStack(state);
if(!spawn || !spawn->IsPlayer())
{
lua_interface->LogError("%s: LUA SetCharSheetChanged command error: spawn is not valid, either does not exist or is not a player", lua_interface->GetScriptName(state));
return 0;
}
((Player*)spawn)->SetCharSheetChanged(value);
return 0;
}
int EQ2Emu_lua_AddPlayerMail(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
std::string fromName = lua_interface->GetStringValue(state, 2);
std::string subjectName = lua_interface->GetStringValue(state, 3);
std::string mailBody = lua_interface->GetStringValue(state, 4);
int8 mailType = lua_interface->GetInt8Value(state, 5);
int32 copper = lua_interface->GetInt32Value(state, 6);
int32 silver = lua_interface->GetInt32Value(state, 7);
int32 gold = lua_interface->GetInt32Value(state, 8);
int32 platinum = lua_interface->GetInt32Value(state, 9);
int32 item_id = lua_interface->GetInt32Value(state, 10);
int16 stack_size = lua_interface->GetInt32Value(state, 11);
int32 expire_time = lua_interface->GetInt32Value(state, 12);
int32 sent_time = lua_interface->GetInt32Value(state, 13);
lua_interface->ResetFunctionStack(state);
if(!spawn || !spawn->IsPlayer())
{
lua_interface->LogError("%s: LUA AddPlayerMail command error: spawn is not valid, either does not exist or is not a player", lua_interface->GetScriptName(state));
lua_interface->SetBooleanValue(state, false);
return 1;
}
int32 time_sent = sent_time > 0 ? sent_time : Timer::GetUnixTimeStamp();
((Player*)spawn)->GetClient()->CreateAndUpdateMail(fromName, subjectName, mailBody, mailType, copper, silver, gold, platinum, item_id, stack_size, time_sent, expire_time);
lua_interface->SetBooleanValue(state, true);
return 1;
}
int EQ2Emu_lua_AddPlayerMailByCharID(lua_State* state) {
if (!lua_interface)
return 0;
int32 char_id = lua_interface->GetInt32Value(state);
std::string fromName = lua_interface->GetStringValue(state, 2);
std::string subjectName = lua_interface->GetStringValue(state, 3);
std::string mailBody = lua_interface->GetStringValue(state, 4);
int8 mailType = lua_interface->GetInt8Value(state, 5);
int32 copper = lua_interface->GetInt32Value(state, 6);
int32 silver = lua_interface->GetInt32Value(state, 7);
int32 gold = lua_interface->GetInt32Value(state, 8);
int32 platinum = lua_interface->GetInt32Value(state, 9);
int32 item_id = lua_interface->GetInt32Value(state, 10);
int16 stack_size = lua_interface->GetInt32Value(state, 11);
int32 expire_time = lua_interface->GetInt32Value(state, 12);
int32 sent_time = lua_interface->GetInt32Value(state, 13);
lua_interface->ResetFunctionStack(state);
int32 time_sent = sent_time > 0 ? sent_time : Timer::GetUnixTimeStamp();
Client::CreateMail(char_id, fromName, subjectName, mailBody, mailType, copper, silver, gold, platinum, item_id, stack_size, time_sent, expire_time);
lua_interface->SetBooleanValue(state, true);
return 1;
}
int EQ2Emu_lua_OpenDoor(lua_State* state) {
Spawn* widget;
if (lua_interface) {
widget = lua_interface->GetSpawn(state);
bool disable_open_sound = lua_interface->GetBooleanValue(state, 2);
lua_interface->ResetFunctionStack(state);
if (widget && widget->IsWidget())
{
((Widget*)widget)->OpenDoor();
if(!disable_open_sound && ((Widget*)widget)->IsOpen() && ((Widget*)widget)->GetOpenSound())
widget->GetZone()->PlaySoundFile(0, ((Widget*)widget)->GetOpenSound(), ((Widget*)widget)->GetX(), ((Widget*)widget)->GetY(), ((Widget*)widget)->GetZ());
}
else
lua_interface->LogError("%s: LUA OpenDoor command error: spawn is not valid, either does not exist or is not a widget", lua_interface->GetScriptName(state));
}
return 0;
}
int EQ2Emu_lua_CloseDoor(lua_State* state) {
Spawn* widget;
if (lua_interface) {
