LuaFunctions.cpp 414 KB

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  1. /*
  2. EQ2Emulator: Everquest II Server Emulator
  3. Copyright (C) 2007 EQ2EMulator Development Team (http://www.eq2emulator.net)
  4. This file is part of EQ2Emulator.
  5. EQ2Emulator is free software: you can redistribute it and/or modify
  6. it under the terms of the GNU General Public License as published by
  7. the Free Software Foundation, either version 3 of the License, or
  8. (at your option) any later version.
  9. EQ2Emulator is distributed in the hope that it will be useful,
  10. but WITHOUT ANY WARRANTY; without even the implied warranty of
  11. MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  12. GNU General Public License for more details.
  13. You should have received a copy of the GNU General Public License
  14. along with EQ2Emulator. If not, see <http://www.gnu.org/licenses/>.
  15. */
  16. #include "LuaFunctions.h"
  17. #include "Spawn.h"
  18. #include "WorldDatabase.h"
  19. #include "LuaInterface.h"
  20. #include "../common/ConfigReader.h"
  21. #include "client.h"
  22. #include "World.h"
  23. #include "Commands/Commands.h"
  24. #include "races.h"
  25. #include "classes.h"
  26. #include "Variables.h"
  27. #include "SpellProcess.h"
  28. #include "Rules/Rules.h"
  29. #include "../common/Log.h"
  30. #include <math.h>
  31. #include "HeroicOp/HeroicOp.h"
  32. #include "RaceTypes/RaceTypes.h"
  33. #include "ClientPacketFunctions.h"
  34. #include "Transmute.h"
  35. #include "Titles.h"
  36. #include <boost/algorithm/string/predicate.hpp>
  37. #include <sstream>
  38. #include <boost/algorithm/string.hpp>
  39. extern MasterFactionList master_faction_list;
  40. extern WorldDatabase database;
  41. extern LuaInterface* lua_interface;
  42. extern ConfigReader configReader;
  43. extern MasterQuestList master_quest_list;
  44. extern MasterItemList master_item_list;
  45. extern MasterSpellList master_spell_list;
  46. extern World world;
  47. extern Commands commands;
  48. extern ZoneList zone_list;
  49. extern Races races;
  50. extern Classes classes;
  51. extern Variables variables;
  52. extern MasterSkillList master_skill_list;
  53. extern MasterHeroicOPList master_ho_list;
  54. extern MasterRaceTypeList race_types_list;
  55. extern MasterLanguagesList master_languages_list;
  56. extern MasterTitlesList master_titles_list;
  57. extern RuleManager rule_manager;
  58. vector<string> ParseString(string strVal, char delim) {
  59. stringstream ss(strVal);
  60. vector<string> ret;
  61. while (ss.good())
  62. {
  63. string substr;
  64. getline(ss, substr, delim);
  65. ret.push_back(substr);
  66. }
  67. return ret;
  68. }
  69. vector<unsigned int> ParseStringToInt32(string strVal, char delim) {
  70. stringstream ss(strVal);
  71. vector<unsigned int> ret;
  72. while (ss.good())
  73. {
  74. string substr;
  75. getline(ss, substr, delim);
  76. stringstream valss(substr);
  77. unsigned int val = 0;
  78. valss >> val;
  79. ret.push_back(val);
  80. }
  81. return ret;
  82. }
  83. map<string, signed int> ParseStringMap(string strVal, char delim) {
  84. vector<string> pairs = ParseString(strVal, delim);
  85. vector<string>::iterator itr;
  86. map<string, signed int> ret;
  87. for (itr = pairs.begin(); itr != pairs.end(); itr++) {
  88. vector<string> keyvaluepair = ParseString(*itr, ':');
  89. if (keyvaluepair.size() == 2) {
  90. stringstream valss(keyvaluepair[1]);
  91. int32 val = 0;
  92. valss >> val;
  93. ret[keyvaluepair[0]] = val;
  94. }
  95. }
  96. return ret;
  97. }
  98. map<unsigned int, unsigned short> ParseIntMap(string strVal, char delim) {
  99. vector<string> pairs = ParseString(strVal, delim);
  100. vector<string>::iterator itr;
  101. map<unsigned int, unsigned short> ret;
  102. for (itr = pairs.begin(); itr != pairs.end(); itr++) {
  103. vector<string> keyvaluepair = ParseString(*itr, ':');
  104. int32 key = 0;
  105. if (keyvaluepair.size() > 0) {
  106. stringstream keyss(keyvaluepair[0]);
  107. keyss >> key;
  108. }
  109. if (keyvaluepair.size() == 1) {
  110. ret[key] = 1;
  111. }
  112. else if (keyvaluepair.size() == 2) {
  113. stringstream valss(keyvaluepair[1]);
  114. unsigned short val = 0;
  115. valss >> val;
  116. ret[key] = val;
  117. }
  118. }
  119. return ret;
  120. }
  121. map<unsigned int, signed int> ParseSInt32Map(string strVal, char delim) {
  122. vector<string> pairs = ParseString(strVal, delim);
  123. vector<string>::iterator itr;
  124. map<unsigned int, signed int> ret;
  125. for (itr = pairs.begin(); itr != pairs.end(); itr++) {
  126. vector<string> keyvaluepair = ParseString(*itr, ':');
  127. int32 key = 0;
  128. if (keyvaluepair.size() > 0) {
  129. stringstream keyss(keyvaluepair[0]);
  130. keyss >> key;
  131. }
  132. if (keyvaluepair.size() == 1) {
  133. ret[key] = 1;
  134. }
  135. else if (keyvaluepair.size() == 2) {
  136. stringstream valss(keyvaluepair[1]);
  137. signed int val = 0;
  138. valss >> val;
  139. ret[key] = val;
  140. }
  141. }
  142. return ret;
  143. }
  144. int EQ2Emu_lua_PlayFlavor(lua_State* state) {
  145. if (!lua_interface)
  146. return 0;
  147. Spawn* spawn = lua_interface->GetSpawn(state);
  148. string mp3_string = lua_interface->GetStringValue(state, 2);
  149. string text_string = lua_interface->GetStringValue(state, 3);
  150. string emote_string = lua_interface->GetStringValue(state, 4);
  151. int32 key1 = lua_interface->GetInt32Value(state, 5);
  152. int32 key2 = lua_interface->GetInt32Value(state, 6);
  153. Spawn* player = lua_interface->GetSpawn(state, 7);
  154. int8 language = lua_interface->GetInt8Value(state, 8);
  155. lua_interface->ResetFunctionStack(state);
  156. if (spawn) {
  157. const char* mp3 = 0;
  158. const char* text = 0;
  159. const char* emote = 0;
  160. if (mp3_string.length() > 0)
  161. mp3 = mp3_string.c_str();
  162. if (text_string.length() > 0)
  163. text = text_string.c_str();
  164. if (emote_string.length() > 0)
  165. emote = emote_string.c_str();
  166. Client* client = 0;
  167. if (player && player->IsPlayer())
  168. client = ((Player*)player)->GetClient();
  169. if (client) {
  170. if (((Player*)player)->WasSentSpawn(spawn->GetID()))
  171. spawn->GetZone()->PlayFlavor(client, spawn, mp3, text, emote, key1, key2, language);
  172. }
  173. else
  174. spawn->GetZone()->PlayFlavor(spawn, mp3, text, emote, key1, key2, language);
  175. }
  176. return 0;
  177. }
  178. int EQ2Emu_lua_PlayFlavorID(lua_State* state) {
  179. if (!lua_interface)
  180. return 0;
  181. Spawn* spawn = lua_interface->GetSpawn(state);
  182. int8 type = lua_interface->GetInt8Value(state, 2);
  183. int32 id = lua_interface->GetInt32Value(state, 3);
  184. int16 index = lua_interface->GetInt16Value(state, 4);
  185. Spawn* player = lua_interface->GetSpawn(state, 5);
  186. int8 language = lua_interface->GetInt8Value(state, 6);
  187. lua_interface->ResetFunctionStack(state);
  188. if (spawn) {
  189. Client* client = 0;
  190. if (player && player->IsPlayer())
  191. client = ((Player*)player)->GetClient();
  192. if (client) {
  193. VoiceOverStruct non_garble, garble;
  194. bool garble_success = false;
  195. bool success = world.FindVoiceOver(type, id, index, &non_garble, &garble_success, &garble);
  196. client->SendPlayFlavor(spawn, language, &non_garble, &garble, success, garble_success);
  197. }
  198. else
  199. spawn->GetZone()->PlayFlavorID(spawn, type, id, index, language);
  200. }
  201. return 0;
  202. }
  203. int EQ2Emu_lua_PlaySound(lua_State* state) {
  204. if (!lua_interface)
  205. return 0;
  206. Spawn* spawn = lua_interface->GetSpawn(state);
  207. string sound_string = lua_interface->GetStringValue(state, 2);
  208. float x = lua_interface->GetFloatValue(state, 3);
  209. float y = lua_interface->GetFloatValue(state, 4);
  210. float z = lua_interface->GetFloatValue(state, 5);
  211. Spawn* player = lua_interface->GetSpawn(state, 6);
  212. lua_interface->ResetFunctionStack(state);
  213. if (spawn && sound_string.length() > 0) {
  214. Client* client = 0;
  215. if (player && player->IsPlayer())
  216. client = ((Player*)player)->GetClient();
  217. if (client)
  218. spawn->GetZone()->PlaySoundFile(client, sound_string.c_str(), x, y, z);
  219. else
  220. spawn->GetZone()->PlaySoundFile(0, sound_string.c_str(), x, y, z);
  221. }
  222. return 0;
  223. }
  224. int EQ2Emu_lua_SetRequiredQuest(lua_State* state) {
  225. if (!lua_interface)
  226. return 0;
  227. Spawn* spawn = lua_interface->GetSpawn(state);
  228. int32 quest_id = lua_interface->GetInt32Value(state, 2);
  229. int16 quest_step = lua_interface->GetInt16Value(state, 3);
  230. bool private_spawn = (lua_interface->GetInt8Value(state, 4) == 1);
  231. bool continued_access = (lua_interface->GetInt8Value(state, 5) == 1);
  232. int16 flag_override = lua_interface->GetInt16Value(state, 6);
  233. lua_interface->ResetFunctionStack(state);
  234. if (!spawn) {
  235. lua_interface->LogError("%s: LUA SetRequiredQuest command error: spawn is not valid", lua_interface->GetScriptName(state));
  236. return 0;
  237. }
  238. if (quest_id > 0) {
  239. //Add this quest to the list of required quests for this spawn
  240. spawn->SetQuestsRequired(quest_id, quest_step);
  241. //If private spawn value set
  242. if (private_spawn) {
  243. //Set the spawn to be private when not granted access through this quest
  244. spawn->AddAllowAccessSpawn(spawn);
  245. spawn->SetPrivateQuestSpawn(true);
  246. }
  247. //This value allows access after a quest step, or the whole quest has been completed
  248. if (continued_access)
  249. spawn->SetQuestsRequiredContinuedAccess(true);
  250. //This value will override vis_flags in the vis packet
  251. if (flag_override > 0)
  252. spawn->SetQuestsRequiredOverride(flag_override);
  253. }
  254. return 0;
  255. }
  256. int EQ2Emu_lua_SpawnSetByDistance(lua_State* state) {
  257. if (!lua_interface)
  258. return 0;
  259. Spawn* spawn = lua_interface->GetSpawn(state);
  260. float max_distance = lua_interface->GetFloatValue(state, 2);
  261. string variable = lua_interface->GetStringValue(state, 3);
  262. string value = lua_interface->GetStringValue(state, 4);
  263. lua_interface->ResetFunctionStack(state);
  264. if (max_distance > 0 && spawn && value.length() > 0 && variable.length() > 0 && spawn->GetZone())
  265. spawn->GetZone()->SpawnSetByDistance(spawn, max_distance, variable, value);
  266. return 0;
  267. }
  268. int EQ2Emu_lua_PerformCameraShake(lua_State* state) {
  269. if (!lua_interface)
  270. return 0;
  271. Client* client = 0;
  272. Spawn* player = lua_interface->GetSpawn(state);
  273. float intensity = lua_interface->GetFloatValue(state, 2);
  274. int8 direction = lua_interface->GetInt8Value(state, 3);
  275. lua_interface->ResetFunctionStack(state);
  276. if (!player) {
  277. lua_interface->LogError("LUA PerformCameraShake command error: spawn is not valid");
  278. return 0;
  279. }
  280. if (!player->IsPlayer()) {
  281. lua_interface->LogError("LUA PerformCameraShake command error: spawn is not a player");
  282. return 0;
  283. }
  284. if (player->GetZone())
  285. client = ((Player*)player)->GetClient();
  286. if (!client) {
  287. lua_interface->LogError("LUA PerformCameraShake command error: could not find client");
  288. return 0;
  289. }
  290. PacketStruct* packet = configReader.getStruct("WS_PerformCameraShakeMsg", client->GetVersion());
  291. if (packet) {
  292. /* Client Intensity Logic (does not restrict service side, but expect .01 - 1.0 range)
  293. v1 = *(float *)(a1 + 4);
  294. if ( v1 > 0.0 )
  295. v2 = fminf(v1, 1.0);
  296. else
  297. v2 = 0.1;
  298. */
  299. packet->setDataByName("intensity", intensity);
  300. if ( client->GetVersion() > 546 )
  301. packet->setDataByName("direction", direction);
  302. client->QueuePacket(packet->serialize());
  303. safe_delete(packet);
  304. }
  305. return 0;
  306. }
  307. int EQ2Emu_lua_KillSpawn(lua_State* state) {
  308. if (!lua_interface)
  309. return 0;
  310. Spawn* dead = lua_interface->GetSpawn(state);
  311. Spawn* killer = lua_interface->GetSpawn(state, 2);
  312. bool send_packet = (lua_interface->GetInt8Value(state, 3) == 1);
  313. lua_interface->ResetFunctionStack(state);
  314. if (dead && dead->Alive() && dead->GetZone())
  315. dead->GetZone()->KillSpawn(false, dead, killer, send_packet);
  316. return 0;
  317. }
  318. int EQ2Emu_lua_KillSpawnByDistance(lua_State* state) {
  319. if (!lua_interface)
  320. return 0;
  321. Spawn* spawn = lua_interface->GetSpawn(state);
  322. float max_distance = lua_interface->GetFloatValue(state, 2);
  323. bool include_players = lua_interface->GetInt8Value(state, 3);
  324. bool send_packet = (lua_interface->GetInt8Value(state, 4) == 1);
  325. lua_interface->ResetFunctionStack(state);
  326. if (max_distance > 0 && spawn && spawn->GetZone())
  327. spawn->GetZone()->KillSpawnByDistance(spawn, max_distance, include_players, send_packet);
  328. return 0;
  329. }
  330. int EQ2Emu_lua_Despawn(lua_State* state) {
  331. if (!lua_interface)
  332. return 0;
  333. Spawn* spawn = lua_interface->GetSpawn(state);
  334. int32 delay = lua_interface->GetInt32Value(state, 2);
  335. lua_interface->ResetFunctionStack(state);
  336. if (spawn && spawn->GetZone())
  337. spawn->GetZone()->Despawn(spawn, delay);
  338. return 0;
  339. }
  340. int EQ2Emu_lua_ChangeHandIcon(lua_State* state) {
  341. if (!lua_interface)
  342. return 0;
  343. Spawn* spawn = lua_interface->GetSpawn(state);
  344. int8 displayHandIcon = lua_interface->GetInt8Value(state, 2);
  345. lua_interface->ResetFunctionStack(state);
  346. if (spawn) {
  347. spawn->info_changed = true;
  348. spawn->SetShowHandIcon(displayHandIcon);
  349. }
  350. return 0;
  351. }
  352. //this function is used to force an update packet to be sent.
  353. //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
  354. int EQ2Emu_lua_SetVisualFlag(lua_State* state) {
  355. if (!lua_interface)
  356. return 0;
  357. Spawn* spawn = lua_interface->GetSpawn(state);
  358. lua_interface->ResetFunctionStack(state);
  359. if (spawn) {
  360. spawn->vis_changed = true;
  361. spawn->GetZone()->AddChangedSpawn(spawn);
  362. }
  363. return 0;
  364. }
  365. //this function is used to force an update packet to be sent.
  366. //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
  367. int EQ2Emu_lua_SetInfoFlag(lua_State* state) {
  368. if (!lua_interface)
  369. return 0;
  370. Spawn* spawn = lua_interface->GetSpawn(state);
  371. lua_interface->ResetFunctionStack(state);
  372. if (spawn) {
  373. spawn->info_changed = true;
  374. spawn->GetZone()->AddChangedSpawn(spawn);
  375. }
  376. return 0;
  377. }
  378. int EQ2Emu_lua_SendStateCommand(lua_State* state) {
  379. if (!lua_interface)
  380. return 0;
  381. Spawn* spawn = lua_interface->GetSpawn(state);
  382. int32 new_state = lua_interface->GetInt32Value(state, 2);
  383. Spawn* player = lua_interface->GetSpawn(state, 3);
  384. lua_interface->ResetFunctionStack(state);
  385. if (spawn) {
  386. if(player)
  387. {
  388. if(player->IsPlayer())
  389. {
  390. Client* client = ((Player*)player)->GetClient();
  391. if(client)
  392. {
  393. ClientPacketFunctions::SendStateCommand(client, client->GetPlayer()->GetIDWithPlayerSpawn(spawn), new_state);
  394. lua_interface->SetBooleanValue(state, true);
  395. return 1;
  396. }
  397. else
  398. 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());
  399. }
  400. else
  401. 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());
  402. }
  403. else
  404. {
  405. spawn->GetZone()->QueueStateCommandToClients(spawn->GetID(), new_state);
  406. lua_interface->SetBooleanValue(state, true);
  407. return 1;
  408. }
  409. }
  410. lua_interface->SetBooleanValue(state, false);
  411. return 1;
  412. }
  413. int EQ2Emu_lua_SpawnSet(lua_State* state) {
  414. if (!lua_interface)
  415. return 0;
  416. Spawn* spawn = lua_interface->GetSpawn(state);
  417. string variable = lua_interface->GetStringValue(state, 2);
  418. string value = lua_interface->GetStringValue(state, 3);
  419. 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.
  420. bool temporary_flag = true;
  421. int8 num_args = (int8)lua_interface->GetNumberOfArgs(state);
  422. int8 index = 0;
  423. if(num_args >= 5)
  424. {
  425. 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
  426. index = lua_interface->GetInt8Value(state, 6);
  427. }
  428. lua_interface->ResetFunctionStack(state);
  429. int32 type = commands.GetSpawnSetType(variable);
  430. if (type != 0xFFFFFFFF && value.length() > 0 && spawn)
  431. commands.SetSpawnCommand(0, spawn, type, value.c_str(), !no_update, temporary_flag, nullptr, index);
  432. return 0;
  433. }
  434. int EQ2Emu_lua_GetSpawn(lua_State* state) {
  435. if (!lua_interface)
  436. return 0;
  437. Spawn* spawn = lua_interface->GetSpawn(state);
  438. int32 spawn_id = lua_interface->GetInt32Value(state, 2);
  439. lua_interface->ResetFunctionStack(state);
  440. if (spawn && spawn_id > 0) {
  441. Spawn* closest_spawn = spawn->GetZone()->GetClosestSpawn(spawn, spawn_id);
  442. if (closest_spawn) {
  443. lua_interface->SetSpawnValue(state, closest_spawn);
  444. return 1;
  445. }
  446. }
  447. return 0;
  448. }
  449. int EQ2Emu_lua_GetSpawnFromList(lua_State* state) {
  450. if (!lua_interface)
  451. return 0;
  452. vector<Spawn*> spawns;
  453. int32 position = 0;
  454. if(lua_istable(state, 1)) {
  455. size_t len = lua_rawlen(state, 1);
  456. for(int i=1;i <= len; i++)
  457. {
  458. // get the entry to stack
  459. lua_rawgeti(state, 1, i);
  460. int Top = lua_gettop(state);
  461. if(lua_islightuserdata(state,Top)) {
  462. LUAUserData* data = (LUAUserData*)lua_touserdata(state, Top);
  463. if(data->IsSpawn()) {
  464. spawns.push_back(data->spawn);
  465. }
  466. }
  467. // remove entry from stack
  468. lua_pop(state,1);
  469. }
  470. }
  471. position = lua_interface->GetInt32Value(state, 2);
  472. lua_interface->ResetFunctionStack(state);
  473. Spawn* spawn = 0;
  474. if(position < spawns.size()) {
  475. spawn = spawns.at(position);
  476. }
  477. if(spawn) {
  478. lua_interface->SetSpawnValue(state, spawn);
  479. return 1;
  480. }
  481. return 0;
  482. }
  483. int EQ2Emu_lua_GetSpawnListSize(lua_State* state) {
  484. if (!lua_interface)
  485. return 0;
  486. vector<Spawn*> spawns;
  487. if(lua_istable(state, 1)) {
  488. size_t len = lua_rawlen(state, 1);
  489. for(int i=1;i <= len; i++)
  490. {
  491. // get the entry to stack
  492. lua_rawgeti(state, 1, i);
  493. int Top = lua_gettop(state);
  494. if(lua_islightuserdata(state,Top)) {
  495. LUAUserData* data = (LUAUserData*)lua_touserdata(state, Top);
  496. if(data->IsSpawn()) {
  497. spawns.push_back(data->spawn);
  498. }
  499. }
  500. // remove entry from stack
  501. lua_pop(state,1);
  502. }
  503. }
  504. lua_interface->ResetFunctionStack(state);
  505. lua_interface->SetInt32Value(state, spawns.size());
  506. return 1;
  507. }
  508. int EQ2Emu_lua_GetSpawnListBySpawnID(lua_State* state) {
  509. if (!lua_interface)
  510. return 0;
  511. Spawn* spawn = lua_interface->GetSpawn(state);
  512. int32 spawn_id = lua_interface->GetInt32Value(state, 2);
  513. lua_interface->ResetFunctionStack(state);
  514. if (spawn) {
  515. vector<Spawn*> spawns = spawn->GetZone()->GetSpawnsByID(spawn_id);
  516. if (spawns.size() > 0) {
  517. lua_createtable(state, spawns.size(), 0);
  518. int newTable = lua_gettop(state);
  519. for (int32 i = 0; i < spawns.size(); i++) {
  520. lua_interface->SetSpawnValue(state, spawns.at(i));
  521. lua_rawseti(state, newTable, i + 1);
  522. }
  523. return 1;
  524. }
  525. }
  526. return 0;
  527. }
  528. int EQ2Emu_lua_GetSpawnListByRailID(lua_State* state) {
  529. if (!lua_interface)
  530. return 0;
  531. Spawn* spawn = lua_interface->GetSpawn(state);
  532. sint64 rail_id = lua_interface->GetSInt64Value(state, 2);
  533. lua_interface->ResetFunctionStack(state);
  534. if (spawn) {
  535. vector<Spawn*> spawns = spawn->GetZone()->GetSpawnsByRailID(rail_id);
  536. if (spawns.size() > 0) {
  537. lua_createtable(state, spawns.size(), 0);
  538. int newTable = lua_gettop(state);
  539. for (int32 i = 0; i < spawns.size(); i++) {
  540. lua_interface->SetSpawnValue(state, spawns.at(i));
  541. lua_rawseti(state, newTable, i + 1);
  542. }
  543. return 1;
  544. }
  545. }
  546. return 0;
  547. }
  548. int EQ2Emu_lua_GetPassengerSpawnList(lua_State* state) {
  549. if (!lua_interface)
  550. return 0;
  551. Spawn* spawn = lua_interface->GetSpawn(state);
  552. lua_interface->ResetFunctionStack(state);
  553. if (spawn) {
  554. vector<Spawn*> spawns = spawn->GetPassengersOnRail();
  555. if (spawns.size() > 0) {
  556. lua_createtable(state, spawns.size(), 0);
  557. int newTable = lua_gettop(state);
  558. for (int32 i = 0; i < spawns.size(); i++) {
  559. lua_interface->SetSpawnValue(state, spawns.at(i));
  560. lua_rawseti(state, newTable, i + 1);
  561. }
  562. return 1;
  563. }
  564. }
  565. return 0;
  566. }
  567. int EQ2Emu_lua_GetVariableValue(lua_State* state) {
  568. if (!lua_interface)
  569. return 0;
  570. string variable_name = lua_interface->GetStringValue(state);
  571. lua_interface->ResetFunctionStack(state);
  572. Variable* var = variables.FindVariable(variable_name);
  573. if (var) {
  574. lua_interface->SetStringValue(state, var->GetValue());
  575. return 1;
  576. }
  577. return 0;
  578. }
  579. int EQ2Emu_lua_GetCoinMessage(lua_State* state) {
  580. if (!lua_interface)
  581. return 0;
  582. int32 total_coins = lua_interface->GetInt32Value(state);
  583. lua_interface->ResetFunctionStack(state);
  584. if (total_coins == 0) {
  585. lua_interface->SetStringValue(state, "0 copper");
  586. return 1;
  587. }
  588. char tmp[64] = { 0 };
  589. string message = "";
  590. int32 val = 0;
  591. if (total_coins >= 1000000) {
  592. val = total_coins / 1000000;
  593. total_coins -= 1000000 * val;
  594. sprintf(tmp, " %u Platinum", val);
  595. message.append(tmp);
  596. memset(tmp, 0, 64);
  597. }
  598. if (total_coins >= 10000) {
  599. val = total_coins / 10000;
  600. total_coins -= 10000 * val;
  601. sprintf(tmp, " %u Gold", val);
  602. message.append(tmp);
  603. memset(tmp, 0, 64);
  604. }
  605. if (total_coins >= 100) {
  606. val = total_coins / 100;
  607. total_coins -= 100 * val;
  608. sprintf(tmp, " %u Silver", val);
  609. message.append(tmp);
  610. memset(tmp, 0, 64);
  611. }
  612. if (total_coins > 0) {
  613. sprintf(tmp, " %u Copper", (int32)total_coins);
  614. message.append(tmp);
  615. }
  616. lua_interface->SetStringValue(state, message.c_str());
  617. return 1;
  618. }
  619. int EQ2Emu_lua_GetSpawnByGroupID(lua_State* state) {
  620. ZoneServer* zone = lua_interface->GetZone(state);
  621. int32 group_id = lua_interface->GetInt32Value(state, 2);
  622. lua_interface->ResetFunctionStack(state);
  623. if (zone) {
  624. Spawn* spawn = zone->GetSpawnGroup(group_id);
  625. if (spawn) {
  626. lua_interface->SetSpawnValue(state, spawn);
  627. return 1;
  628. }
  629. }
  630. return 0;
  631. }
  632. int EQ2Emu_lua_GetSpawnByLocationID(lua_State* state) {
  633. ZoneServer* zone = lua_interface->GetZone(state);
  634. int32 location_id = lua_interface->GetInt32Value(state, 2);
  635. lua_interface->ResetFunctionStack(state);
  636. if (zone) {
  637. Spawn* spawn = zone->GetSpawnByLocationID(location_id);
  638. if (spawn) {
  639. lua_interface->SetSpawnValue(state, spawn);
  640. return 1;
  641. }
  642. }
  643. return 0;
  644. }
  645. int EQ2Emu_lua_GetSpawnID(lua_State* state) {
  646. Spawn* spawn = lua_interface->GetSpawn(state);
  647. lua_interface->ResetFunctionStack(state);
  648. if (spawn) {
  649. lua_interface->SetInt32Value(state, spawn->GetDatabaseID());
  650. return 1;
  651. }
  652. return 0;
  653. }
  654. int EQ2Emu_lua_GetSpawnGroupID(lua_State* state) {
  655. Spawn* spawn = lua_interface->GetSpawn(state);
  656. lua_interface->ResetFunctionStack(state);
  657. if (spawn) {
  658. lua_interface->SetInt32Value(state, spawn->GetSpawnGroupID());
  659. return 1;
  660. }
  661. return 0;
  662. }
  663. int EQ2Emu_lua_SetSpawnGroupID(lua_State* state) {
  664. if (!lua_interface)
  665. return 0;
  666. Spawn* spawn = lua_interface->GetSpawn(state);
  667. int32 new_group_id = lua_interface->GetInt32Value(state, 2);
  668. lua_interface->ResetFunctionStack(state);
  669. if (spawn) {
  670. spawn->SetSpawnGroupID(new_group_id);
  671. lua_interface->SetBooleanValue(state, true);
  672. return 1;
  673. }
  674. lua_interface->SetBooleanValue(state, false);
  675. return 1;
  676. }
  677. int EQ2Emu_lua_AddSpawnToGroup(lua_State* state) {
  678. if (!lua_interface)
  679. return 0;
  680. Spawn* spawn = lua_interface->GetSpawn(state);
  681. int32 new_group_id = lua_interface->GetInt32Value(state, 2);
  682. lua_interface->ResetFunctionStack(state);
  683. if (spawn) {
  684. spawn->GetZone()->AddSpawnToGroup(spawn, new_group_id);
  685. lua_interface->SetBooleanValue(state, true);
  686. return 1;
  687. }
  688. lua_interface->SetBooleanValue(state, false);
  689. return 1;
  690. }
  691. int EQ2Emu_lua_GetSpawnLocationID(lua_State* state) {
  692. Spawn* spawn = lua_interface->GetSpawn(state);
  693. lua_interface->ResetFunctionStack(state);
  694. if (spawn) {
  695. lua_interface->SetInt32Value(state, spawn->GetSpawnLocationID());
  696. return 1;
  697. }
  698. return 0;
  699. }
  700. int EQ2Emu_lua_GetSpawnLocationPlacementID(lua_State* state) {
  701. Spawn* spawn = lua_interface->GetSpawn(state);
  702. lua_interface->ResetFunctionStack(state);
  703. if (spawn) {
  704. lua_interface->SetInt32Value(state, spawn->GetSpawnLocationPlacementID());
  705. return 1;
  706. }
  707. return 0;
  708. }
  709. int EQ2Emu_lua_GetFactionAmount(lua_State* state) {
  710. Player* player = (Player*)lua_interface->GetSpawn(state);
  711. int32 faction_id = lua_interface->GetInt32Value(state, 2);
  712. lua_interface->ResetFunctionStack(state);
  713. if (player && player->IsPlayer() && faction_id > 0) {
  714. lua_interface->SetSInt32Value(state, player->GetFactions()->GetFactionValue(faction_id));
  715. return 1;
  716. }
  717. return 0;
  718. }
  719. int EQ2Emu_lua_SetFactionID(lua_State* state) {
  720. if (!lua_interface)
  721. return 0;
  722. Spawn* spawn = lua_interface->GetSpawn(state);
  723. int32 value = lua_interface->GetInt32Value(state, 2);
  724. lua_interface->ResetFunctionStack(state);
  725. if (spawn) {
  726. spawn->SetFactionID(value);
  727. }
  728. return 0;
  729. }
  730. int EQ2Emu_lua_GetFactionID(lua_State* state) {
  731. Spawn* spawn = lua_interface->GetSpawn(state);
  732. lua_interface->ResetFunctionStack(state);
  733. if (spawn) {
  734. lua_interface->SetInt32Value(state, spawn->GetFactionID());
  735. return 1;
  736. }
  737. return 0;
  738. }
  739. int EQ2Emu_lua_GetGender(lua_State* state) {
  740. Spawn* spawn = lua_interface->GetSpawn(state);
  741. lua_interface->ResetFunctionStack(state);
  742. if (spawn) {
  743. lua_interface->SetInt32Value(state, spawn->GetGender());
  744. return 1;
  745. }
  746. return 0;
  747. }
  748. int EQ2Emu_lua_GetTarget(lua_State* state) {
  749. Spawn* spawn = lua_interface->GetSpawn(state);
  750. lua_interface->ResetFunctionStack(state);
  751. if (spawn && spawn->IsEntity() && ((Entity*)spawn)->GetTarget()) {
  752. lua_interface->SetSpawnValue(state, ((Entity*)spawn)->GetTarget());
  753. return 1;
  754. }
  755. return 0;
  756. }
  757. int EQ2Emu_lua_PlayVoice(lua_State* state) {
  758. if (!lua_interface)
  759. return 0;
  760. Spawn* spawn = lua_interface->GetSpawn(state);
  761. string mp3_string = lua_interface->GetStringValue(state, 2);
  762. int32 key1 = lua_interface->GetInt32Value(state, 3);
  763. int32 key2 = lua_interface->GetInt32Value(state, 4);
  764. Spawn* player = lua_interface->GetSpawn(state, 5);
  765. lua_interface->ResetFunctionStack(state);
  766. if (spawn && mp3_string.length() > 0) {
  767. Client* client = 0;
  768. if (player && player->IsPlayer())
  769. client = ((Player*)player)->GetClient();
  770. if (client) {
  771. if (((Player*)player)->WasSentSpawn(spawn->GetID()))
  772. spawn->GetZone()->PlayVoice(client, spawn, mp3_string.c_str(), key1, key2);
  773. }
  774. else
  775. spawn->GetZone()->PlayVoice(spawn, mp3_string.c_str(), key1, key2);
  776. }
  777. return 0;
  778. }
  779. int EQ2Emu_lua_GetCurrentZoneSafeLocation(lua_State* state) {
  780. if (!lua_interface)
  781. return 0;
  782. Spawn* spawn = lua_interface->GetSpawn(state);
  783. lua_interface->ResetFunctionStack(state);
  784. if (spawn) {
  785. lua_interface->SetFloatValue(state, spawn->GetZone()->GetSafeX());
  786. lua_interface->SetFloatValue(state, spawn->GetZone()->GetSafeY());
  787. lua_interface->SetFloatValue(state, spawn->GetZone()->GetSafeZ());
  788. return 3;
  789. }
  790. return 0;
  791. }
  792. int EQ2Emu_lua_HasLootItem(lua_State* state) {
  793. if (!lua_interface)
  794. return 0;
  795. Spawn* spawn = lua_interface->GetSpawn(state);
  796. if (spawn) {
  797. int32 item_id = lua_interface->GetInt32Value(state, 2);
  798. lua_interface->ResetFunctionStack(state);
  799. lua_interface->SetBooleanValue(state, spawn->HasLootItemID(item_id));
  800. return 1;
  801. }
  802. lua_interface->ResetFunctionStack(state);
  803. return 0;
  804. }
  805. int EQ2Emu_lua_AddLootItem(lua_State* state) {
  806. if (!lua_interface)
  807. return 0;
  808. Spawn* spawn = lua_interface->GetSpawn(state);
  809. if (spawn && spawn->IsEntity()) {
  810. int32 item_id = lua_interface->GetInt32Value(state, 2);
  811. int16 charges = lua_interface->GetInt16Value(state, 3);
  812. if (charges == 0)
  813. charges = 1;
  814. ((Entity*)spawn)->AddLootItem(item_id, charges);
  815. }
  816. lua_interface->ResetFunctionStack(state);
  817. return 0;
  818. }
  819. int EQ2Emu_lua_RemoveLootItem(lua_State* state) {
  820. if (!lua_interface)
  821. return 0;
  822. Spawn* spawn = lua_interface->GetSpawn(state);
  823. if (spawn && spawn->IsEntity()) {
  824. int32 item_id = lua_interface->GetInt32Value(state, 2);
  825. Item* item = spawn->LootItem(item_id);
  826. lua_interface->SetLuaUserDataStale(item);
  827. safe_delete(item);
  828. }
  829. lua_interface->ResetFunctionStack(state);
  830. return 0;
  831. }
  832. int EQ2Emu_lua_AddLootCoin(lua_State* state) {
  833. if (!lua_interface)
  834. return 0;
  835. Spawn* spawn = lua_interface->GetSpawn(state);
  836. if (spawn) {
  837. int32 val = lua_interface->GetInt32Value(state, 2);
  838. spawn->AddLootCoins(val);
  839. }
  840. lua_interface->ResetFunctionStack(state);
  841. return 0;
  842. }
  843. int EQ2Emu_lua_GiveLoot(lua_State* state) {
  844. if (!lua_interface)
  845. return 0;
  846. Spawn* entity = lua_interface->GetSpawn(state);
  847. Spawn* player = lua_interface->GetSpawn(state, 2);
  848. if (entity && player && player->IsPlayer()) {
  849. int32 coins = lua_interface->GetInt32Value(state, 3);
  850. vector<Item*>* items = 0;
  851. int i = 0;
  852. int32 item_id = 0;
  853. while ((item_id = lua_interface->GetInt32Value(state, 4 + i))) {
  854. if (items == 0)
  855. items = new vector<Item*>;
  856. if (master_item_list.GetItem(item_id))
  857. items->push_back(master_item_list.GetItem(item_id));
  858. i++;
  859. }
  860. Client* client = 0;
  861. client = ((Player*)player)->GetClient();
  862. if (client)
  863. ((Player*)player)->AddPendingLootItems(entity->GetID(), items);
  864. if(coins > 0)
  865. entity->AddLootCoins(coins);
  866. safe_delete(items);
  867. }
  868. lua_interface->ResetFunctionStack(state);
  869. return 0;
  870. }
  871. int EQ2Emu_lua_HasPendingLootItem(lua_State* state) {
  872. if (!lua_interface)
  873. return 0;
  874. Spawn* entity = lua_interface->GetSpawn(state);
  875. Spawn* player = lua_interface->GetSpawn(state, 2);
  876. int32 item_id = lua_interface->GetInt32Value(state, 3);
  877. lua_interface->ResetFunctionStack(state);
  878. if (entity && entity->IsEntity() && player && player->IsPlayer() && item_id > 0) {
  879. lua_interface->SetBooleanValue(state, ((Player*)player)->HasPendingLootItem(entity->GetID(), item_id));
  880. return 1;
  881. }
  882. return 0;
  883. }
  884. int EQ2Emu_lua_HasPendingLoot(lua_State* state) {
  885. if (!lua_interface)
  886. return 0;
  887. Spawn* entity = lua_interface->GetSpawn(state);
  888. Spawn* player = lua_interface->GetSpawn(state, 2);
  889. lua_interface->ResetFunctionStack(state);
  890. if (entity && player && player->IsPlayer()) {
  891. lua_interface->SetBooleanValue(state, ((Player*)player)->HasPendingLootItems(entity->GetID()));
  892. return 1;
  893. }
  894. return 0;
  895. }
  896. int EQ2Emu_lua_CreateConversation(lua_State* state) {
  897. if (!lua_interface)
  898. return 0;
  899. vector<ConversationOption>* conversation = lua_interface->GetConversation(state);
  900. lua_interface->SetLuaUserDataStale(conversation);
  901. safe_delete(conversation);
  902. lua_interface->ResetFunctionStack(state);
  903. conversation = new vector<ConversationOption>();
  904. lua_interface->SetConversationValue(state, conversation);
  905. return 1;
  906. }
  907. int EQ2Emu_lua_AddConversationOption(lua_State* state) {
  908. if (!lua_interface)
  909. return 0;
  910. vector<ConversationOption>* conversation = lua_interface->GetConversation(state);
  911. if (conversation) {
  912. ConversationOption conv_option;
  913. conv_option.option = lua_interface->GetStringValue(state, 2);
  914. conv_option.function = lua_interface->GetStringValue(state, 3);
  915. if (conv_option.option.length() > 0)
  916. conversation->push_back(conv_option);
  917. }
  918. lua_interface->ResetFunctionStack(state);
  919. return 0;
  920. }
  921. int EQ2Emu_lua_CloseConversation(lua_State* state) {
  922. if (!lua_interface)
  923. return 0;
  924. Spawn* npc = lua_interface->GetSpawn(state);
  925. Spawn* player = lua_interface->GetSpawn(state, 2);
  926. lua_interface->ResetFunctionStack(state);
  927. if (npc && player && player->IsPlayer() && player->GetZone()) {
  928. Client* client = ((Player*)player)->GetClient();
  929. if (client) {
  930. int32 conversation_id = client->GetConversationID(npc, 0);
  931. client->CloseDialog(conversation_id);
  932. }
  933. }
  934. return 0;
  935. }
  936. int EQ2Emu_lua_CloseItemConversation(lua_State* state) {
  937. if (!lua_interface)
  938. return 0;
  939. Item* item = lua_interface->GetItem(state);
  940. Spawn* player = lua_interface->GetSpawn(state, 2);
  941. lua_interface->ResetFunctionStack(state);
  942. if (item && player && player->IsPlayer() && player->GetZone()) {
  943. Client* client = ((Player*)player)->GetClient();
  944. if (client) {
  945. int32 conversation_id = client->GetConversationID(0, item);
  946. client->CloseDialog(conversation_id);
  947. }
  948. }
  949. return 0;
  950. }
  951. int EQ2Emu_lua_StartDialogConversation(lua_State* state) {
  952. if (!lua_interface)
  953. return 0;
  954. vector<ConversationOption>* conversation = lua_interface->GetConversation(state);
  955. Spawn* spawn = 0;
  956. Item* item = 0;
  957. int8 type = lua_interface->GetInt8Value(state, 2);
  958. if (type == 1 || type == 3)
  959. spawn = lua_interface->GetSpawn(state, 3);
  960. else if (type == 2 || type == 4)
  961. item = lua_interface->GetItem(state, 3);
  962. Spawn* player = lua_interface->GetSpawn(state, 4);
  963. string text = lua_interface->GetStringValue(state, 5);