widget = lua_interface->GetSpawn(state);
bool disable_close_sound = lua_interface->GetBooleanValue(state, 2);
lua_interface->ResetFunctionStack(state);
if (widget && widget->IsWidget())
{
((Widget*)widget)->CloseDoor();
if(!disable_close_sound && !((Widget*)widget)->IsOpen() && ((Widget*)widget)->GetCloseSound())
widget->GetZone()->PlaySoundFile(0, ((Widget*)widget)->GetCloseSound(), ((Widget*)widget)->GetX(), ((Widget*)widget)->GetY(), ((Widget*)widget)->GetZ());
}
else
lua_interface->LogError("%s: LUA CloseDoor command error: spawn is not valid, either does not exist or is not a widget", lua_interface->GetScriptName(state));
}
return 0;
}
int EQ2Emu_lua_IsOpen(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* widget = lua_interface->GetSpawn(state);
lua_interface->ResetFunctionStack(state);
if (widget && widget->IsWidget())
{
lua_interface->SetBooleanValue(state, ((Widget*)widget)->IsOpen());
return 1;
}
return 0;
}
int EQ2Emu_lua_MakeRandomInt(lua_State* state) {
if (!lua_interface)
return 0;
sint32 min = lua_interface->GetSInt32Value(state);
sint32 max = lua_interface->GetSInt32Value(state, 2);
lua_interface->ResetFunctionStack(state);
sint32 result = MakeRandomInt(min, max);
lua_interface->SetSInt32Value(state, result);
return 1;
}
int EQ2Emu_lua_MakeRandomFloat(lua_State* state) {
if (!lua_interface)
return 0;
float min = lua_interface->GetFloatValue(state);
float max = lua_interface->GetFloatValue(state, 2);
lua_interface->ResetFunctionStack(state);
float result = MakeRandomFloat(min, max);
lua_interface->SetFloatValue(state, result);
return 1;
}
int EQ2Emu_lua_AddIconValue(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
int32 value = lua_interface->GetInt32Value(state, 2);
lua_interface->ResetFunctionStack(state);
if(!spawn)
{
lua_interface->LogError("%s: LUA AddIconValue command error: spawn is not valid, does not exist", lua_interface->GetScriptName(state));
lua_interface->SetBooleanValue(state, false);
return 1;
}
spawn->AddIconValue(value);
lua_interface->SetBooleanValue(state, true);
return 1;
}
int EQ2Emu_lua_RemoveIconValue(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
int32 value = lua_interface->GetInt32Value(state, 2);
lua_interface->ResetFunctionStack(state);
if(!spawn)
{
lua_interface->LogError("%s: LUA RemoveIconValue command error: spawn is not valid, does not exist", lua_interface->GetScriptName(state));
lua_interface->SetBooleanValue(state, false);
return 1;
}
spawn->RemoveIconValue(value);
lua_interface->SetBooleanValue(state, true);
return 1;
}
int EQ2Emu_lua_GetShardID(lua_State* state) {
Spawn* npc = lua_interface->GetSpawn(state);
lua_interface->ResetFunctionStack(state);
if (npc && npc->IsNPC()) {
NPC* shard = (NPC*)npc;
int32 shardid = shard->GetShardID();
lua_interface->SetInt32Value(state, shardid);
return 1;
}
lua_interface->SetInt32Value(state, 0);
return 1;
}
int EQ2Emu_lua_GetShardCharID(lua_State* state) {
Spawn* npc = lua_interface->GetSpawn(state);
lua_interface->ResetFunctionStack(state);
if (npc && npc->IsNPC()) {
NPC* shard = (NPC*)npc;
int32 charid = shard->GetShardCharID();
lua_interface->SetInt32Value(state, charid);
return 1;
}
lua_interface->SetInt32Value(state, 0);
return 1;
}
int EQ2Emu_lua_GetShardCreatedTimestamp(lua_State* state) {
Spawn* npc = lua_interface->GetSpawn(state);
lua_interface->ResetFunctionStack(state);
if (npc && npc->IsNPC()) {
NPC* shard = (NPC*)npc;
int64 timestamp = shard->GetShardCreatedTimestamp();
lua_interface->SetSInt64Value(state, timestamp);
return 1;
}
lua_interface->SetSInt64Value(state, 0);
return 1;
}
int EQ2Emu_lua_DeleteDBShardID(lua_State* state) {
if (!lua_interface)