  964. string mp3 = lua_interface->GetStringValue(state, 6);
  965. int32 key1 = lua_interface->GetInt32Value(state, 7);
  966. int32 key2 = lua_interface->GetInt32Value(state, 8);
  967. int8 language = lua_interface->GetInt8Value(state, 9);
  968. int numargs = lua_interface->GetNumberOfArgs(state);
  969. int8 can_close = 1;
  970. if(numargs > 9)
  971. can_close = lua_interface->GetInt32Value(state, 10);
  972. lua_interface->ResetFunctionStack(state);
  973. if (conversation && text.length() > 0 && (spawn || item) && player && player->IsPlayer()) {
  974. Client* client = ((Player*)player)->GetClient();
  975. if (client) {
  976. if (spawn) {
  977. // Need to do this so the function works the same as it did before
  978. if (type == 1)
  979. type++;
  980. if (mp3.length() > 0)
  981. client->DisplayConversation((Entity*)spawn, type, conversation, const_cast<char*>(text.c_str()), mp3.c_str(), key1, key2, language, can_close);
  982. else
  983. client->DisplayConversation((Entity*)spawn, type, conversation, const_cast<char*>(text.c_str()), nullptr, 0, 0, language, can_close);
  984. }
  985. else {
  986. if (mp3.length() > 0)
  987. client->DisplayConversation(item, conversation, const_cast<char*>(text.c_str()), type, mp3.c_str(), key1, key2, language, can_close);
  988. else
  989. client->DisplayConversation(item, conversation, const_cast<char*>(text.c_str()), type, nullptr, 0, 0, language, can_close);
  990. }
  991. }
  992. }
  993. lua_interface->SetLuaUserDataStale(conversation);
  994. safe_delete(conversation);
  995. return 0;
  996. }
  997. int EQ2Emu_lua_StartConversation(lua_State* state) {
  998. if (!lua_interface)
  999. return 0;
  1000. vector<ConversationOption>* conversation = lua_interface->GetConversation(state);
  1001. Spawn* source = lua_interface->GetSpawn(state, 2);
  1002. Spawn* player = lua_interface->GetSpawn(state, 3);
  1003. string text = lua_interface->GetStringValue(state, 4);
  1004. string mp3 = lua_interface->GetStringValue(state, 5);
  1005. int32 key1 = lua_interface->GetInt32Value(state, 6);
  1006. int32 key2 = lua_interface->GetInt32Value(state, 7);
  1007. int8 language = lua_interface->GetInt32Value(state, 8);
  1008. int numargs = lua_interface->GetNumberOfArgs(state);
  1009. int8 can_close = 1;
  1010. if(numargs > 8)
  1011. can_close = lua_interface->GetInt32Value(state, 9);
  1012. lua_interface->ResetFunctionStack(state);
  1013. if (conversation && conversation->size() > 0 && text.length() > 0 && source && player && player->IsPlayer()) {
  1014. Client* client = ((Player*)player)->GetClient();
  1015. if (mp3.length() > 0)
  1016. client->DisplayConversation(source, 1, conversation, text.c_str(), mp3.c_str(), key1, key2, language, can_close);
  1017. else
  1018. client->DisplayConversation(source, 1, conversation, text.c_str(), nullptr, 0, 0, language, can_close);
  1019. lua_interface->SetLuaUserDataStale(conversation);
  1020. safe_delete(conversation);
  1021. }
  1022. else
  1023. 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);
  1024. return 0;
  1025. }
  1026. int EQ2Emu_lua_SetPlayerProximityFunction(lua_State* state) {
  1027. if (!lua_interface)
  1028. return 0;
  1029. Spawn* spawn = lua_interface->GetSpawn(state);
  1030. float distance = lua_interface->GetFloatValue(state, 2);
  1031. string in_range_function = lua_interface->GetStringValue(state, 3);
  1032. string leaving_range_function = lua_interface->GetStringValue(state, 4);
  1033. if (spawn && !spawn->IsPlayer() && distance > 0 && in_range_function.length() > 0)
  1034. spawn->GetZone()->AddPlayerProximity(spawn, distance, in_range_function, leaving_range_function);
  1035. return 0;
  1036. }
  1037. int EQ2Emu_lua_SetLocationProximityFunction(lua_State* state) {
  1038. ZoneServer* zone = lua_interface->GetZone(state);
  1039. float x = lua_interface->GetFloatValue(state, 2);
  1040. float y = lua_interface->GetFloatValue(state, 3);
  1041. float z = lua_interface->GetFloatValue(state, 4);
  1042. float max_variation = lua_interface->GetFloatValue(state, 5);
  1043. string in_range_function = lua_interface->GetStringValue(state, 6);
  1044. string leaving_range_function = lua_interface->GetStringValue(state, 7);
  1045. lua_interface->ResetFunctionStack(state);
  1046. if (zone && in_range_function.length() > 0)
  1047. zone->AddLocationProximity(x, y, z, max_variation, in_range_function, leaving_range_function);
  1048. return 0;
  1049. }
  1050. int EQ2Emu_lua_SetLootCoin(lua_State* state) {
  1051. if (!lua_interface)
  1052. return 0;
  1053. Spawn* spawn = lua_interface->GetSpawn(state);
  1054. if (spawn && spawn->IsEntity()) {
  1055. int32 val = lua_interface->GetInt32Value(state, 2);
  1056. ((Entity*)spawn)->SetLootCoins(val);
  1057. }
  1058. lua_interface->ResetFunctionStack(state);
  1059. return 0;
  1060. }
  1061. int EQ2Emu_lua_GetLootCoin(lua_State* state) {
  1062. if (!lua_interface)
  1063. return 0;
  1064. Spawn* spawn = lua_interface->GetSpawn(state);
  1065. lua_interface->ResetFunctionStack(state);
  1066. if (spawn && spawn->IsEntity()) {
  1067. lua_interface->SetInt32Value(state, ((Entity*)spawn)->GetLootCoins());
  1068. return 1;
  1069. }
  1070. return 0;
  1071. }
  1072. int EQ2Emu_lua_MovementLoopAdd(lua_State* state) {
  1073. if (!lua_interface)
  1074. return 0;
  1075. Spawn* spawn = lua_interface->GetSpawn(state);
  1076. float x = lua_interface->GetFloatValue(state, 2);
  1077. float y = lua_interface->GetFloatValue(state, 3);
  1078. float z = lua_interface->GetFloatValue(state, 4);
  1079. float speed = lua_interface->GetFloatValue(state, 5);
  1080. int32 delay = lua_interface->GetInt32Value(state, 6); //this should be given as seconds, as it is converted to ms later
  1081. string function = lua_interface->GetStringValue(state, 7);
  1082. int8 num_args = (int8)lua_interface->GetNumberOfArgs(state);
  1083. float heading = lua_interface->GetFloatValue(state, 8);
  1084. if (spawn) {
  1085. spawn->AddMovementLocation(x, y, z, speed, delay, function.c_str(), heading, (num_args > 7) ? true : false );
  1086. spawn->GetZone()->AddMovementNPC(spawn);
  1087. }
  1088. lua_interface->ResetFunctionStack(state);
  1089. return 0;
  1090. }
  1091. int EQ2Emu_lua_IsPlayer(lua_State* state) {
  1092. if (!lua_interface)
  1093. return 0;
  1094. Spawn* spawn = lua_interface->GetSpawn(state);
  1095. lua_interface->ResetFunctionStack(state);
  1096. if (spawn) {
  1097. lua_interface->SetBooleanValue(state, spawn->IsPlayer());
  1098. return 1;
  1099. }
  1100. return 0;
  1101. }
  1102. int EQ2Emu_lua_GetCharacterID(lua_State* state) {
  1103. if (!lua_interface)
  1104. return 0;
  1105. Spawn* spawn = lua_interface->GetSpawn(state);
  1106. lua_interface->ResetFunctionStack(state);
  1107. if (spawn && spawn->IsPlayer()) {
  1108. lua_interface->SetInt32Value(state, ((Player*)spawn)->GetCharacterID());
  1109. return 1;
  1110. }
  1111. lua_interface->SetInt32Value(state, 0);
  1112. return 1;
  1113. }
  1114. int EQ2Emu_lua_FaceTarget(lua_State* state) {
  1115. if (!lua_interface)
  1116. return 0;
  1117. Spawn* spawn = lua_interface->GetSpawn(state);
  1118. Spawn* target = lua_interface->GetSpawn(state, 2);
  1119. int8 num_args = (int8)lua_interface->GetNumberOfArgs(state);
  1120. bool reset_action_state = true;
  1121. if(num_args > 2)
  1122. reset_action_state = lua_interface->GetBooleanValue(state, 3);
  1123. if (spawn && target) {
  1124. if (spawn->IsEntity())
  1125. // ((Entity*)spawn)->FaceTarget(target);
  1126. static_cast<Entity*>(spawn)->FaceTarget(target, reset_action_state);
  1127. }
  1128. lua_interface->ResetFunctionStack(state);
  1129. return 0;
  1130. }
  1131. int EQ2Emu_lua_MoveToLocation(lua_State* state) {
  1132. if (!lua_interface)
  1133. return 0;
  1134. Spawn* spawn = lua_interface->GetSpawn(state);
  1135. float x = lua_interface->GetFloatValue(state, 2);
  1136. float y = lua_interface->GetFloatValue(state, 3);
  1137. float z = lua_interface->GetFloatValue(state, 4);
  1138. float speed = lua_interface->GetFloatValue(state, 5);
  1139. string lua_function = lua_interface->GetStringValue(state, 6);
  1140. bool more_points = lua_interface->GetBooleanValue(state, 7);
  1141. if (spawn) {
  1142. if (speed == 0)
  1143. speed = spawn->GetSpeed();
  1144. spawn->AddRunningLocation(x, y, z, speed, 0.0f, true, !more_points, lua_function);
  1145. }
  1146. lua_interface->ResetFunctionStack(state);
  1147. return 0;
  1148. }
  1149. int EQ2Emu_lua_ClearRunningLocations(lua_State* state) {
  1150. if (!lua_interface)
  1151. return 0;
  1152. Spawn* spawn = lua_interface->GetSpawn(state);
  1153. lua_interface->ResetFunctionStack(state);
  1154. if (spawn) {
  1155. spawn->ClearRunningLocations();
  1156. }
  1157. return 0;
  1158. }
  1159. int EQ2Emu_lua_Say(lua_State* state) {
  1160. if (!lua_interface)
  1161. return 0;
  1162. Spawn* spawn = lua_interface->GetSpawn(state);
  1163. string message = lua_interface->GetStringValue(state, 2);
  1164. Spawn* player = lua_interface->GetSpawn(state, 3);
  1165. float dist = lua_interface->GetFloatValue(state, 4);
  1166. int32 language = lua_interface->GetInt32Value(state, 5);
  1167. if (spawn && message.length() > 0) {
  1168. Client* client = 0;
  1169. if (player && player->IsPlayer())
  1170. client = ((Player*)player)->GetClient();
  1171. if (client)
  1172. spawn->GetZone()->HandleChatMessage(client, spawn, 0, CHANNEL_SAY, message.c_str(), (dist > 0.0f) ? dist : 30.0f, 0, true, language);
  1173. else
  1174. spawn->GetZone()->HandleChatMessage(spawn, 0, CHANNEL_SAY, message.c_str(), (dist > 0.0f) ? dist : 30.0f, 0, true, language);
  1175. }
  1176. lua_interface->ResetFunctionStack(state);
  1177. return 0;
  1178. }
  1179. int EQ2Emu_lua_Shout(lua_State* state) {
  1180. if (!lua_interface)
  1181. return 0;
  1182. Spawn* spawn = lua_interface->GetSpawn(state);
  1183. string message = lua_interface->GetStringValue(state, 2);
  1184. Spawn* player = lua_interface->GetSpawn(state, 3);
  1185. float dist = lua_interface->GetFloatValue(state, 4);
  1186. int32 language = lua_interface->GetInt32Value(state, 5);
  1187. if (spawn && message.length() > 0) {
  1188. Client* client = 0;
  1189. if (player && player->IsPlayer())
  1190. client = ((Player*)player)->GetClient();
  1191. if (client)
  1192. spawn->GetZone()->HandleChatMessage(client, spawn, 0, CHANNEL_SHOUT, message.c_str(), (dist > 0.0f) ? dist : 30.0f, 0, true, language);
  1193. else
  1194. spawn->GetZone()->HandleChatMessage(spawn, 0, CHANNEL_SHOUT, message.c_str(), (dist > 0.0f) ? dist : 30.0f, 0, true, language);
  1195. }
  1196. lua_interface->ResetFunctionStack(state);
  1197. return 0;
  1198. }
  1199. int EQ2Emu_lua_SayOOC(lua_State* state) {
  1200. if (!lua_interface)
  1201. return 0;
  1202. Spawn* spawn = lua_interface->GetSpawn(state);
  1203. string message = lua_interface->GetStringValue(state, 2);
  1204. Spawn* player = lua_interface->GetSpawn(state, 3);
  1205. float dist = lua_interface->GetFloatValue(state, 4);
  1206. int32 language = lua_interface->GetInt32Value(state, 5);
  1207. if (spawn && message.length() > 0) {
  1208. Client* client = 0;
  1209. if (player && player->IsPlayer())
  1210. client = ((Player*)player)->GetClient();
  1211. if (client)
  1212. spawn->GetZone()->HandleChatMessage(client, spawn, 0, CHANNEL_OUT_OF_CHARACTER, message.c_str(), (dist > 0.0f) ? dist : 30.0f, 0, true, language);
  1213. else
  1214. spawn->GetZone()->HandleChatMessage(spawn, 0, CHANNEL_OUT_OF_CHARACTER, message.c_str(), (dist > 0.0f) ? dist : 30.0f, 0, true, language);
  1215. }
  1216. lua_interface->ResetFunctionStack(state);
  1217. return 0;
  1218. }
  1219. int EQ2Emu_lua_Emote(lua_State* state) {
  1220. if (!lua_interface)
  1221. return 0;
  1222. Spawn* spawn = lua_interface->GetSpawn(state);
  1223. string message = lua_interface->GetStringValue(state, 2);
  1224. Spawn* spawn2 = lua_interface->GetSpawn(state, 3);
  1225. Spawn* player = lua_interface->GetSpawn(state, 4);
  1226. char* to = 0;
  1227. if (spawn2)
  1228. to = spawn2->GetName();
  1229. if (spawn && message.length() > 0) {
  1230. Client* client = 0;
  1231. if (player && player->IsPlayer())
  1232. client = ((Player*)player)->GetClient();
  1233. if (client)
  1234. spawn->GetZone()->HandleChatMessage(client, spawn, to, CHANNEL_EMOTE, message.c_str(), 30);
  1235. else
  1236. spawn->GetZone()->HandleChatMessage(spawn, to, CHANNEL_EMOTE, message.c_str(), 30);
  1237. }
  1238. lua_interface->ResetFunctionStack(state);
  1239. return 0;
  1240. }
  1241. int EQ2Emu_lua_SpellHeal(lua_State* state) {
  1242. if (!lua_interface)
  1243. return 0;
  1244. LuaSpell* luaspell = lua_interface->GetCurrentSpell(state);
  1245. if(!luaspell || luaspell->resisted) {
  1246. return 0;
  1247. }
  1248. Spawn* caster = luaspell->caster;
  1249. string heal_type = lua_interface->GetStringValue(state);//power, heal ect
  1250. int32 min_heal = lua_interface->GetInt32Value(state, 2);
  1251. int32 max_heal = lua_interface->GetInt32Value(state, 3);
  1252. Spawn* target = lua_interface->GetSpawn(state, 4);
  1253. int8 crit_mod = lua_interface->GetInt32Value(state, 5);
  1254. bool no_calcs = lua_interface->GetInt32Value(state, 6) == 1;
  1255. string custom_spell_name = lua_interface->GetStringValue(state, 7);//custom spell name
  1256. lua_interface->ResetFunctionStack(state);
  1257. boost::to_lower(heal_type);
  1258. if (caster && caster->IsEntity()) {
  1259. bool success = false;
  1260. luaspell->resisted = false;
  1261. if (target) {
  1262. float distance = caster->GetDistance(target, true);
  1263. if (((Entity*)caster)->SpellHeal(target, distance, luaspell, heal_type, min_heal, max_heal, crit_mod, no_calcs, custom_spell_name))
  1264. success = true;
  1265. }
  1266. if ((!success || luaspell->spell->GetSpellData()->group_spell) && luaspell->targets.size() > 0) {
  1267. Spawn* target = 0;
  1268. ZoneServer* zone = luaspell->caster->GetZone();
  1269. luaspell->MSpellTargets.readlock(__FUNCTION__, __LINE__);
  1270. for (int32 i = 0; i < luaspell->targets.size(); i++) {
  1271. if ((target = zone->GetSpawnByID(luaspell->targets[i]))) {
  1272. float distance = caster->GetDistance(target, true);
  1273. ((Entity*)caster)->SpellHeal(target, distance, luaspell, heal_type, min_heal, max_heal, crit_mod, no_calcs, custom_spell_name);
  1274. }
  1275. }
  1276. luaspell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
  1277. success = true;
  1278. }
  1279. if (success) {
  1280. if (caster->GetZone())
  1281. caster->GetZone()->TriggerCharSheetTimer();
  1282. }
  1283. }
  1284. return 0;
  1285. }
  1286. int EQ2Emu_lua_SpellHealPct(lua_State* state) {
  1287. if (!lua_interface)
  1288. return 0;
  1289. LuaSpell* luaspell = lua_interface->GetCurrentSpell(state);
  1290. if(!luaspell || luaspell->resisted) {
  1291. return 0;
  1292. }
  1293. Spawn* caster = luaspell->caster;
  1294. string heal_type = lua_interface->GetStringValue(state);//power, heal ect
  1295. float percentage = lua_interface->GetFloatValue(state, 2);
  1296. bool current_value = lua_interface->GetBooleanValue(state, 3);
  1297. bool caster_value = lua_interface->GetBooleanValue(state, 4);
  1298. Spawn* target = lua_interface->GetSpawn(state, 5);
  1299. int8 crit_mod = lua_interface->GetInt32Value(state, 6);
  1300. bool no_calcs = lua_interface->GetInt32Value(state, 7) == 1;
  1301. string custom_spell_name = lua_interface->GetStringValue(state, 8);//custom spell name
  1302. lua_interface->ResetFunctionStack(state);
  1303. boost::to_lower(heal_type);
  1304. int32 min_heal = 0, max_heal = 0;
  1305. if (caster && caster->IsEntity() && target) {
  1306. if(percentage <= 0.0f)
  1307. {
  1308. LogWrite(LUA__ERROR, 0, "LUA", "Error applying SpellHealPct on '%s'. percentage %f is less than or equal to 0.",target->GetName(),percentage);
  1309. return 0;
  1310. }
  1311. if(heal_type == "power")
  1312. {
  1313. if(current_value)
  1314. {
  1315. if(caster_value)
  1316. min_heal = max_heal = (int32)(float)caster->GetPower() * (percentage / 100.0f);
  1317. else
  1318. min_heal = max_heal = (int32)(float)target->GetPower() * (percentage / 100.0f);
  1319. }
  1320. else
  1321. {
  1322. if(caster_value)
  1323. min_heal = max_heal = (int32)(float)caster->GetTotalPower() * (percentage / 100.0f);
  1324. else
  1325. min_heal = max_heal = (int32)(float)target->GetTotalPower() * (percentage / 100.0f);
  1326. }
  1327. }
  1328. else
  1329. {
  1330. if(current_value)
  1331. {
  1332. if(caster_value)
  1333. min_heal = max_heal = (int32)(float)caster->GetHP() * (percentage / 100.0f);
  1334. else
  1335. min_heal = max_heal = (int32)(float)target->GetHP() * (percentage / 100.0f);
  1336. }
  1337. else
  1338. {
  1339. if(caster_value)
  1340. min_heal = max_heal = (int32)(float)caster->GetTotalHP() * (percentage / 100.0f);
  1341. else
  1342. min_heal = max_heal = (int32)(float)target->GetTotalHP() * (percentage / 100.0f);
  1343. }
  1344. }
  1345. bool success = false;
  1346. luaspell->resisted = false;
  1347. if (target) {
  1348. float distance = caster->GetDistance(target, true);
  1349. if (((Entity*)caster)->SpellHeal(target, distance, luaspell, heal_type, min_heal, max_heal, crit_mod, no_calcs, custom_spell_name))
  1350. success = true;
  1351. }
  1352. if ((!success || luaspell->spell->GetSpellData()->group_spell) && luaspell->targets.size() > 0) {
  1353. Spawn* target = 0;
  1354. ZoneServer* zone = luaspell->caster->GetZone();
  1355. luaspell->MSpellTargets.readlock(__FUNCTION__, __LINE__);
  1356. for (int32 i = 0; i < luaspell->targets.size(); i++) {
  1357. if ((target = zone->GetSpawnByID(luaspell->targets[i]))) {
  1358. float distance = caster->GetDistance(target, true);
  1359. ((Entity*)caster)->SpellHeal(target, distance, luaspell, heal_type, min_heal, max_heal, crit_mod, no_calcs, custom_spell_name);
  1360. }
  1361. }
  1362. luaspell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
  1363. success = true;
  1364. }
  1365. if (success) {
  1366. if (caster->GetZone())
  1367. caster->GetZone()->TriggerCharSheetTimer();
  1368. }
  1369. }
  1370. return 0;
  1371. }
  1372. int EQ2Emu_lua_AddItem(lua_State* state) {
  1373. if (!lua_interface)
  1374. return 0;
  1375. Spawn* spawn = lua_interface->GetSpawn(state);
  1376. int32 item_id = lua_interface->GetInt32Value(state, 2);
  1377. int16 quantity = lua_interface->GetInt32Value(state, 3);
  1378. lua_interface->ResetFunctionStack(state);
  1379. // default of 1 quantity to add
  1380. if (quantity == 0)
  1381. quantity = 1;
  1382. if (spawn && spawn->IsPlayer()) {
  1383. Client* client = ((Player*)spawn)->GetClient();
  1384. if (client && item_id > 0) {
  1385. lua_interface->SetBooleanValue(state, client->AddItem(item_id, quantity));
  1386. return 1;
  1387. }
  1388. }
  1389. lua_interface->SetBooleanValue(state, false);
  1390. return 1;
  1391. }
  1392. int EQ2Emu_lua_SummonItem(lua_State* state) {
  1393. if (!lua_interface)
  1394. return 0;
  1395. Spawn* spawn = lua_interface->GetSpawn(state);
  1396. int32 item_id = lua_interface->GetInt32Value(state, 2);
  1397. bool send_messages = (lua_interface->GetInt8Value(state, 3) == 1);
  1398. string location = lua_interface->GetStringValue(state, 4);
  1399. int16 item_count = lua_interface->GetInt16Value(state,5);
  1400. //devn00b: if we dont have a count, assume 1 item.
  1401. if(!item_count) {
  1402. item_count = 1;
  1403. }
  1404. lua_interface->ResetFunctionStack(state);
  1405. if (spawn && spawn->IsPlayer()) {
  1406. Client* client = ((Player*)spawn)->GetClient();
  1407. if (client && item_id > 0) {
  1408. if (strncasecmp(location.c_str(), "bank", 4) == 0)
  1409. lua_interface->SetBooleanValue(state, client->AddItemToBank(item_id, item_count));
  1410. else
  1411. lua_interface->SetBooleanValue(state, client->AddItem(item_id, item_count));
  1412. if (send_messages) {
  1413. Item* item = master_item_list.GetItem(item_id);
  1414. if (item) {
  1415. if(item_count > 1) {
  1416. client->Message(CHANNEL_COLOR_YELLOW, "You receive %i %s.", item_count, item->CreateItemLink(client->GetVersion()).c_str());
  1417. string popup_text1 = "You receive "+ item_count;
  1418. string popup_text2 = " " + item->name;
  1419. string popup_text = popup_text1 + popup_text2;
  1420. client->SendPopupMessage(10, popup_text.c_str(), "ui_harvested_normal", 3, 0xFF, 0xFF, 0xFF);
  1421. // return 1;
  1422. } else {
  1423. client->Message(CHANNEL_COLOR_YELLOW, "You receive %s.", item->CreateItemLink(client->GetVersion()).c_str());
  1424. string popup_text = "You receive " + item->name;
  1425. client->SendPopupMessage(10, popup_text.c_str(), "ui_harvested_normal", 3, 0xFF, 0xFF, 0xFF);
  1426. }
  1427. }
  1428. }
  1429. return 1;
  1430. }
  1431. }
  1432. lua_interface->SetBooleanValue(state, false);
  1433. return 1;
  1434. }
  1435. int EQ2Emu_lua_RemoveItem(lua_State* state) {
  1436. Spawn* spawn = lua_interface->GetSpawn(state);
  1437. int32 item_id = lua_interface->GetInt32Value(state, 2);
  1438. int16 quantity = lua_interface->GetInt16Value(state, 3);
  1439. lua_interface->ResetFunctionStack(state);
  1440. // default of 1 to remove
  1441. if (quantity == 0)
  1442. quantity = 1;
  1443. Client* client;
  1444. Item* item;
  1445. if (spawn && spawn->IsPlayer() && item_id > 0) {
  1446. if ((client = ((Player*)spawn)->GetClient())) {
  1447. if ((item = client->GetPlayer()->item_list.GetItemFromID(item_id))) {
  1448. if (client->RemoveItem(item, quantity)) {
  1449. lua_interface->SetBooleanValue(state, true);
  1450. return 1;
  1451. }
  1452. }
  1453. }
  1454. }
  1455. lua_interface->SetBooleanValue(state, false);
  1456. return 1;
  1457. }
  1458. int EQ2Emu_lua_HasItem(lua_State* state) {
  1459. Spawn* player = lua_interface->GetSpawn(state);
  1460. int32 item_id = lua_interface->GetInt32Value(state, 2);
  1461. bool include_bank = lua_interface->GetInt8Value(state, 3);
  1462. lua_interface->ResetFunctionStack(state);
  1463. if (player && player->IsPlayer()) {
  1464. bool hasItem = false;
  1465. hasItem = ((Player*)player)->item_list.HasItem(item_id, include_bank);
  1466. if (!hasItem)
  1467. hasItem = ((Player*)player)->GetEquipmentList()->HasItem(item_id);
  1468. lua_interface->SetBooleanValue(state, hasItem);
  1469. return 1;
  1470. }
  1471. lua_interface->SetBooleanValue(state, false);
  1472. return 1;
  1473. }
  1474. int EQ2Emu_lua_Spawn(lua_State* state) {
  1475. if (!lua_interface)
  1476. return 0;
  1477. ZoneServer* zone = lua_interface->GetZone(state);
  1478. int32 spawn_id = lua_interface->GetInt32Value(state, 2);
  1479. bool restricted_npc = (lua_interface->GetInt8Value(state, 3) == 1);
  1480. float x = lua_interface->GetFloatValue(state, 4);
  1481. float y = lua_interface->GetFloatValue(state, 5);
  1482. float z = lua_interface->GetFloatValue(state, 6);
  1483. float heading = lua_interface->GetFloatValue(state, 7);
  1484. if (zone && spawn_id > 0 && (x != 0 || y != 0 || z != 0)) {
  1485. Spawn* spawn = zone->GetSpawn(spawn_id);
  1486. if (!spawn)
  1487. lua_interface->LogError("%s: LUA Spawn command error: Could not find spawn with id of %u.", lua_interface->GetScriptName(state), spawn_id);
  1488. else {
  1489. spawn->SetX(x);
  1490. spawn->SetZ(z);
  1491. spawn->SetY(y,true,true);
  1492. spawn->SetLocation(zone->GetClosestLocation(spawn));
  1493. spawn->SetHeading(heading);
  1494. if (restricted_npc)
  1495. spawn->AddAllowAccessSpawn(spawn);
  1496. const char* spawn_script = world.GetSpawnScript(spawn_id);
  1497. bool scriptActive = false;
  1498. if (spawn_script && lua_interface->GetSpawnScript(spawn_script) != 0) {
  1499. scriptActive = true;
  1500. spawn->SetSpawnScript(string(spawn_script));
  1501. }
  1502. zone->CallSpawnScript(spawn, SPAWN_SCRIPT_PRESPAWN);
  1503. zone->AddSpawn(spawn);
  1504. if (scriptActive) {
  1505. zone->CallSpawnScript(spawn, SPAWN_SCRIPT_SPAWN);
  1506. }
  1507. lua_interface->ResetFunctionStack(state);
  1508. lua_interface->SetSpawnValue(state, spawn);
  1509. return 1;
  1510. }
  1511. }
  1512. else {
  1513. string output = "Invalid paramaters to LUA Spawn command: \n";
  1514. if (!zone)
  1515. output = output.append("\t").append("Missing zone reference. \n");
  1516. if (spawn_id == 0)
  1517. output = output.append("\t").append("Missing spawn_id.");
  1518. lua_interface->LogError("%s: Error in EQ2Emu_lua_Spawn - %s", lua_interface->GetScriptName(state), output.c_str());
  1519. }
  1520. lua_interface->ResetFunctionStack(state);
  1521. return 0;
  1522. }
  1523. int EQ2Emu_lua_GetZoneName(lua_State* state) {
  1524. if (!lua_interface)
  1525. return 0;
  1526. ZoneServer* zone = lua_interface->GetZone(state);
  1527. lua_interface->ResetFunctionStack(state);
  1528. if (zone) {
  1529. lua_interface->SetStringValue(state, zone->GetZoneName());
  1530. return 1;
  1531. }
  1532. return 0;
  1533. }
  1534. int EQ2Emu_lua_GetZoneID(lua_State* state) {
  1535. if (!lua_interface)
  1536. return 0;
  1537. ZoneServer* zone = lua_interface->GetZone(state);
  1538. lua_interface->ResetFunctionStack(state);
  1539. if (zone) {
  1540. lua_interface->SetInt32Value(state, zone->GetZoneID());
  1541. return 1;
  1542. }
  1543. return 0;
  1544. }
  1545. int EQ2Emu_lua_GetZone(lua_State* state) {
  1546. if (!lua_interface)
  1547. return 0;
  1548. int32 zone_id = lua_interface->GetInt32Value(state);
  1549. ZoneServer* zone = 0;
  1550. if (zone_id > 0)
  1551. zone = zone_list.Get(zone_id);
  1552. else {
  1553. string zone_name = lua_interface->GetStringValue(state);
  1554. if (zone_name.length() > 0) {
  1555. zone = zone_list.Get(zone_name.c_str());
  1556. }
  1557. else {
  1558. Spawn* spawn = lua_interface->GetSpawn(state);
  1559. if (spawn)
  1560. zone = spawn->GetZone();
  1561. }
  1562. }
  1563. lua_interface->ResetFunctionStack(state);
  1564. if (zone) {
  1565. lua_interface->SetZoneValue(state, zone);
  1566. return 1;
  1567. }
  1568. return 0;
  1569. }
  1570. int EQ2Emu_lua_AddHate(lua_State* state) {
  1571. Spawn* entity = lua_interface->GetSpawn(state);
  1572. Spawn* npc = lua_interface->GetSpawn(state, 2);
  1573. sint32 amount = lua_interface->GetSInt32Value(state, 3);
  1574. bool send_packet = lua_interface->GetInt8Value(state, 4) == 1 ? true : false;
  1575. LuaSpell* luaspell = lua_interface->GetCurrentSpell(state);
  1576. if(!luaspell || luaspell->resisted) {
  1577. return 0;
  1578. }
  1579. if (entity && entity->IsEntity() && amount != 0) {
  1580. if (luaspell) {
  1581. ZoneServer* zone = luaspell->caster->GetZone();
  1582. luaspell->MSpellTargets.readlock(__FUNCTION__, __LINE__);
  1583. for (int32 i = 0; i < luaspell->targets.size(); i++) {
  1584. Spawn* spawn = zone->GetSpawnByID(luaspell->targets.at(i));
  1585. if (spawn && spawn->IsNPC() && spawn->Alive() && spawn->GetZone()) {
  1586. ((NPC*)spawn)->AddHate((Entity*)entity, amount);
  1587. if (send_packet)
  1588. entity->GetZone()->SendThreatPacket(entity, npc, amount, luaspell->spell->GetName());
  1589. }
  1590. }
  1591. luaspell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
  1592. }
  1593. else if (npc && npc->IsNPC() && npc->GetZone())
  1594. ((NPC*)npc)->AddHate((Entity*)entity, amount);
  1595. }
  1596. lua_interface->ResetFunctionStack(state);
  1597. return 0;
  1598. }
  1599. int EQ2Emu_lua_Zone(lua_State* state) {
  1600. if (!lua_interface)
  1601. return 0;
  1602. LuaSpell* spell = lua_interface->GetCurrentSpell(state);
  1603. ZoneServer* zone = lua_interface->GetZone(state);
  1604. Spawn* player = lua_interface->GetSpawn(state, 2);
  1605. Client* client = 0;
  1606. if (player && player->IsPlayer())
  1607. client = ((Player*)player)->GetClient();
  1608. float x = lua_interface->GetFloatValue(state, 3);
  1609. float y = lua_interface->GetFloatValue(state, 4);
  1610. float z = lua_interface->GetFloatValue(state, 5);
  1611. float heading = lua_interface->GetFloatValue(state, 6);
  1612. if (zone && client) {
  1613. LogWrite(LUA__DEBUG, 0, "LUA", "LUA Zone Request by Player: '%s' (%u)", player->GetName(), player->GetID());
  1614. LogWrite(LUA__DEBUG, 5, "LUA", "\tTo Zone: '%s' (%u)", zone->GetZoneName(), zone->GetZoneID());
  1615. if (!client->CheckZoneAccess(zone->GetZoneName()))
  1616. {
  1617. LogWrite(LUA__WARNING, 0, "LUA", "CheckZoneAccess() FAILED! LUA Zone Request Denied!");
  1618. return 0;
  1619. }
  1620. if (x != 0 || y != 0 || z != 0) {
  1621. LogWrite(LUA__DEBUG, 5, "LUA", "\tTo Coordinates: %2f, %2f, %2f, %2f", x, y, z, heading);
  1622. player->SetX(x);
  1623. player->SetY(y);
  1624. player->SetZ(z);
  1625. player->SetHeading(heading);
  1626. client->Zone(zone->GetZoneName(), false);
  1627. }
  1628. else
  1629. client->Zone(zone->GetZoneName());
  1630. }
  1631. else
  1632. lua_interface->LogError("%s: Error in EQ2Emu_lua_Zone: invalid zone or spawn input.", lua_interface->GetScriptName(state));
  1633. lua_interface->ResetFunctionStack(state);
  1634. return 0;
  1635. }
  1636. int EQ2Emu_lua_AddSpawnAccess(lua_State* state) {
  1637. if (!lua_interface)
  1638. return 0;
  1639. Spawn* spawn = lua_interface->GetSpawn(state);
  1640. Spawn* spawn2 = lua_interface->GetSpawn(state, 2);
  1641. if (spawn && spawn2)
  1642. spawn->AddAllowAccessSpawn(spawn2);
  1643. lua_interface->ResetFunctionStack(state);
  1644. return 0;
  1645. }
  1646. int EQ2Emu_lua_CastSpell(lua_State* state) {
  1647. if (!lua_interface)
  1648. return 0;
  1649. Spawn* target = lua_interface->GetSpawn(state);
  1650. int32 spell_id = lua_interface->GetInt32Value(state, 2);
  1651. int8 spell_tier = lua_interface->GetInt8Value(state, 3);
  1652. Spawn* caster = lua_interface->GetSpawn(state, 4);
  1653. int16 custom_cast_time = lua_interface->GetInt16Value(state, 5);
  1654. lua_interface->ResetFunctionStack(state);
  1655. if (!target) {
  1656. lua_interface->LogError("%s: LUA CastSpell command error: target is not a valid spawn", lua_interface->GetScriptName(state));
  1657. return 0;
  1658. }
  1659. if (!target->IsEntity()) {
  1660. lua_interface->LogError("%s: LUA CastSpell command error: target (%s) is not an entity", lua_interface->GetScriptName(state), target->GetName());
  1661. return 0;
  1662. }
  1663. if (spell_id <= 0) {
  1664. lua_interface->LogError("%s: LUA CastSpell command error: spell id is not valid", lua_interface->GetScriptName(state));
  1665. return 0;
  1666. }
  1667. if (caster && !caster->IsEntity()) {
  1668. lua_interface->LogError("%s: LUA CastSpell command error: caster (%s) is not an entity", lua_interface->GetScriptName(state), caster->GetName());
  1669. return 0;
  1670. }
  1671. if (spell_tier == 0)
  1672. spell_tier = 1;
  1673. if (!caster)
  1674. caster = target;
  1675. target->GetZone()->ProcessSpell(master_spell_list.GetSpell(spell_id, spell_tier), (Entity*)caster, (Entity*)target, true, false, NULL, custom_cast_time);
  1676. return 0;
  1677. }
  1678. int EQ2Emu_lua_SpellDamage(lua_State* state) {
  1679. if (!lua_interface)
  1680. return 0;
  1681. Spawn* target = lua_interface->GetSpawn(state);
  1682. LuaSpell* luaspell = lua_interface->GetCurrentSpell(state);
  1683. if(!luaspell || luaspell->resisted) {
  1684. return 0;
  1685. }
  1686. Spawn* caster = luaspell->caster;
  1687. sint32 type = lua_interface->GetSInt32Value(state, 2);
  1688. int32 min_damage = lua_interface->GetInt32Value(state, 3);
  1689. int32 max_damage = lua_interface->GetInt32Value(state, 4);
  1690. int8 crit_mod = lua_interface->GetInt32Value(state, 5);
  1691. bool no_calcs = lua_interface->GetInt32Value(state, 6) == 1;
  1692. //lua_interface->ResetFunctionStack(state);
  1693. int32 class_id = lua_interface->GetInt32Value(state, 7);
  1694. vector<int16> faction_req;
  1695. vector<int16> race_req;
  1696. int32 class_req = 0;
  1697. int32 i = 0;
  1698. int8 f = 0;
  1699. int8 r = 0;
  1700. while ((class_id = lua_interface->GetInt32Value(state, 7 + i))) {
  1701. if (class_id < 100) {
  1702. class_req += pow(2.0, double(class_id - 1));
  1703. }
  1704. else if (class_id > 100 && class_id < 1000) {
  1705. race_req.push_back(class_id);
  1706. r++;
  1707. }
  1708. else {
  1709. faction_req.push_back(class_id);
  1710. f++;
  1711. }
  1712. i++;
  1713. }
  1714. lua_interface->ResetFunctionStack(state);
  1715. if (caster && caster->IsEntity()) {
  1716. bool race_match = false;
  1717. bool success = false;
  1718. luaspell->resisted = false;
  1719. if (luaspell->targets.size() > 0) {
  1720. ZoneServer* zone = luaspell->caster->GetZone();
  1721. Spawn* target = 0;
  1722. luaspell->MSpellTargets.readlock(__FUNCTION__, __LINE__);
  1723. for (int32 i = 0; i < luaspell->targets.size(); i++) {
  1724. if ((target = zone->GetSpawnByID(luaspell->targets[i]))) {
  1725. if (race_req.size() > 0) {
  1726. for (int8 i = 0; i < race_req.size(); i++) {
  1727. if(race_req[i] == target->GetRace() ||
  1728. race_req[i] == race_types_list.GetRaceType(target->GetModelType()) ||
  1729. race_req[i] == race_types_list.GetRaceBaseType(target->GetModelType())) {
  1730. race_match = true;
  1731. }
  1732. }
  1733. }
  1734. else
  1735. race_match = true; // if the race_req.size = 0 then there is no race requirement and the race_match will be true
  1736. if (race_match == true) {
  1737. float distance = caster->GetDistance(target, true);
  1738. ((Entity*)caster)->SpellAttack(target, distance, luaspell, type, min_damage, max_damage, crit_mod, no_calcs);
  1739. }
  1740. }
  1741. }
  1742. success = true;
  1743. luaspell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
  1744. }
  1745. else if (target) {
  1746. //check class and race/faction here
  1747. if (race_req.size() > 0) {
  1748. for (int8 i = 0; i < race_req.size(); i++) {
  1749. if(race_req[i] == target->GetRace() ||
  1750. race_req[i] == race_types_list.GetRaceType(target->GetModelType()) ||
  1751. race_req[i] == race_types_list.GetRaceBaseType(target->GetModelType())) {
  1752. race_match = true;
  1753. }
  1754. }
  1755. }
  1756. else
  1757. race_match = true; // if the race_req.size = 0 then there is no race requirement and the race_match will be true
  1758. if (race_match == true) {
  1759. float distance = caster->GetDistance(target, true);
  1760. if (((Entity*)caster)->SpellAttack(target, distance, luaspell, type, min_damage, max_damage, crit_mod, no_calcs))
  1761. success = true;
  1762. }
  1763. }
  1764. if (success) {
  1765. Spell* spell = luaspell->spell;
  1766. if (caster->IsPlayer() && spell && spell->GetSpellData()->target_type == 1 && spell->GetSpellData()->spell_book_type == 1) { //offense combat art
  1767. ((Player*)caster)->InCombat(true);
  1768. if (caster->GetZone())
  1769. caster->GetZone()->TriggerCharSheetTimer();
  1770. }
  1771. }
  1772. }
  1773. return 0;
  1774. }
  1775. int EQ2Emu_lua_ModifyPower(lua_State* state) {
  1776. if (!lua_interface)
  1777. return 0;
  1778. Spawn* spawn = lua_interface->GetSpawn(state);
  1779. sint32 value = lua_interface->GetSInt32Value(state, 2);
  1780. lua_interface->ResetFunctionStack(state);
  1781. if (spawn && value != 0) {
  1782. if (spawn->GetPower() + value > spawn->GetTotalPower())
  1783. spawn->SetPower(spawn->GetTotalPower());
  1784. else
  1785. spawn->SetPower(spawn->GetPower() + value);
  1786. }
  1787. return 0;
  1788. }
  1789. int EQ2Emu_lua_ModifyHP(lua_State* state) {
  1790. if (!lua_interface)
  1791. return 0;
  1792. Spawn* spawn = lua_interface->GetSpawn(state);
  1793. sint32 value = lua_interface->GetSInt32Value(state, 2);
  1794. lua_interface->ResetFunctionStack(state);
  1795. if (spawn && value != 0) {
  1796. if (spawn->GetHP() + value > spawn->GetTotalHP())
  1797. spawn->SetHP(spawn->GetTotalHP());
  1798. else
  1799. spawn->SetHP(spawn->GetHP() + value);
  1800. }
  1801. return 0;
  1802. }
  1803. int EQ2Emu_lua_ModifyMaxPower(lua_State* state) {
  1804. if (!lua_interface)
  1805. return 0;
  1806. Spawn* spawn = lua_interface->GetSpawn(state);
  1807. sint32 value = lua_interface->GetSInt32Value(state, 2);
  1808. lua_interface->ResetFunctionStack(state);
  1809. if (spawn && value != 0) {
  1810. spawn->SetPower(spawn->GetPower() + value);
  1811. if (value > spawn->GetTotalHPBase())
  1812. spawn->SetTotalPower(spawn->GetTotalPower() + value);
  1813. }
  1814. return 0;
  1815. }
  1816. int EQ2Emu_lua_ModifyMaxHP(lua_State* state) {
  1817. if (!lua_interface)
  1818. return 0;
  1819. Spawn* spawn = lua_interface->GetSpawn(state);
  1820. sint32 value = lua_interface->GetSInt32Value(state, 2);
  1821. lua_interface->ResetFunctionStack(state);
  1822. if (spawn && value != 0) {
  1823. spawn->SetHP(spawn->GetHP() + value);
  1824. if (value > spawn->GetTotalHPBase())