return 0;
int32 shardid = lua_interface->GetInt32Value(state);
lua_interface->ResetFunctionStack(state);
if(shardid < 1)
lua_interface->SetBooleanValue(state, false);
else
lua_interface->SetBooleanValue(state, database.DeleteSpiritShard(shardid));
return 1;
}
int EQ2Emu_lua_PauseMovement(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
int32 delay_in_ms = lua_interface->GetInt32Value(state, 2);
if (spawn) {
spawn->PauseMovement(delay_in_ms);
}
lua_interface->ResetFunctionStack(state);
return 0;
}
int EQ2Emu_lua_StopMovement(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
if (spawn) {
spawn->ResetMovement();
}
lua_interface->ResetFunctionStack(state);
return 0;
}
int EQ2Emu_lua_GetArrowColor(lua_State* state) {
Player* player = (Player*)lua_interface->GetSpawn(state);
int8 level = lua_interface->GetInt8Value(state, 2);
lua_interface->ResetFunctionStack(state);
if (player && player->IsPlayer() && level > 0) {
lua_interface->SetInt32Value(state, player->GetArrowColor(level));
return 1;
}
return 0;
}
int EQ2Emu_lua_GetTSArrowColor(lua_State* state) {
Player* player = (Player*)lua_interface->GetSpawn(state);
int8 level = lua_interface->GetInt8Value(state, 2);
lua_interface->ResetFunctionStack(state);
if (player && player->IsPlayer() && level > 0) {
lua_interface->SetInt32Value(state, player->GetTSArrowColor(level));
return 1;
}
return 0;
}
int EQ2Emu_lua_GetSpawnByRailID(lua_State* state) {
ZoneServer* zone = lua_interface->GetZone(state);
sint64 rail_id = lua_interface->GetSInt64Value(state, 2);
lua_interface->ResetFunctionStack(state);
if (zone) {
Spawn* spawn = zone->GetTransportByRailID(rail_id);
if (spawn) {
lua_interface->SetSpawnValue(state, spawn);
return 1;
}
}
return 0;
}
int EQ2Emu_lua_SetRailID(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
sint64 rail_id = lua_interface->GetSInt64Value(state, 2);
lua_interface->ResetFunctionStack(state);
bool res = false;
if(spawn && spawn->IsTransportSpawn())
{
//printf("Set rail id %i for %s\n",rail_id,spawn->GetName());
spawn->SetRailID(rail_id);
res = true;
}
else if (!spawn) {
lua_interface->LogError("%s: LUA SetRailID command error: spawn is not valid, does not exist", lua_interface->GetScriptName(state));
}
else if(!spawn->IsTransportSpawn()) {
lua_interface->LogError("%s: LUA SetRailID command error: spawn %s is not a transport spawn, call AddTransportSpawn(NPC) first", lua_interface->GetScriptName(state), spawn->GetName());
}
lua_interface->SetBooleanValue(state, res);
return 1;
}
int EQ2Emu_lua_IsZoneLoading(lua_State* state) {
if (!lua_interface)
return 0;
ZoneServer* zone = lua_interface->GetZone(state);
lua_interface->ResetFunctionStack(state);
if (zone) {
lua_interface->SetBooleanValue(state, zone->IsLoading());
return 1;
}
return 0;
}
int EQ2Emu_lua_IsRunning(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
lua_interface->ResetFunctionStack(state);
if (spawn) {
lua_interface->SetBooleanValue(state, spawn->IsRunning());
return 1;
}
return 0;
}
int EQ2Emu_lua_GetZoneLockoutTimer(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* player = lua_interface->GetSpawn(state);
int32 zoneID = lua_interface->GetInt32Value(state, 2);
bool displayClient = lua_interface->GetInt32Value(state, 3);
lua_interface->ResetFunctionStack(state);
if (!player || !player->IsPlayer() || !player->GetClient()) {
lua_interface->LogError("%s: LUA GetZoneLockoutTimer command error: player is not valid, does not exist", lua_interface->GetScriptName(state));
}
else if(!zoneID) {
lua_interface->LogError("%s: LUA GetZoneLockoutTimer command error: zoneID is not set.");
}
else
{