  1825. spawn->SetTotalHP(spawn->GetTotalHP() + value);
  1826. }
  1827. return 0;
  1828. }
  1829. int EQ2Emu_lua_SetCurrentHP(lua_State* state) {
  1830. if (!lua_interface)
  1831. return 0;
  1832. Spawn* spawn = lua_interface->GetSpawn(state);
  1833. sint32 value = lua_interface->GetSInt32Value(state, 2);
  1834. lua_interface->ResetFunctionStack(state);
  1835. if (spawn) {
  1836. spawn->SetHP(value);
  1837. if (value > spawn->GetTotalHPBase())
  1838. spawn->SetTotalHP(value);
  1839. }
  1840. return 0;
  1841. }
  1842. int EQ2Emu_lua_SetMaxHP(lua_State* state) {
  1843. if (!lua_interface)
  1844. return 0;
  1845. Spawn* spawn = lua_interface->GetSpawn(state);
  1846. LuaSpell* luaspell = lua_interface->GetCurrentSpell(state);
  1847. float value = lua_interface->GetFloatValue(state, 2);
  1848. lua_interface->ResetFunctionStack(state);
  1849. if (spawn && spawn->IsEntity() && value > 0)
  1850. ((Entity*)spawn)->AddSpellBonus(luaspell, ITEM_STAT_HEALTH, value - spawn->GetTotalHP());
  1851. if (spawn && spawn->IsPlayer())
  1852. ((Player*)spawn)->SetCharSheetChanged(true);
  1853. return 0;
  1854. }
  1855. int EQ2Emu_lua_SetMaxHPBase(lua_State* state) {
  1856. if (!lua_interface)
  1857. return 0;
  1858. Spawn* spawn = lua_interface->GetSpawn(state);
  1859. sint32 value = lua_interface->GetSInt32Value(state, 2);
  1860. lua_interface->ResetFunctionStack(state);
  1861. if (spawn && spawn->IsEntity() && value > 0)
  1862. ((Entity*)spawn)->SetTotalHPBase(value);
  1863. return 0;
  1864. }
  1865. int EQ2Emu_lua_SetCurrentPower(lua_State* state) {
  1866. if (!lua_interface)
  1867. return 0;
  1868. Spawn* spawn = lua_interface->GetSpawn(state);
  1869. sint32 value = lua_interface->GetSInt32Value(state, 2);
  1870. lua_interface->ResetFunctionStack(state);
  1871. if (spawn && value > 0) {
  1872. spawn->SetPower(value);
  1873. if (value > spawn->GetTotalPowerBase())
  1874. spawn->SetTotalPower(value);
  1875. }
  1876. return 0;
  1877. }
  1878. int EQ2Emu_lua_SetMaxPower(lua_State* state) {
  1879. if (!lua_interface)
  1880. return 0;
  1881. Spawn* spawn = lua_interface->GetSpawn(state);
  1882. LuaSpell* luaspell = lua_interface->GetCurrentSpell(state);
  1883. sint32 value = lua_interface->GetSInt32Value(state, 2);
  1884. lua_interface->ResetFunctionStack(state);
  1885. if (spawn && spawn->IsEntity() && value > 0)
  1886. ((Entity*)spawn)->AddSpellBonus(luaspell, ITEM_STAT_POWER, value - spawn->GetTotalPower());
  1887. return 0;
  1888. }
  1889. int EQ2Emu_lua_SetMaxPowerBase(lua_State* state) {
  1890. if (!lua_interface)
  1891. return 0;
  1892. Spawn* spawn = lua_interface->GetSpawn(state);
  1893. sint32 value = lua_interface->GetSInt32Value(state, 2);
  1894. lua_interface->ResetFunctionStack(state);
  1895. if (spawn && spawn->IsEntity() && value > 0)
  1896. ((Entity*)spawn)->SetTotalPowerBase(value);
  1897. return 0;
  1898. }
  1899. int EQ2Emu_lua_SetPosition(lua_State* state) {
  1900. if (!lua_interface)
  1901. return 0;
  1902. Spawn* spawn = lua_interface->GetSpawn(state);
  1903. float x = lua_interface->GetFloatValue(state, 2);
  1904. float y = lua_interface->GetFloatValue(state, 3);
  1905. float z = lua_interface->GetFloatValue(state, 4);
  1906. float heading = lua_interface->GetFloatValue(state, 5);
  1907. lua_interface->ResetFunctionStack(state);
  1908. if (spawn) {
  1909. spawn->SetX(x);
  1910. spawn->SetY(y);
  1911. spawn->SetZ(z);
  1912. if (heading != 0)
  1913. spawn->SetHeading(heading);
  1914. spawn->SetSpawnOrigX(spawn->GetX());
  1915. spawn->SetSpawnOrigY(spawn->GetY());
  1916. spawn->SetSpawnOrigZ(spawn->GetZ());
  1917. spawn->SetSpawnOrigHeading(spawn->GetHeading());
  1918. if (spawn->IsPlayer()) {
  1919. Client* client = ((Player*)spawn)->GetClient();
  1920. if (client) {
  1921. EQ2Packet* packet = client->GetPlayer()->Move(x, y, z, client->GetVersion(), (heading == 0 ? -1.0f : (heading + 180.0f)));
  1922. client->QueuePacket(packet);
  1923. }
  1924. }
  1925. }
  1926. return 0;
  1927. }
  1928. int EQ2Emu_lua_SetHeading(lua_State* state) {
  1929. if (!lua_interface)
  1930. return 0;
  1931. Spawn* spawn = lua_interface->GetSpawn(state);
  1932. float value = lua_interface->GetFloatValue(state, 2);
  1933. lua_interface->ResetFunctionStack(state);
  1934. if (spawn) {
  1935. spawn->SetHeading(value);
  1936. if (spawn->IsPlayer()) {
  1937. Client* client = ((Player*)spawn)->GetClient();
  1938. if (client) {
  1939. EQ2Packet* packet = client->GetPlayer()->Move(spawn->GetX(), spawn->GetY(), spawn->GetZ(), client->GetVersion(), value + 180.0f);
  1940. client->QueuePacket(packet);
  1941. }
  1942. }
  1943. }
  1944. return 0;
  1945. }
  1946. int EQ2Emu_lua_SetModelType(lua_State* state) {
  1947. if (!lua_interface)
  1948. return 0;
  1949. Spawn* spawn = lua_interface->GetSpawn(state);
  1950. int16 value = lua_interface->GetInt16Value(state, 2);
  1951. lua_interface->ResetFunctionStack(state);
  1952. if (spawn)
  1953. spawn->SetModelType(value);
  1954. return 0;
  1955. }
  1956. int EQ2Emu_lua_SetAdventureClass(lua_State* state) {
  1957. if (!lua_interface)
  1958. return 0;
  1959. Spawn* spawn = lua_interface->GetSpawn(state);
  1960. int8 value = lua_interface->GetInt8Value(state, 2);
  1961. lua_interface->ResetFunctionStack(state);
  1962. if (spawn) {
  1963. if (spawn->IsPlayer())
  1964. ((Player*)spawn)->SetPlayerAdventureClass(value);
  1965. else
  1966. spawn->SetAdventureClass(value);
  1967. }
  1968. return 0;
  1969. }
  1970. int EQ2Emu_lua_SetTradeskillClass(lua_State* state) {
  1971. if (!lua_interface)
  1972. return 0;
  1973. Spawn* spawn = lua_interface->GetSpawn(state);
  1974. int8 value = lua_interface->GetInt8Value(state, 2);
  1975. lua_interface->ResetFunctionStack(state);
  1976. if (spawn) {
  1977. spawn->SetTradeskillClass(value);
  1978. if (spawn->IsEntity()) {
  1979. ((Entity*)spawn)->GetInfoStruct()->set_tradeskill_class1(classes.GetTSBaseClass(spawn->GetTradeskillClass()));
  1980. ((Entity*)spawn)->GetInfoStruct()->set_tradeskill_class2(classes.GetSecondaryTSBaseClass(spawn->GetTradeskillClass()));
  1981. ((Entity*)spawn)->GetInfoStruct()->set_tradeskill_class3(spawn->GetTradeskillClass());
  1982. }
  1983. if (spawn->IsPlayer())
  1984. ((Player*)spawn)->SetCharSheetChanged(true);
  1985. }
  1986. return 0;
  1987. }
  1988. int EQ2Emu_lua_SetMount(lua_State* state) {
  1989. if (!lua_interface)
  1990. return 0;
  1991. Spawn* spawn = lua_interface->GetSpawn(state);
  1992. int16 value = lua_interface->GetInt16Value(state, 2);
  1993. if (spawn && spawn->IsEntity()) {
  1994. ((Entity*)spawn)->SetMount(value);
  1995. EQ2_Color color;
  1996. color.red = 255;
  1997. color.green = 255;
  1998. color.blue = 255;
  1999. ((Entity*)spawn)->SetMountColor(&color);
  2000. ((Entity*)spawn)->SetMountSaddleColor(&color);
  2001. }
  2002. return 0;
  2003. }
  2004. int EQ2Emu_lua_SetMountColor(lua_State* state) {
  2005. if (!lua_interface)
  2006. return 0;
  2007. Spawn* spawn = lua_interface->GetSpawn(state);
  2008. EQ2_Color mount_color;
  2009. EQ2_Color saddle_color;
  2010. mount_color.red = lua_interface->GetInt8Value(state, 2);
  2011. mount_color.green = lua_interface->GetInt8Value(state, 3);
  2012. mount_color.blue = lua_interface->GetInt8Value(state, 4);
  2013. saddle_color.red = lua_interface->GetInt8Value(state, 5);
  2014. saddle_color.green = lua_interface->GetInt8Value(state, 6);
  2015. saddle_color.blue = lua_interface->GetInt8Value(state, 7);
  2016. if (spawn && spawn->IsEntity()) {
  2017. ((Entity*)spawn)->SetMountColor(&mount_color);
  2018. ((Entity*)spawn)->SetMountSaddleColor(&saddle_color);
  2019. }
  2020. return 0;
  2021. }
  2022. int EQ2Emu_lua_GetMount(lua_State* state) {
  2023. if (!lua_interface)
  2024. return 0;
  2025. Spawn* spawn = lua_interface->GetSpawn(state);
  2026. if (spawn && spawn->IsEntity()) {
  2027. lua_interface->SetInt32Value(state, ((Entity*)spawn)->GetMount());
  2028. return 1;
  2029. }
  2030. return 0;
  2031. }
  2032. int EQ2Emu_lua_GetRace(lua_State* state) {
  2033. if (!lua_interface)
  2034. return 0;
  2035. Spawn* spawn = lua_interface->GetSpawn(state);
  2036. if (spawn)
  2037. {
  2038. LogWrite(LUA__DEBUG, 0, "LUA", "%s - Race: %i", __FUNCTION__, spawn->GetRace());
  2039. lua_interface->SetInt32Value(state, spawn->GetRace());
  2040. return 1;
  2041. }
  2042. return 0;
  2043. }
  2044. int EQ2Emu_lua_GetRaceName(lua_State* state) {
  2045. if (!lua_interface)
  2046. return 0;
  2047. Spawn* spawn = lua_interface->GetSpawn(state);
  2048. if (spawn) {
  2049. lua_interface->SetStringValue(state, races.GetRaceName(spawn->GetRace()));
  2050. return 1;
  2051. }
  2052. return 0;
  2053. }
  2054. int EQ2Emu_lua_GetClass(lua_State* state) {
  2055. Spawn* spawn = lua_interface->GetSpawn(state);
  2056. if (spawn) {
  2057. lua_interface->SetInt32Value(state, spawn->GetAdventureClass());
  2058. return 1;
  2059. }
  2060. return 0;
  2061. }
  2062. int EQ2Emu_lua_GetClassName(lua_State* state) {
  2063. Spawn* spawn = lua_interface->GetSpawn(state);
  2064. if (spawn) {
  2065. lua_interface->SetStringValue(state, classes.GetClassName(spawn->GetAdventureClass()));
  2066. return 1;
  2067. }
  2068. return 0;
  2069. }
  2070. int EQ2Emu_lua_SetSpeed(lua_State* state) {
  2071. if (!lua_interface)
  2072. return 0;
  2073. Spawn* spawn = lua_interface->GetSpawn(state);
  2074. float value = lua_interface->GetFloatValue(state, 2);
  2075. lua_interface->ResetFunctionStack(state);
  2076. if (spawn) {
  2077. spawn->SetSpeed(value);
  2078. if(spawn->IsEntity())
  2079. ((Entity*)spawn)->SetSpeed(value);
  2080. if (spawn->IsPlayer()) {
  2081. Client* client = ((Player*)spawn)->GetClient();
  2082. if (client) {
  2083. PacketStruct* packet = configReader.getStruct("WS_SetControlGhost", client->GetVersion());
  2084. if (packet) {
  2085. packet->setDataByName("spawn_id", 0xFFFFFFFF);
  2086. packet->setDataByName("speed", value);
  2087. packet->setDataByName("size", 0.51);
  2088. EQ2Packet* app = packet->serialize();
  2089. client->QueuePacket(app);
  2090. safe_delete(packet);
  2091. }
  2092. }
  2093. }
  2094. }
  2095. return 0;
  2096. }
  2097. int EQ2Emu_lua_AddSpellBonus(lua_State* state) {
  2098. if (!lua_interface)
  2099. return 0;
  2100. Spawn* spawn = lua_interface->GetSpawn(state);
  2101. const int16 type = lua_interface->GetInt16Value(state, 2);
  2102. const float value = lua_interface->GetFloatValue(state, 3);
  2103. LuaSpell* luaspell = lua_interface->GetCurrentSpell(state);
  2104. if(!luaspell || luaspell->resisted) {
  2105. return 0;
  2106. }
  2107. int64 class_req = 0;
  2108. int32 class_id = 0;
  2109. vector<int16> faction_req;
  2110. vector<int16> race_req;
  2111. int32 i = 0;
  2112. int8 f = 0;
  2113. int8 r = 0;
  2114. while ((class_id = lua_interface->GetInt32Value(state, 4 + i))) {
  2115. if (class_id < 100) {
  2116. class_req += pow(2.0, double(class_id - 1));
  2117. }
  2118. else if (class_id > 100 && class_id < 1000) {
  2119. race_req.push_back(class_id);
  2120. r++;
  2121. }
  2122. else {
  2123. faction_req.push_back(class_id);
  2124. f++;
  2125. }
  2126. i++;
  2127. }
  2128. if (value != 0 && type >= 0) {
  2129. if (luaspell && luaspell->spell && luaspell->caster) {
  2130. ZoneServer* zone = luaspell->caster->GetZone();
  2131. luaspell->MSpellTargets.readlock(__FUNCTION__, __LINE__);
  2132. for (int32 i = 0; i < luaspell->targets.size(); i++) {
  2133. Spawn* target = zone->GetSpawnByID(luaspell->targets[i]);
  2134. if (target) {
  2135. if (target->IsPlayer()) {
  2136. ((Player*)target)->AddSpellBonus(luaspell, type, value, class_req, race_req, faction_req);
  2137. LogWrite(LUA__DEBUG, 0, "LUA", "Applying Spell Bonus to Player '%s'. Is a Group Member.", ((Player*)target)->GetName());
  2138. if (((Player*)target)->GetGroupMemberInfo())
  2139. ((Player*)target)->UpdateGroupMemberInfo();
  2140. ((Player*)target)->SetCharSheetChanged(true);
  2141. }
  2142. else if (target->IsNPC())
  2143. ((NPC*)target)->AddSpellBonus(luaspell, type, value, class_req, race_req, faction_req);
  2144. else
  2145. lua_interface->LogError("%s: Error applying spell bonus on non entity.", lua_interface->GetScriptName(state));
  2146. }
  2147. }
  2148. luaspell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
  2149. if (!(luaspell->effect_bitmask & EFFECT_FLAG_SPELLBONUS))
  2150. luaspell->effect_bitmask += EFFECT_FLAG_SPELLBONUS;
  2151. }
  2152. else if (spawn && spawn->IsEntity()) {
  2153. ((Entity*)spawn)->AddSpellBonus(luaspell, type, value, class_req, race_req, faction_req);
  2154. LogWrite(LUA__DEBUG, 0, "LUA", "Applying Spell Bonus to Entity '%s'. Is a Group Member.", ((Entity*)spawn)->GetName());
  2155. if (spawn->IsPlayer())
  2156. ((Player*)spawn)->SetCharSheetChanged(true);
  2157. }
  2158. else
  2159. lua_interface->LogError("%s: Unable to apply spell bonus in AddSpellBonus.", lua_interface->GetScriptName(state));
  2160. }
  2161. else
  2162. lua_interface->LogError("%s: Invalid parameters for AddSpellBonus.", lua_interface->GetScriptName(state));
  2163. return 0;
  2164. }
  2165. int EQ2Emu_lua_AddSpawnSpellBonus(lua_State* state) {
  2166. if (!lua_interface)
  2167. return 0;
  2168. Spawn* spawn = lua_interface->GetSpawn(state);
  2169. int16 type = lua_interface->GetInt16Value(state, 2);
  2170. sint32 value = lua_interface->GetSInt32Value(state, 3);
  2171. LuaSpell* luaspell = lua_interface->GetCurrentSpell(state);
  2172. if (!spawn) {
  2173. lua_interface->LogError("%s: LUA AddSpawnSpellBonus command error: spawn is not valid", lua_interface->GetScriptName(state));
  2174. return 0;
  2175. }
  2176. if (!spawn->IsEntity()) {
  2177. lua_interface->LogError("%s: LUA AddSpawnSpellBonus command error: spawn is not an entity", lua_interface->GetScriptName(state));
  2178. return 0;
  2179. }
  2180. if (value == 0) {
  2181. lua_interface->LogError("%s: LUA AddSpawnSpellBonus command error: value must be set", lua_interface->GetScriptName(state));
  2182. return 0;
  2183. }
  2184. if (!luaspell || !luaspell->spell) {
  2185. lua_interface->LogError("%s: LUA AddSpawnSpellBonus command error: can only be used in a spell script", lua_interface->GetScriptName(state));
  2186. return 0;
  2187. }
  2188. if(luaspell->resisted) {
  2189. return 0;
  2190. }
  2191. int32 class_req = 0;
  2192. vector<int16> faction_req;
  2193. vector<int16> race_req;
  2194. int32 class_id = 0;
  2195. int32 i = 0;
  2196. int8 f = 0;
  2197. int8 r = 0;
  2198. while ((class_id = lua_interface->GetInt32Value(state, 4 + i))) {
  2199. if (class_id < 100) {
  2200. class_req += pow(2.0, double(class_id - 1));
  2201. }
  2202. else if (class_id > 100 && class_id < 1000) {
  2203. race_req.push_back(class_id);
  2204. r++;
  2205. }
  2206. else {
  2207. faction_req.push_back(class_id);
  2208. f++;
  2209. }
  2210. i++;
  2211. }
  2212. ((Entity*)spawn)->AddSpellBonus(luaspell, type, value, class_req, race_req, faction_req);
  2213. if (!(luaspell->effect_bitmask & EFFECT_FLAG_SPELLBONUS))
  2214. luaspell->effect_bitmask += EFFECT_FLAG_SPELLBONUS;
  2215. if (spawn->IsPlayer())
  2216. ((Player*)spawn)->SetCharSheetChanged(true);
  2217. return 0;
  2218. }
  2219. int EQ2Emu_lua_RemoveSpawnSpellBonus(lua_State* state) {
  2220. if (!lua_interface)
  2221. return 0;
  2222. Spawn* spawn = lua_interface->GetSpawn(state);
  2223. LuaSpell* luaspell = lua_interface->GetCurrentSpell(state);
  2224. if (!spawn) {
  2225. lua_interface->LogError("%s: LUA AddSpawnSpellBonus command error: spawn is not valid", lua_interface->GetScriptName(state));
  2226. return 0;
  2227. }
  2228. if (!spawn->IsEntity()) {
  2229. lua_interface->LogError("%s: LUA AddSpawnSpellBonus command error: spawn is not an entity", lua_interface->GetScriptName(state));
  2230. return 0;
  2231. }
  2232. if (!luaspell || !luaspell->spell) {
  2233. lua_interface->LogError("%s: LUA AddSpawnSpellBonus command error: can only be used in a spell script", lua_interface->GetScriptName(state));
  2234. return 0;
  2235. }
  2236. ((Entity*)spawn)->RemoveSpellBonus(luaspell);
  2237. if (spawn->IsPlayer())
  2238. ((Player*)spawn)->SetCharSheetChanged(true);
  2239. return 0;
  2240. }
  2241. int EQ2Emu_lua_RemoveSpellBonus(lua_State* state) {
  2242. if (!lua_interface)
  2243. return 0;
  2244. Spawn* spawn = lua_interface->GetSpawn(state);
  2245. LuaSpell* luaspell = lua_interface->GetCurrentSpell(state);
  2246. if (luaspell && luaspell->spell) {
  2247. ZoneServer* zone = luaspell->caster->GetZone();
  2248. Spawn* target = 0;
  2249. luaspell->MSpellTargets.readlock(__FUNCTION__, __LINE__);
  2250. for (int32 i = 0; i < luaspell->targets.size(); i++) {
  2251. target = zone->GetSpawnByID(luaspell->targets[i]);
  2252. if (target && target->IsEntity()) {
  2253. ((Entity*)target)->RemoveSpellBonus(luaspell);
  2254. if (target->IsPlayer())
  2255. ((Player*)target)->SetCharSheetChanged(true);
  2256. }
  2257. }
  2258. luaspell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
  2259. }
  2260. else if (spawn && spawn->IsEntity()) {
  2261. ((Entity*)spawn)->RemoveSpellBonus(luaspell);
  2262. if (spawn->IsPlayer())
  2263. ((Player*)spawn)->SetCharSheetChanged(true);
  2264. }
  2265. return 0;
  2266. }
  2267. int EQ2Emu_lua_AddSkillBonus(lua_State* state) {
  2268. if (!lua_interface)
  2269. return 0;
  2270. Spawn* spawn = lua_interface->GetSpawn(state);
  2271. int32 skill_id = lua_interface->GetInt32Value(state, 2);
  2272. float value = lua_interface->GetFloatValue(state, 3);
  2273. LuaSpell* luaspell = lua_interface->GetCurrentSpell(state);
  2274. if (value != 0) {
  2275. int32 spell_id = 0;
  2276. if (luaspell && luaspell->spell && luaspell->caster) {
  2277. if(luaspell->resisted) {
  2278. return 0;
  2279. }
  2280. spell_id = luaspell->spell->GetSpellID();
  2281. ZoneServer* zone = luaspell->caster->GetZone();
  2282. Spawn* target = 0;
  2283. luaspell->MSpellTargets.readlock(__FUNCTION__, __LINE__);
  2284. for (int32 i = 0; i < luaspell->targets.size(); i++) {
  2285. target = zone->GetSpawnByID(luaspell->targets[i]);
  2286. if (target && target->Alive()) {
  2287. if (target->IsPlayer()) {
  2288. ((Player*)target)->AddSkillBonus(spell_id, skill_id, value);
  2289. Client* client = ((Player*)target)->GetClient();
  2290. if (client) {
  2291. EQ2Packet* packet = ((Player*)target)->GetSkills()->GetSkillPacket(client->GetVersion());
  2292. if (packet)
  2293. client->QueuePacket(packet);
  2294. }
  2295. if (!(luaspell->effect_bitmask & EFFECT_FLAG_SKILLBONUS))
  2296. luaspell->effect_bitmask += EFFECT_FLAG_SKILLBONUS;
  2297. }
  2298. else if (target->IsNPC()) {
  2299. ((NPC*)target)->AddSkillBonus(spell_id, skill_id, value);
  2300. if (!(luaspell->effect_bitmask & EFFECT_FLAG_SKILLBONUS))
  2301. luaspell->effect_bitmask += EFFECT_FLAG_SKILLBONUS;
  2302. }
  2303. else
  2304. LogWrite(LUA__ERROR, 0, "LUA", "Error applying bonus buff on '%s'. Not a NPC or player.", target->GetName());
  2305. }
  2306. }
  2307. luaspell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
  2308. }
  2309. else if (spawn) {
  2310. if (spawn->IsPlayer()) {
  2311. ((Player*)spawn)->AddSkillBonus(spell_id, skill_id, value);
  2312. Client* client = ((Player*)spawn)->GetClient();
  2313. if (client) {
  2314. EQ2Packet* packet = ((Player*)spawn)->GetSkills()->GetSkillPacket(client->GetVersion());
  2315. if (packet)
  2316. client->QueuePacket(packet);
  2317. }
  2318. }
  2319. else if (spawn->IsNPC())
  2320. ((NPC*)spawn)->AddSkillBonus(spell_id, skill_id, value);
  2321. else
  2322. LogWrite(LUA__ERROR, 0, "LUA", "Error applying skill bonus on '%s'. Not a NPC or player.", spawn->GetName());
  2323. }
  2324. }
  2325. else
  2326. lua_interface->LogError("%s: Invalid parameters for AddSkillBonus.", lua_interface->GetScriptName(state));
  2327. return 0;
  2328. }
  2329. int EQ2Emu_lua_RemoveSkillBonus(lua_State* state) {
  2330. if (!lua_interface)
  2331. return 0;
  2332. Spawn* spawn = lua_interface->GetSpawn(state);
  2333. LuaSpell* luaspell = lua_interface->GetCurrentSpell(state);
  2334. if (spawn && spawn->IsPlayer()) {
  2335. int32 spell_id = 0;
  2336. if (luaspell && luaspell->spell) {
  2337. if(luaspell->resisted) {
  2338. return 0;
  2339. }
  2340. spell_id = luaspell->spell->GetSpellID();
  2341. ZoneServer* zone = luaspell->caster->GetZone();
  2342. Spawn* target = 0;
  2343. luaspell->MSpellTargets.readlock(__FUNCTION__, __LINE__);
  2344. for (int32 i = 0; i < luaspell->targets.size(); i++) {
  2345. target = zone->GetSpawnByID(luaspell->targets[i]);
  2346. if (target) {
  2347. if (target->IsPlayer()) {
  2348. ((Player*)target)->RemoveSkillBonus(spell_id);
  2349. Client* client = ((Player*)target)->GetClient();
  2350. if (client) {
  2351. EQ2Packet* packet = ((Player*)target)->GetSkills()->GetSkillPacket(client->GetVersion());
  2352. if (packet)
  2353. client->QueuePacket(packet);
  2354. }
  2355. }
  2356. else if (target->IsNPC())
  2357. ((NPC*)target)->RemoveSkillBonus(spell_id);
  2358. else
  2359. LogWrite(LUA__ERROR, 0, "LUA", "Error removing skill bonus on '%s'. Not a NPC or player.", spawn->GetName());
  2360. }
  2361. }
  2362. luaspell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
  2363. }
  2364. else if (spawn) {
  2365. if (spawn->IsPlayer()) {
  2366. ((Player*)spawn)->RemoveSkillBonus(spell_id);
  2367. Client* client = ((Player*)spawn)->GetClient();
  2368. if (client) {
  2369. EQ2Packet* packet = ((Player*)spawn)->GetSkills()->GetSkillPacket(client->GetVersion());
  2370. if (packet)
  2371. client->QueuePacket(packet);
  2372. }
  2373. }
  2374. else if (spawn->IsNPC())
  2375. ((NPC*)spawn)->RemoveSkillBonus(spell_id);
  2376. else
  2377. LogWrite(LUA__ERROR, 0, "LUA", "Error removing skill bonus on '%s'. Not a NPC or player.", spawn->GetName());
  2378. }
  2379. }
  2380. return 0;
  2381. }
  2382. int EQ2Emu_lua_AddControlEffect(lua_State* state) {
  2383. if (!lua_interface)
  2384. return 0;
  2385. Spawn* spawn = lua_interface->GetSpawn(state);
  2386. int8 type = lua_interface->GetInt32Value(state, 2);
  2387. bool only_add_spawn = lua_interface->GetInt8Value(state, 3) == 1;
  2388. LuaSpell* luaspell = lua_interface->GetCurrentSpell(state);
  2389. if(luaspell && luaspell->resisted) {
  2390. return 0;
  2391. }
  2392. if (!only_add_spawn && luaspell && luaspell->spell && luaspell->caster && type != 0) {
  2393. ZoneServer* zone = luaspell->caster->GetZone();
  2394. Spawn* target = 0;
  2395. luaspell->MSpellTargets.readlock(__FUNCTION__, __LINE__);
  2396. for (int32 i = 0; i < luaspell->targets.size(); i++) {
  2397. target = zone->GetSpawnByID(luaspell->targets[i]);
  2398. if (target && target->IsEntity()) {
  2399. if (type == CONTROL_EFFECT_TYPE_MEZ) {
  2400. ((Entity*)target)->AddMezSpell(luaspell);
  2401. if (!(luaspell->effect_bitmask & EFFECT_FLAG_MEZ))
  2402. luaspell->effect_bitmask += EFFECT_FLAG_MEZ;
  2403. if (target->IsNPC())
  2404. ((NPC*)target)->Brain()->AddHate(luaspell->caster, 5);
  2405. }
  2406. else if (type == CONTROL_EFFECT_TYPE_STIFLE) {
  2407. ((Entity*)target)->AddStifleSpell(luaspell);
  2408. if (!(luaspell->effect_bitmask & EFFECT_FLAG_STIFLE))
  2409. luaspell->effect_bitmask += EFFECT_FLAG_STIFLE;
  2410. if (target->IsNPC())
  2411. ((NPC*)target)->Brain()->AddHate(luaspell->caster, 5);
  2412. }
  2413. else if (type == CONTROL_EFFECT_TYPE_DAZE) {
  2414. ((Entity*)target)->AddDazeSpell(luaspell);
  2415. if (!(luaspell->effect_bitmask & EFFECT_FLAG_DAZE))
  2416. luaspell->effect_bitmask += EFFECT_FLAG_DAZE;
  2417. if (target->IsNPC())
  2418. ((NPC*)target)->Brain()->AddHate(luaspell->caster, 5);
  2419. }
  2420. else if (type == CONTROL_EFFECT_TYPE_STUN) {
  2421. if (!(luaspell->effect_bitmask & EFFECT_FLAG_STUN))
  2422. luaspell->effect_bitmask += EFFECT_FLAG_STUN;
  2423. ((Entity*)target)->AddStunSpell(luaspell);
  2424. if (target->IsNPC())
  2425. ((NPC*)target)->Brain()->AddHate(luaspell->caster, 5);
  2426. }
  2427. else if (type == CONTROL_EFFECT_TYPE_ROOT) {
  2428. if (!(luaspell->effect_bitmask & EFFECT_FLAG_ROOT))
  2429. luaspell->effect_bitmask += EFFECT_FLAG_ROOT;
  2430. ((Entity*)target)->AddRootSpell(luaspell);
  2431. if (target->IsNPC())
  2432. ((NPC*)target)->Brain()->AddHate(luaspell->caster, 5);
  2433. }
  2434. else if (type == CONTROL_EFFECT_TYPE_FEAR) {
  2435. if (!(luaspell->effect_bitmask & EFFECT_FLAG_FEAR))
  2436. luaspell->effect_bitmask += EFFECT_FLAG_FEAR;
  2437. ((Entity*)target)->AddFearSpell(luaspell);
  2438. if (target->IsNPC())
  2439. ((NPC*)target)->Brain()->AddHate(luaspell->caster, 5);
  2440. }
  2441. else if (type == CONTROL_EFFECT_TYPE_WALKUNDERWATER) {
  2442. ((Entity*)target)->AddWaterwalkSpell(luaspell);
  2443. if (!(luaspell->effect_bitmask & EFFECT_FLAG_WATERWALK))
  2444. luaspell->effect_bitmask += EFFECT_FLAG_WATERWALK;
  2445. }
  2446. else if (type == CONTROL_EFFECT_TYPE_JUMPUNDERWATER) {
  2447. ((Entity*)target)->AddWaterjumpSpell(luaspell);
  2448. if (!(luaspell->effect_bitmask & EFFECT_FLAG_WATERJUMP))
  2449. luaspell->effect_bitmask += EFFECT_FLAG_WATERJUMP;
  2450. }
  2451. else if (type == CONTROL_EFFECT_TYPE_SNARE) {
  2452. ((Entity*)target)->AddSnareSpell(luaspell);
  2453. if (!(luaspell->effect_bitmask & EFFECT_FLAG_SNARE))
  2454. luaspell->effect_bitmask += EFFECT_FLAG_SNARE;
  2455. if (target->IsNPC())
  2456. ((NPC*)target)->Brain()->AddHate(luaspell->caster, 5);
  2457. }
  2458. else if (type == CONTROL_EFFECT_TYPE_FLIGHT) {
  2459. ((Entity*)target)->AddFlightSpell(luaspell);
  2460. if (!(luaspell->effect_bitmask & EFFECT_FLAG_FLIGHT))
  2461. luaspell->effect_bitmask += EFFECT_FLAG_FLIGHT;
  2462. }
  2463. else if (type == CONTROL_EFFECT_TYPE_GLIDE) {
  2464. ((Entity*)target)->AddGlideSpell(luaspell);
  2465. if (!(luaspell->effect_bitmask & EFFECT_FLAG_GLIDE))
  2466. luaspell->effect_bitmask += EFFECT_FLAG_GLIDE;
  2467. }
  2468. else if (type == CONTROL_EFFECT_TYPE_SAFEFALL) {
  2469. ((Entity*)target)->AddSafefallSpell(luaspell);
  2470. if (!(luaspell->effect_bitmask & EFFECT_FLAG_SAFEFALL))
  2471. luaspell->effect_bitmask += EFFECT_FLAG_SAFEFALL;
  2472. }
  2473. else
  2474. lua_interface->LogError("%s: Unhandled control effect type of %u.", lua_interface->GetScriptName(state), type);
  2475. }
  2476. else
  2477. lua_interface->LogError("%s: Error applying control effect on non entity '%s'.", lua_interface->GetScriptName(state), (target != nullptr) ? target->GetName() : "NO_TARGET");
  2478. }
  2479. luaspell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
  2480. }
  2481. else if (only_add_spawn && spawn && spawn->IsEntity()) {
  2482. if (type == CONTROL_EFFECT_TYPE_MEZ) {
  2483. ((Entity*)spawn)->AddMezSpell(luaspell);
  2484. if (!(luaspell->effect_bitmask & EFFECT_FLAG_MEZ))
  2485. luaspell->effect_bitmask += EFFECT_FLAG_MEZ;
  2486. }
  2487. else if (type == CONTROL_EFFECT_TYPE_STIFLE) {
  2488. ((Entity*)spawn)->AddStifleSpell(luaspell);
  2489. if (!(luaspell->effect_bitmask & EFFECT_FLAG_STIFLE))
  2490. luaspell->effect_bitmask += EFFECT_FLAG_STIFLE;
  2491. }
  2492. else if (type == CONTROL_EFFECT_TYPE_DAZE) {
  2493. ((Entity*)spawn)->AddDazeSpell(luaspell);
  2494. if (!(luaspell->effect_bitmask & EFFECT_FLAG_DAZE))
  2495. luaspell->effect_bitmask += EFFECT_FLAG_DAZE;
  2496. }
  2497. else if (type == CONTROL_EFFECT_TYPE_STUN) {
  2498. ((Entity*)spawn)->AddStunSpell(luaspell);
  2499. if (!(luaspell->effect_bitmask & EFFECT_FLAG_STUN))
  2500. luaspell->effect_bitmask += EFFECT_FLAG_STUN;
  2501. }
  2502. else if (type == CONTROL_EFFECT_TYPE_ROOT) {
  2503. ((Entity*)spawn)->AddRootSpell(luaspell);
  2504. if (!(luaspell->effect_bitmask & EFFECT_FLAG_ROOT))
  2505. luaspell->effect_bitmask += EFFECT_FLAG_ROOT;
  2506. }
  2507. else if (type == CONTROL_EFFECT_TYPE_FEAR) {
  2508. ((Entity*)spawn)->AddFearSpell(luaspell);
  2509. if (!(luaspell->effect_bitmask & EFFECT_FLAG_FEAR))
  2510. luaspell->effect_bitmask += EFFECT_FLAG_FEAR;
  2511. }
  2512. else if (type == CONTROL_EFFECT_TYPE_WALKUNDERWATER) {
  2513. ((Entity*)spawn)->AddWaterwalkSpell(luaspell);
  2514. if (!(luaspell->effect_bitmask & EFFECT_FLAG_WATERWALK))
  2515. luaspell->effect_bitmask += EFFECT_FLAG_WATERWALK;
  2516. }
  2517. else if (type == CONTROL_EFFECT_TYPE_JUMPUNDERWATER) {
  2518. ((Entity*)spawn)->AddWaterjumpSpell(luaspell);
  2519. if (!(luaspell->effect_bitmask & EFFECT_FLAG_WATERJUMP))
  2520. luaspell->effect_bitmask += EFFECT_FLAG_WATERJUMP;
  2521. }
  2522. else if (type == CONTROL_EFFECT_TYPE_SNARE) {
  2523. ((Entity*)spawn)->AddSnareSpell(luaspell);
  2524. if (!(luaspell->effect_bitmask & EFFECT_FLAG_SNARE))
  2525. luaspell->effect_bitmask += EFFECT_FLAG_SNARE;
  2526. }
  2527. else if (type == CONTROL_EFFECT_TYPE_FLIGHT) {
  2528. ((Entity*)spawn)->AddFlightSpell(luaspell);
  2529. if (!(luaspell->effect_bitmask & EFFECT_FLAG_FLIGHT))
  2530. luaspell->effect_bitmask += EFFECT_FLAG_FLIGHT;
  2531. }
  2532. else if (type == CONTROL_EFFECT_TYPE_GLIDE) {
  2533. ((Entity*)spawn)->AddGlideSpell(luaspell);
  2534. if (!(luaspell->effect_bitmask & EFFECT_FLAG_GLIDE))
  2535. luaspell->effect_bitmask += EFFECT_FLAG_GLIDE;
  2536. }
  2537. else if (type == CONTROL_EFFECT_TYPE_SAFEFALL) {
  2538. ((Entity*)spawn)->AddSafefallSpell(luaspell);
  2539. if (!(luaspell->effect_bitmask & EFFECT_FLAG_SAFEFALL))
  2540. luaspell->effect_bitmask += EFFECT_FLAG_SAFEFALL;
  2541. }
  2542. else
  2543. lua_interface->LogError("%s: Unhandled control effect type of %u.", lua_interface->GetScriptName(state), type);
  2544. }
  2545. else
  2546. lua_interface->LogError("%s: Error applying control effect on non entity '%s'.", lua_interface->GetScriptName(state), (spawn != nullptr) ? spawn->GetName() : "NO_SPAWN");
  2547. return 0;
  2548. }
  2549. int EQ2Emu_lua_RemoveControlEffect(lua_State* state) {
  2550. if (!lua_interface)
  2551. return 0;
  2552. Spawn* spawn = lua_interface->GetSpawn(state);
  2553. int8 type = lua_interface->GetInt8Value(state, 2);
  2554. bool only_remove_spawn = lua_interface->GetInt8Value(state, 3) == 1;
  2555. LuaSpell* luaspell = lua_interface->GetCurrentSpell(state);
  2556. if (spawn && spawn->IsEntity()) {
  2557. if (!only_remove_spawn && luaspell && luaspell->spell) {
  2558. ZoneServer* zone = luaspell->caster->GetZone();
  2559. Spawn* target = 0;
  2560. luaspell->MSpellTargets.readlock(__FUNCTION__, __LINE__);
  2561. for (int32 i = 0; i < luaspell->targets.size(); i++) {
  2562. target = zone->GetSpawnByID(luaspell->targets[i]);
  2563. if (target) {
  2564. if (type == CONTROL_EFFECT_TYPE_MEZ)
  2565. ((Entity*)target)->RemoveMezSpell(luaspell);
  2566. else if (type == CONTROL_EFFECT_TYPE_STIFLE)
  2567. ((Entity*)target)->RemoveStifleSpell(luaspell);
  2568. else if (type == CONTROL_EFFECT_TYPE_DAZE)
  2569. ((Entity*)target)->RemoveDazeSpell(luaspell);
  2570. else if (type == CONTROL_EFFECT_TYPE_STUN)
  2571. ((Entity*)target)->RemoveStunSpell(luaspell);
  2572. else if (type == CONTROL_EFFECT_TYPE_ROOT)
  2573. ((Entity*)target)->RemoveRootSpell(luaspell);
  2574. else if (type == CONTROL_EFFECT_TYPE_FEAR)
  2575. ((Entity*)target)->RemoveFearSpell(luaspell);
  2576. else if (type == CONTROL_EFFECT_TYPE_WALKUNDERWATER)
  2577. ((Entity*)target)->RemoveWaterwalkSpell(luaspell);
  2578. else if (type == CONTROL_EFFECT_TYPE_JUMPUNDERWATER)
  2579. ((Entity*)target)->RemoveWaterjumpSpell(luaspell);
  2580. else if (type == CONTROL_EFFECT_TYPE_SNARE)
  2581. ((Entity*)target)->RemoveSnareSpell(luaspell);
  2582. else if (type == CONTROL_EFFECT_TYPE_FLIGHT)
  2583. ((Entity*)target)->RemoveFlightSpell(luaspell);
  2584. else if (type == CONTROL_EFFECT_TYPE_GLIDE)
  2585. ((Entity*)target)->RemoveGlideSpell(luaspell);
  2586. else if (type == CONTROL_EFFECT_TYPE_SAFEFALL)
  2587. ((Entity*)target)->RemoveGlideSpell(luaspell);
  2588. else
  2589. lua_interface->LogError("%s: Unhandled control effect type of %u.", lua_interface->GetScriptName(state), type);
  2590. }
  2591. }
  2592. luaspell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
  2593. }
  2594. else if (only_remove_spawn) {
  2595. if (type == CONTROL_EFFECT_TYPE_MEZ)
  2596. ((Entity*)spawn)->RemoveMezSpell(luaspell);
  2597. else if (type == CONTROL_EFFECT_TYPE_STIFLE)
  2598. ((Entity*)spawn)->RemoveStifleSpell(luaspell);
  2599. else if (type == CONTROL_EFFECT_TYPE_DAZE)
  2600. ((Entity*)spawn)->RemoveDazeSpell(luaspell);
  2601. else if (type == CONTROL_EFFECT_TYPE_STUN)
  2602. ((Entity*)spawn)->RemoveStunSpell(luaspell);
  2603. else if (type == CONTROL_EFFECT_TYPE_ROOT)
  2604. ((Entity*)spawn)->RemoveRootSpell(luaspell);
  2605. else if (type == CONTROL_EFFECT_TYPE_FEAR)
  2606. ((Entity*)spawn)->RemoveFearSpell(luaspell);
  2607. else if (type == CONTROL_EFFECT_TYPE_WALKUNDERWATER)
  2608. ((Entity*)spawn)->RemoveWaterwalkSpell(luaspell);
  2609. else if (type == CONTROL_EFFECT_TYPE_JUMPUNDERWATER)
  2610. ((Entity*)spawn)->RemoveWaterjumpSpell(luaspell);
  2611. else if (type == CONTROL_EFFECT_TYPE_SNARE)
  2612. ((Entity*)spawn)->RemoveSnareSpell(luaspell);
  2613. else if (type == CONTROL_EFFECT_TYPE_FLIGHT)
  2614. ((Entity*)spawn)->RemoveFlightSpell(luaspell);
  2615. else if (type == CONTROL_EFFECT_TYPE_GLIDE)
  2616. ((Entity*)spawn)->RemoveGlideSpell(luaspell);
  2617. else if (type == CONTROL_EFFECT_TYPE_SAFEFALL)
  2618. ((Entity*)spawn)->RemoveSafefallSpell(luaspell);
  2619. else
  2620. lua_interface->LogError("%s: Unhandled control effect type of %u.", lua_interface->GetScriptName(state), type);
  2621. }
  2622. }
  2623. return 0;
  2624. }
  2625. int EQ2Emu_lua_HasControlEffect(lua_State* state) {
  2626. if (!lua_interface)
  2627. return 0;
  2628. Spawn* spawn = lua_interface->GetSpawn(state);
  2629. int8 type = lua_interface->GetInt8Value(state, 2);
  2630. bool hasEffect = false;
  2631. if (!spawn)
  2632. lua_interface->LogError("%s: LUA HasControlEffect error: Could not find spawn.", lua_interface->GetScriptName(state));
  2633. else if (!spawn->IsEntity())
  2634. lua_interface->LogError("%s: LUA HasControlEffect error: spawn %s is not an entity!.", lua_interface->GetScriptName(state), spawn->GetName());
  2635. else if (type < CONTROL_MAX_EFFECTS)
  2636. hasEffect = ((Entity*)spawn)->HasControlEffect(type);
  2637. else
  2638. lua_interface->LogError("%s: LUA HasControlEffect unhandled control effect type of %u.", lua_interface->GetScriptName(state), type);
  2639. lua_interface->SetBooleanValue(state, hasEffect);
  2640. return 1;
  2641. }
  2642. int EQ2Emu_lua_GetBaseAggroRadius(lua_State* state) {