lua_interface->SetStringValue(state, player->GetClient()->IdentifyInstanceLockout(zoneID, displayClient).c_str());
return 1;
}
return 0;
}
int EQ2Emu_lua_SetWorldTime(lua_State* state) {
if (!lua_interface)
return 0;
int16 newYear = lua_interface->GetInt16Value(state, 1);
sint32 newMonth = lua_interface->GetInt16Value(state, 2);
int16 newHour = lua_interface->GetInt16Value(state, 3);
int16 newMinute = lua_interface->GetInt16Value(state, 4);
lua_interface->ResetFunctionStack(state);
world.MWorldTime.writelock(__FUNCTION__, __LINE__);
world.GetWorldTimeStruct()->year = newYear;
world.GetWorldTimeStruct()->month = newMonth;
world.GetWorldTimeStruct()->hour = newHour;
world.GetWorldTimeStruct()->minute = newMinute;
world.MWorldTime.releasewritelock(__FUNCTION__, __LINE__);
return 0;
}
int EQ2Emu_lua_GetWorldTimeYear(lua_State* state) {
if (!lua_interface)
return 0;
lua_interface->ResetFunctionStack(state);
world.MWorldTime.readlock(__FUNCTION__, __LINE__);
lua_interface->SetInt32Value(state, world.GetWorldTimeStruct()->year);
world.MWorldTime.releasereadlock(__FUNCTION__, __LINE__);
return 1;
}
int EQ2Emu_lua_GetWorldTimeMonth(lua_State* state) {
if (!lua_interface)
return 0;
lua_interface->ResetFunctionStack(state);
world.MWorldTime.readlock(__FUNCTION__, __LINE__);
lua_interface->SetSInt32Value(state, world.GetWorldTimeStruct()->month);
world.MWorldTime.releasereadlock(__FUNCTION__, __LINE__);
return 1;
}
int EQ2Emu_lua_GetWorldTimeHour(lua_State* state) {
if (!lua_interface)
return 0;
lua_interface->ResetFunctionStack(state);
world.MWorldTime.readlock(__FUNCTION__, __LINE__);
lua_interface->SetSInt32Value(state, world.GetWorldTimeStruct()->hour);
world.MWorldTime.releasereadlock(__FUNCTION__, __LINE__);
return 1;
}
int EQ2Emu_lua_GetWorldTimeMinute(lua_State* state) {
if (!lua_interface)
return 0;
lua_interface->ResetFunctionStack(state);
world.MWorldTime.readlock(__FUNCTION__, __LINE__);
lua_interface->SetSInt32Value(state, world.GetWorldTimeStruct()->minute);
world.MWorldTime.releasereadlock(__FUNCTION__, __LINE__);
return 1;
}
int EQ2Emu_lua_SendTimeUpdate(lua_State* state) {
if (!lua_interface)
return 0;
lua_interface->ResetFunctionStack(state);
world.SendTimeUpdate();
return 0;
}
int EQ2Emu_lua_ChangeFaction(lua_State* state) {
bool update_result = false;
Faction* faction = 0;
Spawn* spawn = lua_interface->GetSpawn(state);
int32 faction_id = lua_interface->GetInt32Value(state, 2);
sint32 increase = lua_interface->GetInt32Value(state, 3);
lua_interface->ResetFunctionStack(state);
if(!spawn || !spawn->IsPlayer()) {
lua_interface->LogError("LUA ChangeFaction command error: player is not valid");
return 0;
}
Player* player = (Player*)spawn;
Client* client = player->GetClient();
if (faction_id > 0) {
bool hasfaction = database.VerifyFactionID(player->GetCharacterID(),faction_id);
if(hasfaction == 0) {
//they do not have the faction. Lets get the default value and feed it in.
sint32 defaultfaction = master_faction_list.GetDefaultFactionValue(faction_id);
//add the default faction for the player.
player->SetFactionValue(faction_id, defaultfaction);
}
if(increase >= 0) {
update_result = player->GetFactions()->IncreaseFaction(faction_id,increase);
faction = master_faction_list.GetFaction(faction_id);
if(faction && update_result)
client->Message(CHANNEL_FACTION, "Your faction standing with %s got better.", faction->name.c_str());
else if(faction)
client->Message(CHANNEL_FACTION, "Your faction standing with %s could not possibly get any better.", faction->name.c_str());
lua_interface->SetBooleanValue(state, true);
return 1;
}
if(increase < 0){
//change the negative to a positive, since thats how decreasefaction() likes it.
increase *= -1;
update_result = player->GetFactions()->DecreaseFaction(faction_id,increase);
faction = master_faction_list.GetFaction(faction_id);
if(faction && update_result)
client->Message(CHANNEL_FACTION, "Your faction standing with %s got worse.", faction->name.c_str());
else if(faction)
client->Message(CHANNEL_FACTION, "Your faction standing with %s could not possibly get any worse.", faction->name.c_str());
lua_interface->SetBooleanValue(state, true);
return 1;
}
}
lua_interface->SetBooleanValue(state, false);
return 1;
}
int EQ2Emu_lua_HasCoin(lua_State* state) {
bool hascoin = 0;
Spawn* player = lua_interface->GetSpawn(state);
int32 coins = lua_interface->GetInt32Value(state, 2);
lua_interface->ResetFunctionStack(state);
if (player && player->IsPlayer()) {
hascoin = ((Player*)player)->HasCoins(coins);
if(hascoin == 0) {
lua_interface->SetBooleanValue(state, false);
return 1;
}
if(hascoin == 1) {
lua_interface->SetBooleanValue(state, true);
return 1;
}
}
return 0;
}
int EQ2Emu_lua_GetLootTier(lua_State* state) {
int32 loot_tier = 0;
Spawn* spawn = lua_interface->GetSpawn(state);
lua_interface->ResetFunctionStack(state);
if (spawn) {
loot_tier = spawn->GetLootTier();
lua_interface->SetInt32Value(state, loot_tier);
return 1;
}
return 0;
}
int EQ2Emu_lua_SetLootTier(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
int32 loot_tier = lua_interface->GetInt32Value(state, 2);
lua_interface->ResetFunctionStack(state);
if (spawn) {
spawn->SetLootTier(loot_tier);
lua_interface->SetBooleanValue(state, true);
return 1;
}
lua_interface->SetBooleanValue(state, false);
return 1;
}
int EQ2Emu_lua_GetLootDropType(lua_State* state) {
int32 loot_drop_type = 0;
Spawn* spawn = lua_interface->GetSpawn(state);
lua_interface->ResetFunctionStack(state);
if (spawn) {
loot_drop_type = spawn->GetLootDropType();
lua_interface->SetInt32Value(state, loot_drop_type);
return 1;
}
return 0;
}
int EQ2Emu_lua_SetLootDropType(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
int32 loot_drop_type = lua_interface->GetInt32Value(state, 2);
lua_interface->ResetFunctionStack(state);
if (spawn) {
spawn->SetLootDropType(loot_drop_type);
lua_interface->SetBooleanValue(state, true);
return 1;
}
lua_interface->SetBooleanValue(state, false);
return 1;
}
int EQ2Emu_lua_DamageEquippedItems(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
int8 damage_amount = lua_interface->GetInt32Value(state, 2);
if(damage_amount > 100) {
damage_amount = 100;
}
if (!spawn) {
lua_interface->LogError("%s: LUA DamageEquippedItems command error: spawn is not valid", lua_interface->GetScriptName(state));
lua_interface->ResetFunctionStack(state);
return 0;
}
lua_interface->ResetFunctionStack(state);
if (spawn->IsPlayer()) {
if (((Player*)spawn)->GetClient() && ((Player*)spawn)->DamageEquippedItems(damage_amount, ((Player*)spawn)->GetClient()))
lua_interface->SetBooleanValue(state, true);
else
lua_interface->SetBooleanValue(state, false);
}
else {
lua_interface->SetBooleanValue(state, false);
}
return 1;
}
int EQ2Emu_lua_CreateWidgetRegion(lua_State* state) {
ZoneServer* zone = lua_interface->GetZone(state);
int32 version = lua_interface->GetInt32Value(state, 2);
RegionMap* region_map = world.GetRegionMap(std::string(zone->GetZoneFile()), version);
if(region_map == nullptr) {
lua_interface->LogError("%s: LUA CreateWidgetRegion command error: region map is not valid for version %u", lua_interface->GetScriptName(state), version);
lua_interface->ResetFunctionStack(state);
return 0;
}
string region_name = lua_interface->GetStringValue(state, 3);
string env_name = lua_interface->GetStringValue(state, 4);
int32 grid_id = lua_interface->GetInt32Value(state, 5);
int32 widget_id = lua_interface->GetInt32Value(state, 6);
float dist = lua_interface->GetFloatValue(state, 7);
region_map->InsertRegionNode(zone, version, region_name, env_name, grid_id, widget_id, dist);
lua_interface->ResetFunctionStack(state);
lua_interface->SetBooleanValue(state, true);
return 1;
}
int EQ2Emu_lua_RemoveRegion(lua_State* state) {
ZoneServer* zone = lua_interface->GetZone(state);
int32 version = lua_interface->GetInt32Value(state, 2);