  2643. if (!lua_interface)
  2644. return 0;
  2645. Spawn* spawn = lua_interface->GetSpawn(state);
  2646. float distance = 0.0f;
  2647. if (!spawn)
  2648. lua_interface->LogError("%s: LUA GetBaseAggroRadius error: Could not find spawn.", lua_interface->GetScriptName(state));
  2649. else if (!spawn->IsNPC())
  2650. lua_interface->LogError("%s: LUA GetBaseAggroRadius error: spawn %s is not an NPC!.", lua_interface->GetScriptName(state), spawn->GetName());
  2651. else
  2652. distance = ((NPC*)spawn)->GetBaseAggroRadius();
  2653. lua_interface->SetFloatValue(state, distance);
  2654. return 1;
  2655. }
  2656. int EQ2Emu_lua_GetAggroRadius(lua_State* state) {
  2657. if (!lua_interface)
  2658. return 0;
  2659. Spawn* spawn = lua_interface->GetSpawn(state);
  2660. float distance = 0.0f;
  2661. if (!spawn)
  2662. lua_interface->LogError("%s: LUA GetAggroRadius error: Could not find spawn.", lua_interface->GetScriptName(state));
  2663. else if (!spawn->IsNPC())
  2664. lua_interface->LogError("%s: LUA GetAggroRadius error: spawn %s is not an NPC!.", lua_interface->GetScriptName(state), spawn->GetName());
  2665. else
  2666. distance = ((NPC*)spawn)->GetAggroRadius();
  2667. lua_interface->SetFloatValue(state, distance);
  2668. return 1;
  2669. }
  2670. int EQ2Emu_lua_SetAggroRadius(lua_State* state) {
  2671. if (!lua_interface)
  2672. return 0;
  2673. Spawn* spawn = lua_interface->GetSpawn(state);
  2674. float distance = lua_interface->GetFloatValue(state, 2);
  2675. bool override = lua_interface->GetBooleanValue(state, 3);
  2676. bool result = false;
  2677. lua_interface->ResetFunctionStack(state);
  2678. if (!spawn)
  2679. lua_interface->LogError("%s: LUA SetAggroRadius error: Could not find spawn.", lua_interface->GetScriptName(state));
  2680. else if (!spawn->IsNPC())
  2681. lua_interface->LogError("%s: LUA SetAggroRadius error: spawn %s is not an NPC!.", lua_interface->GetScriptName(state), spawn->GetName());
  2682. else
  2683. {
  2684. ((NPC*)spawn)->SetAggroRadius(distance, override);
  2685. result = true;
  2686. }
  2687. lua_interface->SetBooleanValue(state, result);
  2688. return 1;
  2689. }
  2690. int EQ2Emu_lua_SetIntBase(lua_State* state) {
  2691. if (!lua_interface)
  2692. return 0;
  2693. Spawn* spawn = lua_interface->GetSpawn(state);
  2694. int16 value = lua_interface->GetInt16Value(state, 2);
  2695. if (spawn && spawn->IsEntity()) {
  2696. ((Entity*)spawn)->GetInfoStruct()->set_intel_base(value);
  2697. if (spawn->IsPlayer())
  2698. ((Player*)spawn)->SetCharSheetChanged(true);
  2699. }
  2700. return 0;
  2701. }
  2702. int EQ2Emu_lua_SetAgiBase(lua_State* state) {
  2703. if (!lua_interface)
  2704. return 0;
  2705. Spawn* spawn = lua_interface->GetSpawn(state);
  2706. int16 value = lua_interface->GetInt16Value(state, 2);
  2707. if (spawn && spawn->IsEntity()) {
  2708. ((Entity*)spawn)->GetInfoStruct()->set_agi_base(value);
  2709. if (spawn->IsPlayer())
  2710. ((Player*)spawn)->SetCharSheetChanged(true);
  2711. }
  2712. return 0;
  2713. }
  2714. int EQ2Emu_lua_SetWisBase(lua_State* state) {
  2715. if (!lua_interface)
  2716. return 0;
  2717. Spawn* spawn = lua_interface->GetSpawn(state);
  2718. int16 value = lua_interface->GetInt16Value(state, 2);
  2719. if (spawn && spawn->IsEntity()) {
  2720. ((Entity*)spawn)->GetInfoStruct()->set_wis_base(value);
  2721. if (spawn->IsPlayer())
  2722. ((Player*)spawn)->SetCharSheetChanged(true);
  2723. }
  2724. return 0;
  2725. }
  2726. int EQ2Emu_lua_SetStaBase(lua_State* state) {
  2727. if (!lua_interface)
  2728. return 0;
  2729. Spawn* spawn = lua_interface->GetSpawn(state);
  2730. int16 value = lua_interface->GetInt16Value(state, 2);
  2731. if (spawn && spawn->IsEntity()) {
  2732. ((Entity*)spawn)->GetInfoStruct()->set_sta_base(value);
  2733. if (spawn->IsPlayer())
  2734. ((Player*)spawn)->SetCharSheetChanged(true);
  2735. }
  2736. return 0;
  2737. }
  2738. int EQ2Emu_lua_SetStrBase(lua_State* state) {
  2739. if (!lua_interface)
  2740. return 0;
  2741. Spawn* spawn = lua_interface->GetSpawn(state);
  2742. int16 value = lua_interface->GetInt16Value(state, 2);
  2743. if (spawn && spawn->IsEntity()) {
  2744. ((Entity*)spawn)->GetInfoStruct()->set_str_base(value);
  2745. if (spawn->IsPlayer())
  2746. ((Player*)spawn)->SetCharSheetChanged(true);
  2747. }
  2748. return 0;
  2749. }
  2750. int EQ2Emu_lua_SetDeity(lua_State* state) {
  2751. if (!lua_interface)
  2752. return 0;
  2753. Spawn* spawn = lua_interface->GetSpawn(state);
  2754. int8 value = lua_interface->GetInt8Value(state, 2);
  2755. if (spawn && spawn->IsEntity()) {
  2756. ((Entity*)spawn)->SetDeity(value);
  2757. if (spawn->IsPlayer())
  2758. ((Player*)spawn)->SetCharSheetChanged(true);
  2759. }
  2760. lua_interface->ResetFunctionStack(state);
  2761. return 0;
  2762. }
  2763. int EQ2Emu_lua_GetDeity(lua_State* state) {
  2764. if (!lua_interface)
  2765. return 0;
  2766. Spawn* spawn = lua_interface->GetSpawn(state);
  2767. if (spawn && spawn->IsEntity()) {
  2768. int8 deity = ((Entity*)spawn)->GetDeity();
  2769. lua_interface->SetInt32Value(state, deity);
  2770. return 1;
  2771. }
  2772. return 0;
  2773. }
  2774. int EQ2Emu_lua_SetInt(lua_State* state) {
  2775. if (!lua_interface)
  2776. return 0;
  2777. Spawn* spawn = lua_interface->GetSpawn(state);
  2778. LuaSpell* luaspell = lua_interface->GetCurrentSpell(state);
  2779. sint32 value = lua_interface->GetSInt32Value(state, 2);
  2780. if (spawn && spawn->IsEntity()) {
  2781. ((Entity*)spawn)->AddSpellBonus(luaspell, ITEM_STAT_INT, value);
  2782. if (spawn->IsPlayer())
  2783. ((Player*)spawn)->SetCharSheetChanged(true);
  2784. }
  2785. return 0;
  2786. }
  2787. int EQ2Emu_lua_SetWis(lua_State* state) {
  2788. if (!lua_interface)
  2789. return 0;
  2790. LuaSpell* luaspell = lua_interface->GetCurrentSpell(state);
  2791. Spawn* spawn = lua_interface->GetSpawn(state);
  2792. float value = lua_interface->GetFloatValue(state, 2);
  2793. if (spawn && spawn->IsEntity()) {
  2794. ((Entity*)spawn)->AddSpellBonus(luaspell, ITEM_STAT_WIS, value);
  2795. if (spawn->IsPlayer())
  2796. ((Player*)spawn)->SetCharSheetChanged(true);
  2797. }
  2798. return 0;
  2799. }
  2800. int EQ2Emu_lua_SetSta(lua_State* state) {
  2801. if (!lua_interface)
  2802. return 0;
  2803. Spawn* spawn = lua_interface->GetSpawn(state);
  2804. float value = lua_interface->GetFloatValue(state, 2);
  2805. LuaSpell* luaspell = lua_interface->GetCurrentSpell(state);
  2806. if (spawn && spawn->IsEntity()) {
  2807. ((Entity*)spawn)->AddSpellBonus(luaspell, ITEM_STAT_STA, value);
  2808. if (spawn->IsPlayer())
  2809. ((Player*)spawn)->SetCharSheetChanged(true);
  2810. }
  2811. return 0;
  2812. }
  2813. int EQ2Emu_lua_SetStr(lua_State* state) {
  2814. if (!lua_interface)
  2815. return 0;
  2816. Spawn* spawn = lua_interface->GetSpawn(state);
  2817. LuaSpell* luaspell = lua_interface->GetCurrentSpell(state);
  2818. float value = lua_interface->GetFloatValue(state, 2);
  2819. if (spawn && spawn->IsEntity()) {
  2820. ((Entity*)spawn)->AddSpellBonus(luaspell, ITEM_STAT_STR, value);
  2821. if (spawn->IsPlayer())
  2822. ((Player*)spawn)->SetCharSheetChanged(true);
  2823. }
  2824. return 0;
  2825. }
  2826. int EQ2Emu_lua_SetAgi(lua_State* state) {
  2827. if (!lua_interface)
  2828. return 0;
  2829. Spawn* spawn = lua_interface->GetSpawn(state);
  2830. LuaSpell* luaspell = lua_interface->GetCurrentSpell(state);
  2831. float value = lua_interface->GetFloatValue(state, 2);
  2832. if (spawn && spawn->IsEntity()) {
  2833. ((Entity*)spawn)->AddSpellBonus(luaspell, ITEM_STAT_AGI, value);
  2834. if (spawn->IsPlayer())
  2835. ((Player*)spawn)->SetCharSheetChanged(true);
  2836. }
  2837. return 0;
  2838. }
  2839. int EQ2Emu_lua_GetCurrentHP(lua_State* state) {
  2840. if (!lua_interface)
  2841. return 0;
  2842. Spawn* spawn = lua_interface->GetSpawn(state);
  2843. if (spawn) {
  2844. lua_interface->SetInt32Value(state, spawn->GetHP());
  2845. return 1;
  2846. }
  2847. return 0;
  2848. }
  2849. int EQ2Emu_lua_GetMaxHP(lua_State* state) {
  2850. if (!lua_interface)
  2851. return 0;
  2852. Spawn* spawn = lua_interface->GetSpawn(state);
  2853. if (spawn) {
  2854. lua_interface->SetInt32Value(state, spawn->GetTotalHP());
  2855. return 1;
  2856. }
  2857. return 0;
  2858. }
  2859. int EQ2Emu_lua_GetMaxHPBase(lua_State* state) {
  2860. if (!lua_interface)
  2861. return 0;
  2862. Spawn* spawn = lua_interface->GetSpawn(state);
  2863. if (spawn) {
  2864. lua_interface->SetInt32Value(state, spawn->GetTotalHPBase());
  2865. return 1;
  2866. }
  2867. return 0;
  2868. }
  2869. int EQ2Emu_lua_GetName(lua_State* state) {
  2870. if (!lua_interface)
  2871. return 0;
  2872. Spawn* spawn = lua_interface->GetSpawn(state);
  2873. if (spawn) {
  2874. lua_interface->SetStringValue(state, spawn->GetName());
  2875. return 1;
  2876. }
  2877. return 0;
  2878. }
  2879. int EQ2Emu_lua_GetLevel(lua_State* state) {
  2880. Spawn* spawn = lua_interface->GetSpawn(state);
  2881. if (spawn) {
  2882. lua_interface->SetInt32Value(state, spawn->GetLevel());
  2883. return 1;
  2884. }
  2885. return 0;
  2886. }
  2887. int EQ2Emu_lua_GetCurrentPower(lua_State* state) {
  2888. if (!lua_interface)
  2889. return 0;
  2890. Spawn* spawn = lua_interface->GetSpawn(state);
  2891. if (spawn) {
  2892. lua_interface->SetInt32Value(state, spawn->GetPower());
  2893. return 1;
  2894. }
  2895. return 0;
  2896. }
  2897. int EQ2Emu_lua_GetMaxPower(lua_State* state) {
  2898. if (!lua_interface)
  2899. return 0;
  2900. Spawn* spawn = lua_interface->GetSpawn(state);
  2901. if (spawn) {
  2902. lua_interface->SetInt32Value(state, spawn->GetTotalPower());
  2903. return 1;
  2904. }
  2905. return 0;
  2906. }
  2907. int EQ2Emu_lua_GetMaxPowerBase(lua_State* state) {
  2908. if (!lua_interface)
  2909. return 0;
  2910. Spawn* spawn = lua_interface->GetSpawn(state);
  2911. if (spawn) {
  2912. lua_interface->SetInt32Value(state, spawn->GetTotalPowerBase());
  2913. return 1;
  2914. }
  2915. return 0;
  2916. }
  2917. int EQ2Emu_lua_GetDistance(lua_State* state) {
  2918. if (!lua_interface)
  2919. return 0;
  2920. Spawn* spawn = lua_interface->GetSpawn(state);
  2921. Spawn* spawn2 = lua_interface->GetSpawn(state, 2);
  2922. bool include_radius = lua_interface->GetInt8Value(state, 3) == 1;
  2923. if (spawn && spawn2) {
  2924. float distance = spawn->GetDistance(spawn2, false, include_radius);
  2925. lua_interface->SetFloatValue(state, distance);
  2926. return 1;
  2927. }
  2928. return 0;
  2929. }
  2930. int EQ2Emu_lua_GetX(lua_State* state) {
  2931. if (!lua_interface)
  2932. return 0;
  2933. Spawn* spawn = lua_interface->GetSpawn(state);
  2934. if (spawn) {
  2935. lua_interface->SetFloatValue(state, spawn->GetX());
  2936. return 1;
  2937. }
  2938. return 0;
  2939. }
  2940. int EQ2Emu_lua_GetY(lua_State* state) {
  2941. if (!lua_interface)
  2942. return 0;
  2943. Spawn* spawn = lua_interface->GetSpawn(state);
  2944. if (spawn) {
  2945. lua_interface->SetFloatValue(state, spawn->GetY());
  2946. return 1;
  2947. }
  2948. return 0;
  2949. }
  2950. int EQ2Emu_lua_GetZ(lua_State* state) {
  2951. if (!lua_interface)
  2952. return 0;
  2953. Spawn* spawn = lua_interface->GetSpawn(state);
  2954. if (spawn) {
  2955. lua_interface->SetFloatValue(state, spawn->GetZ());
  2956. return 1;
  2957. }
  2958. return 0;
  2959. }
  2960. int EQ2Emu_lua_GetHeading(lua_State* state) {
  2961. if (!lua_interface)
  2962. return 0;
  2963. Spawn* spawn = lua_interface->GetSpawn(state);
  2964. if (spawn) {
  2965. lua_interface->SetFloatValue(state, spawn->GetHeading());
  2966. return 1;
  2967. }
  2968. return 0;
  2969. }
  2970. int EQ2Emu_lua_GetModelType(lua_State* state) {
  2971. if (!lua_interface)
  2972. return 0;
  2973. Spawn* spawn = lua_interface->GetSpawn(state);
  2974. if (spawn) {
  2975. lua_interface->SetInt32Value(state, spawn->GetModelType());
  2976. return 1;
  2977. }
  2978. return 0;
  2979. }
  2980. int EQ2Emu_lua_GetSpeed(lua_State* state) {
  2981. if (!lua_interface)
  2982. return 0;
  2983. Spawn* spawn = lua_interface->GetSpawn(state);
  2984. if (spawn) {
  2985. lua_interface->SetFloatValue(state, spawn->GetSpeed());
  2986. return 1;
  2987. }
  2988. return 0;
  2989. }
  2990. int EQ2Emu_lua_HasMoved(lua_State* state) {
  2991. if (!lua_interface)
  2992. return 0;
  2993. Spawn* spawn = lua_interface->GetSpawn(state);
  2994. if (spawn && spawn->IsEntity()) {
  2995. lua_interface->SetBooleanValue(state, ((Entity*)spawn)->HasMoved(false));
  2996. return 1;
  2997. }
  2998. return 0;
  2999. }
  3000. int EQ2Emu_lua_GetInt(lua_State* state) {
  3001. if (!lua_interface)
  3002. return 0;
  3003. Spawn* spawn = lua_interface->GetSpawn(state);
  3004. if (spawn && spawn->IsEntity()) {
  3005. lua_interface->SetInt32Value(state, ((Entity*)spawn)->GetInt());
  3006. return 1;
  3007. }
  3008. return 0;
  3009. }
  3010. int EQ2Emu_lua_GetWis(lua_State* state) {
  3011. if (!lua_interface)
  3012. return 0;
  3013. Spawn* spawn = lua_interface->GetSpawn(state);
  3014. if (spawn && spawn->IsEntity()) {
  3015. lua_interface->SetInt32Value(state, ((Entity*)spawn)->GetWis());
  3016. return 1;
  3017. }
  3018. return 0;
  3019. }
  3020. int EQ2Emu_lua_GetSta(lua_State* state) {
  3021. if (!lua_interface)
  3022. return 0;
  3023. Spawn* spawn = lua_interface->GetSpawn(state);
  3024. if (spawn && spawn->IsEntity()) {
  3025. lua_interface->SetInt32Value(state, ((Entity*)spawn)->GetSta());
  3026. return 1;
  3027. }
  3028. return 0;
  3029. }
  3030. int EQ2Emu_lua_GetStr(lua_State* state) {
  3031. if (!lua_interface)
  3032. return 0;
  3033. Spawn* spawn = lua_interface->GetSpawn(state);
  3034. if (spawn && spawn->IsEntity()) {
  3035. lua_interface->SetInt32Value(state, ((Entity*)spawn)->GetStr());
  3036. return 1;
  3037. }
  3038. return 0;
  3039. }
  3040. int EQ2Emu_lua_GetAgi(lua_State* state) {
  3041. if (!lua_interface)
  3042. return 0;
  3043. Spawn* spawn = lua_interface->GetSpawn(state);
  3044. if (spawn && spawn->IsEntity()) {
  3045. lua_interface->SetInt32Value(state, ((Entity*)spawn)->GetAgi());
  3046. return 1;
  3047. }
  3048. return 0;
  3049. }
  3050. int EQ2Emu_lua_GetIntBase(lua_State* state) {
  3051. if (!lua_interface)
  3052. return 0;
  3053. Spawn* spawn = lua_interface->GetSpawn(state);
  3054. if (spawn && spawn->IsEntity()) {
  3055. lua_interface->SetInt32Value(state, ((Entity*)spawn)->GetIntBase());
  3056. return 1;
  3057. }
  3058. return 0;
  3059. }
  3060. int EQ2Emu_lua_GetWisBase(lua_State* state) {
  3061. if (!lua_interface)
  3062. return 0;
  3063. Spawn* spawn = lua_interface->GetSpawn(state);
  3064. if (spawn && spawn->IsEntity()) {
  3065. lua_interface->SetInt32Value(state, ((Entity*)spawn)->GetWisBase());
  3066. return 1;
  3067. }
  3068. return 0;
  3069. }
  3070. int EQ2Emu_lua_GetStaBase(lua_State* state) {
  3071. if (!lua_interface)
  3072. return 0;
  3073. Spawn* spawn = lua_interface->GetSpawn(state);
  3074. if (spawn && spawn->IsEntity()) {
  3075. lua_interface->SetInt32Value(state, ((Entity*)spawn)->GetStaBase());
  3076. return 1;
  3077. }
  3078. return 0;
  3079. }
  3080. int EQ2Emu_lua_GetStrBase(lua_State* state) {
  3081. if (!lua_interface)
  3082. return 0;
  3083. Spawn* spawn = lua_interface->GetSpawn(state);
  3084. if (spawn && spawn->IsEntity()) {
  3085. lua_interface->SetInt32Value(state, ((Entity*)spawn)->GetStrBase());
  3086. return 1;
  3087. }
  3088. return 0;
  3089. }
  3090. int EQ2Emu_lua_GetAgiBase(lua_State* state) {
  3091. if (!lua_interface)
  3092. return 0;
  3093. Spawn* spawn = lua_interface->GetSpawn(state);
  3094. if (spawn && spawn->IsEntity()) {
  3095. lua_interface->SetInt32Value(state, ((Entity*)spawn)->GetAgiBase());
  3096. return 1;
  3097. }
  3098. return 0;
  3099. }
  3100. int EQ2Emu_lua_SetStepComplete(lua_State* state) {
  3101. if (!lua_interface)
  3102. return 0;
  3103. Spawn* player = lua_interface->GetSpawn(state);
  3104. if (!player || !player->IsPlayer()) {
  3105. lua_interface->LogError("%s: LUA SetStepComplete command error: player is not valid", lua_interface->GetScriptName(state));
  3106. return 0;
  3107. }
  3108. int32 quest_id = lua_interface->GetInt32Value(state, 2);
  3109. if (quest_id <= 0) {
  3110. lua_interface->LogError("%s: LUA SetStepComplete command error: quest_id is not valid", lua_interface->GetScriptName(state));
  3111. return 0;
  3112. } else if ((((Player*)player)->player_quests.count(quest_id) <= 0)) {
  3113. lua_interface->LogError("%s: LUA SetStepComplete command error: player does not have quest", lua_interface->GetScriptName(state));
  3114. return 0;
  3115. }
  3116. int32 step = lua_interface->GetInt32Value(state, 3);
  3117. if (step > 0) {
  3118. Client* client = ((Player*)player)->GetClient();
  3119. if (client)
  3120. client->AddPendingQuestUpdate(quest_id, step);
  3121. } else {
  3122. lua_interface->LogError("%s: LUA SetStepComplete command error: step is not valid", lua_interface->GetScriptName(state));
  3123. }
  3124. return 0;
  3125. }
  3126. int EQ2Emu_lua_AddStepProgress(lua_State* state) {
  3127. Spawn* player = lua_interface->GetSpawn(state);