RegionMap* region_map = world.GetRegionMap(std::string(zone->GetZoneFile()), version);
if(region_map == nullptr) {
lua_interface->LogError("%s: LUA RemoveRegion command error: region map is not valid for version %u", lua_interface->GetScriptName(state), version);
lua_interface->ResetFunctionStack(state);
return 0;
}
string region_name = lua_interface->GetStringValue(state, 3);
region_map->RemoveRegionNode(region_name);
lua_interface->ResetFunctionStack(state);
lua_interface->SetBooleanValue(state, true);
return 1;
}
int EQ2Emu_lua_SetPlayerPOVGhost(lua_State* state) {
Client* client = nullptr;
Spawn* player = lua_interface->GetSpawn(state);
if (!player) {
lua_interface->LogError("LUA SetPlayerPOVGhost command error: spawn is not valid");
lua_interface->SetBooleanValue(state, false);
lua_interface->ResetFunctionStack(state);
return 1;
}
if (!player->IsPlayer()) {
lua_interface->LogError("LUA SetPlayerPOVGhost command error: spawn is not a player");
lua_interface->SetBooleanValue(state, false);
lua_interface->ResetFunctionStack(state);
return 1;
}
client = player->GetClient();
if (!client) {
lua_interface->LogError("LUA SetPlayerPOVGhost command error: could not find client");
lua_interface->SetBooleanValue(state, false);
lua_interface->ResetFunctionStack(state);
return 1;
}
Spawn* spawn = lua_interface->GetSpawn(state, 2);
bool success_sight = client->SetPlayerPOVGhost(spawn);
lua_interface->ResetFunctionStack(state);
lua_interface->SetBooleanValue(state, success_sight);
return 1;
}
int EQ2Emu_lua_SetCastOnAggroComplete(lua_State* state) {
if (!lua_interface)
return 0;
bool result = false;
Spawn* spawn = lua_interface->GetSpawn(state);
bool cast_completed = (lua_interface->GetInt8Value(state, 2) == 1);
lua_interface->ResetFunctionStack(state);
if (!spawn)
lua_interface->LogError("%s: LUA SetCastOnAggroComplete error: Could not find spawn.", lua_interface->GetScriptName(state));
else if (!spawn->IsNPC())
lua_interface->LogError("%s: LUA SetCastOnAggroComplete error: spawn %s is not an NPC!.", lua_interface->GetScriptName(state), spawn->GetName());
else
{
((NPC*)spawn)->cast_on_aggro_completed = cast_completed;
result = true;
}
lua_interface->SetBooleanValue(state, result);
return 1;
}
int EQ2Emu_lua_IsCastOnAggroComplete(lua_State* state) {
if (!lua_interface)
return 0;
bool result = false;
Spawn* spawn = lua_interface->GetSpawn(state);
lua_interface->ResetFunctionStack(state);
if (!spawn)
lua_interface->LogError("%s: LUA IsCastOnAggroComplete error: Could not find spawn.", lua_interface->GetScriptName(state));
else if (!spawn->IsNPC())
lua_interface->LogError("%s: LUA IsCastOnAggroComplete error: spawn %s is not an NPC!.", lua_interface->GetScriptName(state), spawn->GetName());
else
{
if(((NPC*)spawn)->cast_on_aggro_completed)
result = true;
}
lua_interface->SetBooleanValue(state, result);
return 1;
}
int EQ2Emu_lua_AddRecipeBookToPlayer(lua_State* state) {
Client* client = nullptr;
Spawn* player = lua_interface->GetSpawn(state);
int32 recipe_book_id = lua_interface->GetInt32Value(state, 2);
lua_interface->ResetFunctionStack(state);
if (!player) {
lua_interface->LogError("LUA AddRecipeBookToPlayer command error: spawn is not valid");
lua_interface->SetBooleanValue(state, false);
return 1;
}
if (!player->IsPlayer()) {
lua_interface->LogError("LUA AddRecipeBookToPlayer command error: spawn is not a player");
lua_interface->SetBooleanValue(state, false);
return 1;
}
client = player->GetClient();
if (!client) {
lua_interface->LogError("LUA AddRecipeBookToPlayer command error: could not find client");
lua_interface->SetBooleanValue(state, false);
return 1;
}
bool result = client->AddRecipeBookToPlayer(recipe_book_id);
lua_interface->SetBooleanValue(state, result);
return 1;
}
int EQ2Emu_lua_RemoveRecipeFromPlayer(lua_State* state) {
Client* client = nullptr;
Spawn* player = lua_interface->GetSpawn(state);
int32 recipe_id = lua_interface->GetInt32Value(state, 2);
lua_interface->ResetFunctionStack(state);
if (!player) {
lua_interface->LogError("LUA RemoveRecipeFromPlayer command error: spawn is not valid");
lua_interface->SetBooleanValue(state, false);
return 1;
}
if (!player->IsPlayer()) {
lua_interface->LogError("LUA RemoveRecipeFromPlayer command error: spawn is not a player");
lua_interface->SetBooleanValue(state, false);
return 1;
}
client = player->GetClient();
if (!client) {
lua_interface->LogError("LUA RemoveRecipeFromPlayer command error: could not find client");
lua_interface->SetBooleanValue(state, false);
return 1;
}
bool result = client->RemoveRecipeFromPlayer(recipe_id);
lua_interface->SetBooleanValue(state, result);
return 1;
}
int EQ2Emu_lua_ReplaceWidgetFromClient(lua_State* state) {
Client* client = nullptr;
Spawn* player = lua_interface->GetSpawn(state);
int32 widget_id = lua_interface->GetInt32Value(state, 2);
bool delete_widget = (lua_interface->GetInt8Value(state, 3) == 1);
// rest are all optional fields
float x = lua_interface->GetFloatValue(state, 4);
float y = lua_interface->GetFloatValue(state, 5);
float z = lua_interface->GetFloatValue(state, 6);
int32 grid_id = lua_interface->GetInt32Value(state, 7);
lua_interface->ResetFunctionStack(state);
if (!player) {
lua_interface->LogError("LUA ReplaceWidgetFromClient command error: spawn is not valid");
lua_interface->SetBooleanValue(state, false);
return 1;
}
if (!player->IsPlayer()) {
lua_interface->LogError("LUA ReplaceWidgetFromClient command error: spawn is not a player");
lua_interface->SetBooleanValue(state, false);
return 1;
}
if(!player->GetZone()) {
lua_interface->LogError("LUA ReplaceWidgetFromClient command error: player is not in a zone");
lua_interface->SetBooleanValue(state, false);
return 1;
}
client = player->GetClient();
if (!client) {
lua_interface->LogError("LUA ReplaceWidgetFromClient command error: could not find client");
lua_interface->SetBooleanValue(state, false);
return 1;
}
if(!client->IsReadyForUpdates()) {
lua_interface->LogError("LUA ReplaceWidgetFromClient command failed: client has not signaled sys_client_avatar_ready");
lua_interface->SetBooleanValue(state, false);
return 1;
}
client->SendReplaceWidget(widget_id, delete_widget, x, y, z, grid_id);
lua_interface->SetBooleanValue(state, true);
return 1;
}
int EQ2Emu_lua_RemoveWidgetFromSpawnMap(lua_State* state) {
Client* client = nullptr;
Spawn* spawn = lua_interface->GetSpawn(state);
int32 widget_id = lua_interface->GetInt32Value(state, 2);
lua_interface->ResetFunctionStack(state);
if (!spawn) {
lua_interface->LogError("LUA RemoveWidgetFromSpawnMap command error: spawn is not valid");
lua_interface->SetBooleanValue(state, false);
return 1;
}
if(!spawn->GetZone()) {
lua_interface->LogError("LUA ReplaceWidgetFromClient command error: player is not in a zone");
lua_interface->SetBooleanValue(state, false);
return 1;
}
spawn->AddIgnoredWidget(widget_id);
lua_interface->SetBooleanValue(state, true);
return 1;
}
int EQ2Emu_lua_RemoveWidgetFromZoneMap(lua_State* state) {
ZoneServer* zone = lua_interface->GetZone(state);
int32 widget_id = lua_interface->GetInt32Value(state, 2);
lua_interface->ResetFunctionStack(state);
if(!zone) {
lua_interface->LogError("LUA RemoveWidgetFromZoneMap command error: zone is not valid");
lua_interface->SetBooleanValue(state, false);
return 1;
}
if(!zone->IsLoading()) {
lua_interface->LogError("LUA RemoveWidgetFromZoneMap command error: can only be called during zone loading, in preinit_zone_script ZoneScript function");
lua_interface->SetBooleanValue(state, false);
return 1;
}
zone->AddIgnoredWidget(widget_id);
lua_interface->SetBooleanValue(state, true);
return 1;
}
int EQ2Emu_lua_SendHearCast(lua_State* state) {
if (!lua_interface)
return 0;
LuaSpell* spell = lua_interface->GetCurrentSpell(state);
Spawn* spawn = lua_interface->GetSpawn(state);
int32 spell_visual_id = lua_interface->GetInt32Value(state, 2);
int16 cast_time = lua_interface->GetInt16Value(state, 3);
Spawn* caster = lua_interface->GetSpawn(state, 4);
Spawn* target = lua_interface->GetSpawn(state, 5);
lua_interface->ResetFunctionStack(state);
if(spell && spawn && spawn->IsEntity()) {
ZoneServer* zone = spawn->GetZone();
if(zone) {
zone->SendCastSpellPacket(spell, caster && caster->IsEntity() ? (Entity*)caster : (Entity*)spawn, spell_visual_id, cast_time > 0 ? cast_time : 0xFFFF);
}
}
else if (spawn) {
if (spawn->IsPlayer()) {
Client* client = ((Player*)spawn)->GetClient();
if (client) {
client->SendHearCast(caster ? caster : client->GetPlayer(), target ? target : client->GetPlayer(), spell_visual_id, cast_time);
}
}
}
return 0;
}
int EQ2Emu_lua_GetCharacterFlag(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* player = lua_interface->GetSpawn(state);
sint32 flag_id = lua_interface->GetSInt32Value(state, 2);
lua_interface->ResetFunctionStack(state);
if (!player) {
lua_interface->LogError("%s: LUA HasRecipeBook command error, Spawn is not valid", lua_interface->GetScriptName(state));
return 0;
}
if (!player->IsPlayer()) {
lua_interface->LogError("%s: LUA HasRecipeBook command error, Spawn is not a player", lua_interface->GetScriptName(state));
return 0;
}
bool ret = ((Player*)player)->get_character_flag(flag_id);
lua_interface->SetBooleanValue(state, ret);
return 1;
}
int EQ2Emu_lua_ToggleCharacterFlag(lua_State* state) {
if (!lua_interface)
return 0;
Spawn* player = lua_interface->GetSpawn(state);
sint32 flag_id = lua_interface->GetSInt32Value(state, 2);
lua_interface->ResetFunctionStack(state);
if (!player) {
lua_interface->LogError("%s: LUA HasRecipeBook command error, Spawn is not valid", lua_interface->GetScriptName(state));
return 0;
}
if (!player->IsPlayer()) {
lua_interface->LogError("%s: LUA HasRecipeBook command error, Spawn is not a player", lua_interface->GetScriptName(state));
return 0;
}
((Player*)player)->toggle_character_flag(flag_id);
return 0;
}
int EQ2Emu_lua_GetSpellInitialTarget(lua_State* state) {
LuaSpell* spell = lua_interface->GetSpell(state);
if(!spell) {
spell = lua_interface->GetCurrentSpell(state);
}
lua_interface->ResetFunctionStack(state);
if (spell) {
if(!spell->caster) {
lua_interface->LogError("%s: LUA GetSpellTarget command error, caster does not exist.", lua_interface->GetScriptName(state));
return 0;
}
if(!spell->caster->GetZone()) {
lua_interface->LogError("%s: LUA GetSpellTarget command error, zone does not exist.", lua_interface->GetScriptName(state));
return 0;
}
Spawn* spawn = spell->caster->GetZone()->GetSpawnByID(spell->initial_target);
if (spawn) {
lua_interface->SetSpawnValue(state, spawn);
return 1;
}
else {
lua_interface->LogError("%s: LUA GetSpellTarget command error, could not find initial target %u to map to spawn.", lua_interface->GetScriptName(state), spell->initial_target);
}
}
return 0;
}
int EQ2Emu_lua_DespawnByLocationID(lua_State* state) {
ZoneServer* zone = lua_interface->GetZone(state);
int32 location_id = lua_interface->GetInt32Value(state, 2);
int32 delay = lua_interface->GetInt32Value(state, 3);
lua_interface->ResetFunctionStack(state);
if (zone) {
Spawn* spawn = zone->GetSpawnByLocationID(location_id);
if (spawn) {
vector groupMembers;
if (!spawn->IsPlayer() && spawn->HasSpawnGroup()) {
groupMembers = *spawn->GetSpawnGroup();
for (int32 i = 0; i < groupMembers.size(); i++) {
Spawn* member = groupMembers.at(i);
if(member && !member->IsPlayer() && member != spawn) {
member->GetZone()->Despawn(member, delay);
}
}
}
zone->Despawn(spawn, delay);
lua_interface->SetBooleanValue(state, true);
return 1;
}
}
lua_interface->SetBooleanValue(state, false);
return 1;
}
int EQ2Emu_lua_AddRespawn(lua_State* state) {
ZoneServer* zone = lua_interface->GetZone(state);
int32 location_id = lua_interface->GetInt32Value(state, 2);
int32 respawn_time = lua_interface->GetInt32Value(state, 3);
lua_interface->ResetFunctionStack(state);
if (zone) {
zone->AddRespawn(location_id, respawn_time);
lua_interface->SetBooleanValue(state, true);
return 1;
}
lua_interface->SetBooleanValue(state, false);
return 1;
}
int EQ2Emu_lua_CreatePersistedRespawn(lua_State* state) {
int32 location_id = lua_interface->GetInt32Value(state);
int8 spawn_type = lua_interface->GetInt32Value(state, 2);
int32 respawn_time = lua_interface->GetInt32Value(state, 3);
int32 zone_id = lua_interface->GetInt32Value(state, 4);
lua_interface->ResetFunctionStack(state);
if (location_id && zone_id) {
database.CreatePersistedRespawn(location_id,spawn_type,respawn_time,zone_id);
lua_interface->SetBooleanValue(state, true);
return 1;
}
lua_interface->SetBooleanValue(state, false);
return 1;
}