  3128. int32 quest_id = lua_interface->GetInt32Value(state, 2);
  3129. int32 step = lua_interface->GetInt32Value(state, 3);
  3130. int32 progress = lua_interface->GetInt32Value(state, 4);
  3131. if (player && player->IsPlayer() && quest_id > 0 && step > 0 && progress > 0 && (((Player*)player)->player_quests.count(quest_id) > 0)) {
  3132. Client* client = ((Player*)player)->GetClient();
  3133. if (client)
  3134. client->AddPendingQuestUpdate(quest_id, step, progress);
  3135. }
  3136. return 0;
  3137. }
  3138. int EQ2Emu_lua_GetTaskGroupStep(lua_State* state) {
  3139. if (!lua_interface)
  3140. return 0;
  3141. Spawn* player = lua_interface->GetSpawn(state);
  3142. int32 quest_id = lua_interface->GetInt32Value(state, 2);
  3143. if (player && player->IsPlayer() && quest_id > 0) {
  3144. lua_interface->SetInt32Value(state, ((Player*)player)->GetTaskGroupStep(quest_id));
  3145. return 1;
  3146. }
  3147. return 0;
  3148. }
  3149. int EQ2Emu_lua_QuestStepIsComplete(lua_State* state) {
  3150. if (!lua_interface)
  3151. return 0;
  3152. Spawn* player = lua_interface->GetSpawn(state);
  3153. int32 quest_id = lua_interface->GetInt32Value(state, 2);
  3154. int32 step_id = lua_interface->GetInt32Value(state, 3);
  3155. if (player && player->IsPlayer() && quest_id > 0) {
  3156. lua_interface->SetBooleanValue(state, ((Player*)player)->GetQuestStepComplete(quest_id, step_id));
  3157. return 1;
  3158. }
  3159. return 0;
  3160. }
  3161. int EQ2Emu_lua_GetQuestStep(lua_State* state) {
  3162. if (!lua_interface)
  3163. return 0;
  3164. Spawn* player = lua_interface->GetSpawn(state);
  3165. int32 quest_id = lua_interface->GetInt32Value(state, 2);
  3166. if (player && player->IsPlayer() && quest_id > 0) {
  3167. lua_interface->SetInt32Value(state, ((Player*)player)->GetQuestStep(quest_id));
  3168. return 1;
  3169. }
  3170. return 0;
  3171. }
  3172. int EQ2Emu_lua_RegisterQuest(lua_State* state) {
  3173. if (!lua_interface)
  3174. return 0;
  3175. Quest* quest = lua_interface->GetQuest(state);
  3176. string name = lua_interface->GetStringValue(state, 2);
  3177. string type = lua_interface->GetStringValue(state, 3);
  3178. string zone = lua_interface->GetStringValue(state, 4);
  3179. int16 level = lua_interface->GetInt16Value(state, 5);
  3180. string description = lua_interface->GetStringValue(state, 6);
  3181. bool load = true;
  3182. if (!quest) {
  3183. lua_interface->LogError("%s: Quest not given in RegisterQuest!", lua_interface->GetScriptName(state));
  3184. load = false;
  3185. }
  3186. if (load && name.length() == 0) {
  3187. lua_interface->LogError("%s: Name not given in RegisterQuest!", lua_interface->GetScriptName(state));
  3188. load = false;
  3189. }
  3190. if (load && type.length() == 0) {
  3191. lua_interface->LogError("%s: Type not given in RegisterQuest for '%s'!", lua_interface->GetScriptName(state), name.c_str());
  3192. load = false;
  3193. }
  3194. if (load && zone.length() == 0) {
  3195. lua_interface->LogError("%s: Zone not given in RegisterQuest for '%s'!", lua_interface->GetScriptName(state), name.c_str());
  3196. load = false;
  3197. }
  3198. if (load && description.length() == 0) {
  3199. lua_interface->LogError("%s: Description not given in RegisterQuest for '%s'!", lua_interface->GetScriptName(state), name.c_str());
  3200. load = false;
  3201. }
  3202. if (load && level == 0) {
  3203. lua_interface->LogError("%s: Level not given in RegisterQuest for '%s'!", lua_interface->GetScriptName(state), name.c_str());
  3204. load = false;
  3205. }
  3206. if (load)
  3207. quest->RegisterQuest(name, type, zone, level, description);
  3208. return 0;
  3209. }
  3210. int EQ2Emu_lua_SetQuestPrereqLevel(lua_State* state) {
  3211. if (!lua_interface)
  3212. return 0;
  3213. Quest* quest = lua_interface->GetQuest(state);
  3214. if (quest) {
  3215. int8 level = lua_interface->GetInt16Value(state, 2);
  3216. quest->SetPrereqLevel(level);
  3217. }
  3218. return 0;
  3219. }
  3220. int EQ2Emu_lua_AddQuestPrereqQuest(lua_State* state) {
  3221. if (!lua_interface)
  3222. return 0;
  3223. Quest* quest = lua_interface->GetQuest(state);
  3224. if (quest) {
  3225. int32 quest_id = lua_interface->GetInt32Value(state, 2);
  3226. quest->AddPrereqQuest(quest_id);
  3227. }
  3228. return 0;
  3229. }
  3230. int EQ2Emu_lua_AddQuestPrereqItem(lua_State* state) {
  3231. if (!lua_interface)
  3232. return 0;
  3233. Quest* quest = lua_interface->GetQuest(state);
  3234. if (quest) {
  3235. int32 item_id = lua_interface->GetInt32Value(state, 2);
  3236. int8 quantity = lua_interface->GetInt32Value(state, 3);
  3237. if (quantity == 0)
  3238. quantity = 1;
  3239. Item* master_item = master_item_list.GetItem(item_id);
  3240. if (master_item) {
  3241. Item* item = new Item(master_item);
  3242. item->details.count = quantity;
  3243. quest->AddPrereqItem(item);
  3244. }
  3245. }
  3246. return 0;
  3247. }
  3248. int EQ2Emu_lua_HasQuest(lua_State* state) {
  3249. if (!lua_interface)
  3250. return 0;
  3251. Spawn* player = lua_interface->GetSpawn(state);
  3252. if(!player || !player->IsPlayer()) {
  3253. lua_interface->LogError("%s: LUA HasQuest command error: player is not valid", lua_interface->GetScriptName(state));
  3254. return 0;
  3255. }
  3256. int32 quest_id = lua_interface->GetInt32Value(state, 2);
  3257. if (quest_id > 0) {
  3258. lua_interface->SetBooleanValue(state, (((Player*)player)->player_quests.count(quest_id) > 0));
  3259. return 1;
  3260. } else {
  3261. lua_interface->LogError("%s: LUA HasQuest command error: quest_id is not valid", lua_interface->GetScriptName(state));
  3262. }
  3263. return 0;
  3264. }
  3265. int EQ2Emu_lua_QuestReturnNPC(lua_State* state) {
  3266. if (!lua_interface)
  3267. return 0;
  3268. Quest* quest = lua_interface->GetQuest(state);
  3269. int32 spawn_id = lua_interface->GetInt32Value(state, 2);
  3270. lua_interface->ResetFunctionStack(state);
  3271. if (quest && spawn_id > 0)
  3272. quest->SetQuestReturnNPC(spawn_id);
  3273. return 0;
  3274. }
  3275. int EQ2Emu_lua_AddTimer(lua_State* state) {
  3276. if (!lua_interface)
  3277. return 0;
  3278. Spawn* spawn = lua_interface->GetSpawn(state);
  3279. int32 time = lua_interface->GetInt32Value(state, 2);
  3280. string function = lua_interface->GetStringValue(state, 3);
  3281. int32 max_count = lua_interface->GetInt32Value(state, 4);
  3282. Spawn* player = lua_interface->GetSpawn(state, 5);
  3283. lua_interface->ResetFunctionStack(state);
  3284. if (!spawn) {
  3285. lua_interface->LogError("%s: LUA AddTimer command error: spawn is not valid", lua_interface->GetScriptName(state));
  3286. return 0;
  3287. }
  3288. if (time <= 0) {
  3289. lua_interface->LogError("%s: LUA AddTimer command error: time is not set", lua_interface->GetScriptName(state));
  3290. return 0;
  3291. }
  3292. if (function.length() == 0) {
  3293. lua_interface->LogError("%s: LUA AddTimer command error: function is not set", lua_interface->GetScriptName(state));
  3294. return 0;
  3295. }
  3296. SpawnScriptTimer* timer = new SpawnScriptTimer;
  3297. if ( time < 10)
  3298. time = 10;
  3299. timer->timer = Timer::GetCurrentTime2() + time;
  3300. timer->function = function;
  3301. timer->spawn = spawn->GetID();
  3302. timer->player = player ? player->GetID() : 0;
  3303. if (max_count == 0)
  3304. max_count = 1;
  3305. timer->max_count = max_count;
  3306. timer->current_count = 0;
  3307. spawn->GetZone()->AddSpawnScriptTimer(timer);
  3308. return 0;
  3309. }
  3310. int EQ2Emu_lua_StopTimer(lua_State* state) {
  3311. if (!lua_interface)
  3312. return 0;
  3313. Spawn* spawn = lua_interface->GetSpawn(state);
  3314. string function = lua_interface->GetStringValue(state, 2);
  3315. lua_interface->ResetFunctionStack(state);
  3316. if (!spawn) {
  3317. lua_interface->LogError("%s: LUA StopTimer command error: spawn is not valid", lua_interface->GetScriptName(state));
  3318. return 0;
  3319. }
  3320. if(!spawn->GetZone()) {
  3321. lua_interface->LogError("%s: LUA StopTimer command error: spawn has no zone to check spawn timers", lua_interface->GetScriptName(state));
  3322. return 0;
  3323. }
  3324. spawn->GetZone()->StopSpawnScriptTimer(spawn, function);
  3325. return 0;
  3326. }
  3327. int EQ2Emu_lua_GetQuest(lua_State* state) {
  3328. if (!lua_interface)
  3329. return 0;
  3330. Spawn* player = lua_interface->GetSpawn(state);
  3331. int32 quest_id = lua_interface->GetInt32Value(state, 2);
  3332. lua_interface->ResetFunctionStack(state);
  3333. if (player && player->IsPlayer() && quest_id > 0) {
  3334. lua_interface->SetQuestValue(state, ((Player*)player)->player_quests[quest_id]);
  3335. return 1;
  3336. }
  3337. return 0;
  3338. }
  3339. int EQ2Emu_lua_QuestIsComplete(lua_State* state) {
  3340. if (!lua_interface)
  3341. return 0;
  3342. Spawn* player = lua_interface->GetSpawn(state);
  3343. int32 quest_id = lua_interface->GetInt32Value(state, 2);
  3344. lua_interface->ResetFunctionStack(state);
  3345. if (player && player->IsPlayer() && quest_id > 0 && (((Player*)player)->player_quests.count(quest_id) > 0)) {
  3346. Quest* quest = ((Player*)player)->player_quests[quest_id];
  3347. if (quest)
  3348. lua_interface->SetBooleanValue(state, quest->GetCompleted());
  3349. return 1;
  3350. }
  3351. return 0;
  3352. }
  3353. int EQ2Emu_lua_HasCompletedQuest(lua_State* state) {
  3354. if (!lua_interface)
  3355. return 0;
  3356. Spawn* player = lua_interface->GetSpawn(state);
  3357. int32 quest_id = lua_interface->GetInt32Value(state, 2);
  3358. lua_interface->ResetFunctionStack(state);
  3359. if (player && player->IsPlayer() && quest_id > 0) {
  3360. lua_interface->SetBooleanValue(state, (((Player*)player)->GetCompletedQuest(quest_id) != 0));
  3361. return 1;
  3362. }
  3363. return 0;
  3364. }
  3365. int EQ2Emu_lua_ProvidesQuest(lua_State* state) {
  3366. if (!lua_interface)
  3367. return 0;
  3368. Spawn* npc = lua_interface->GetSpawn(state);
  3369. int32 quest_id = lua_interface->GetInt32Value(state, 2);
  3370. lua_interface->ResetFunctionStack(state);
  3371. if (npc && !npc->IsPlayer() && quest_id > 0)
  3372. npc->AddProvidedQuest(quest_id);
  3373. return 0;
  3374. }
  3375. int EQ2Emu_lua_OfferQuest(lua_State* state) {
  3376. if (!lua_interface)
  3377. return 0;
  3378. Spawn* npc = lua_interface->GetSpawn(state);
  3379. Spawn* player = lua_interface->GetSpawn(state, 2);
  3380. int32 quest_id = lua_interface->GetInt32Value(state, 3);
  3381. bool forced = lua_interface->GetBooleanValue(state, 4);
  3382. lua_interface->ResetFunctionStack(state);
  3383. /* NPC is allowed to be null */
  3384. if (player && player->IsPlayer() && quest_id > 0) {
  3385. Quest* master_quest = master_quest_list.GetQuest(quest_id, false);
  3386. if (master_quest) {
  3387. Client* client = ((Player*)player)->GetClient();
  3388. if (!client) {
  3389. lua_interface->LogError("%s: LUA OfferQuest command error: client is not set", lua_interface->GetScriptName(state));
  3390. }
  3391. Quest* quest = new Quest(master_quest);
  3392. if (!quest) {
  3393. lua_interface->LogError("%s: LUA OfferQuest command error: new Quest() failed.", lua_interface->GetScriptName(state));
  3394. }
  3395. if (client && quest) {
  3396. if (npc)
  3397. quest->SetQuestGiver(npc->GetDatabaseID());
  3398. else
  3399. quest->SetQuestGiver(0);
  3400. client->AddPendingQuest(quest, forced);
  3401. }
  3402. }
  3403. else {
  3404. lua_interface->LogError("%s: LUA OfferQuest command error: failed to get quest %d", lua_interface->GetScriptName(state), quest_id);
  3405. }
  3406. }
  3407. else {
  3408. 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);
  3409. }
  3410. return 0;
  3411. }
  3412. int EQ2Emu_lua_AddQuestPrereqClass(lua_State* state) {
  3413. if (!lua_interface)
  3414. return 0;
  3415. Quest* quest = lua_interface->GetQuest(state);
  3416. int8 class_id = lua_interface->GetInt8Value(state, 2);
  3417. lua_interface->ResetFunctionStack(state);
  3418. if (quest) {
  3419. quest->AddPrereqClass(class_id);
  3420. }
  3421. return 0;
  3422. }
  3423. int EQ2Emu_lua_AddQuestPrereqRace(lua_State* state) {
  3424. if (!lua_interface)
  3425. return 0;
  3426. Quest* quest = lua_interface->GetQuest(state);
  3427. int8 race = lua_interface->GetInt8Value(state, 2);
  3428. lua_interface->ResetFunctionStack(state);
  3429. if (quest) {
  3430. quest->AddPrereqRace(race);
  3431. }
  3432. return 0;
  3433. }
  3434. int EQ2Emu_lua_AddQuestPrereqModelType(lua_State* state) {
  3435. if (!lua_interface)
  3436. return 0;
  3437. Quest* quest = lua_interface->GetQuest(state);
  3438. int16 model_type = lua_interface->GetInt16Value(state, 2);
  3439. lua_interface->ResetFunctionStack(state);
  3440. if (quest) {
  3441. quest->AddPrereqModelType(model_type);
  3442. }
  3443. return 0;
  3444. }
  3445. int EQ2Emu_lua_AddQuestPrereqTradeskillLevel(lua_State* state) {
  3446. if (!lua_interface)
  3447. return 0;
  3448. Quest* quest = lua_interface->GetQuest(state);
  3449. int8 level = lua_interface->GetInt8Value(state, 2);
  3450. lua_interface->ResetFunctionStack(state);
  3451. if (!quest) {
  3452. lua_interface->LogError("%s: LUA AddQuestPrereqTradeskillLevel command error: quest is not valid", lua_interface->GetScriptName(state));
  3453. return 0;
  3454. }
  3455. quest->SetPrereqTSLevel(level);
  3456. return 0;
  3457. }
  3458. int EQ2Emu_lua_AddQuestPrereqTradeskillClass(lua_State* state) {
  3459. if (!lua_interface)
  3460. return 0;
  3461. Quest* quest = lua_interface->GetQuest(state);
  3462. int8 class_id = lua_interface->GetInt8Value(state, 2);
  3463. lua_interface->ResetFunctionStack(state);
  3464. if (!quest) {
  3465. lua_interface->LogError("%s: LUA AddQuestPrereqTradeskillClass command error: quest is not valid", lua_interface->GetScriptName(state));
  3466. return 0;
  3467. }
  3468. quest->AddPrereqTradeskillClass(class_id);
  3469. return 0;
  3470. }
  3471. int EQ2Emu_lua_AddQuestPrereqFaction(lua_State* state) {
  3472. if (!lua_interface)
  3473. return 0;
  3474. Quest* quest = lua_interface->GetQuest(state);
  3475. int32 faction_id = lua_interface->GetInt32Value(state, 2);
  3476. sint32 min = lua_interface->GetSInt32Value(state, 3);
  3477. sint32 max = lua_interface->GetSInt32Value(state, 4);
  3478. lua_interface->ResetFunctionStack(state);
  3479. if (quest) {
  3480. quest->AddPrereqFaction(faction_id, min, max);
  3481. }
  3482. return 0;
  3483. }
  3484. int EQ2Emu_lua_AddQuestSelectableRewardItem(lua_State* state) {
  3485. if (!lua_interface)
  3486. return 0;
  3487. Quest* quest = lua_interface->GetQuest(state);
  3488. int32 item_id = lua_interface->GetInt32Value(state, 2);
  3489. int8 quantity = lua_interface->GetInt8Value(state, 3);
  3490. lua_interface->ResetFunctionStack(state);
  3491. if (quest) {
  3492. if (quantity == 0)
  3493. quantity = 1;
  3494. Item* master_item = master_item_list.GetItem(item_id);
  3495. if (master_item) {
  3496. Item* item = new Item(master_item);
  3497. item->details.count = quantity;
  3498. quest->AddSelectableRewardItem(item);
  3499. }
  3500. }
  3501. return 0;
  3502. }
  3503. int EQ2Emu_lua_HasQuestRewardItem(lua_State* state) {
  3504. if (!lua_interface)
  3505. return 0;
  3506. Quest* quest = lua_interface->GetQuest(state);
  3507. if (quest) {
  3508. int32 item_id = lua_interface->GetInt32Value(state, 2);
  3509. vector<Item*>* items = quest->GetRewardItems();
  3510. if (items) {
  3511. vector<Item*>::iterator itr;
  3512. for (itr = items->begin(); itr != items->end(); itr++) {
  3513. if (*itr && (*itr)->details.item_id == item_id) {
  3514. lua_interface->SetBooleanValue(state, true);
  3515. return 1;
  3516. }
  3517. }
  3518. }
  3519. }
  3520. lua_interface->SetBooleanValue(state, false);
  3521. return 1;
  3522. }
  3523. int EQ2Emu_lua_AddQuestRewardItem(lua_State* state) {
  3524. if (!lua_interface)
  3525. return 0;
  3526. Quest* quest = lua_interface->GetQuest(state);
  3527. int32 item_id = lua_interface->GetInt32Value(state, 2);
  3528. int8 quantity = lua_interface->GetInt32Value(state, 3);
  3529. lua_interface->ResetFunctionStack(state);
  3530. if (quest) {
  3531. if (quantity == 0)
  3532. quantity = 1;
  3533. Item* master_item = master_item_list.GetItem(item_id);
  3534. if (master_item) {
  3535. Item* item = new Item(master_item);
  3536. item->details.count = quantity;
  3537. quest->AddRewardItem(item);
  3538. }
  3539. }
  3540. return 0;
  3541. }
  3542. int EQ2Emu_lua_AddQuestRewardCoin(lua_State* state) {
  3543. if (!lua_interface)
  3544. return 0;
  3545. Quest* quest = lua_interface->GetQuest(state);
  3546. int32 copper = lua_interface->GetInt32Value(state, 2);
  3547. int32 silver = lua_interface->GetInt32Value(state, 3);
  3548. int32 gold = lua_interface->GetInt32Value(state, 4);
  3549. int32 plat = lua_interface->GetInt32Value(state, 5);
  3550. lua_interface->ResetFunctionStack(state);
  3551. if (quest) {
  3552. quest->AddRewardCoins(copper, silver, gold, plat);
  3553. }
  3554. return 0;
  3555. }
  3556. int EQ2Emu_lua_AddQuestRewardFaction(lua_State* state) {
  3557. if (!lua_interface)
  3558. return 0;
  3559. Quest* quest = lua_interface->GetQuest(state);
  3560. int32 faction_id = lua_interface->GetInt32Value(state, 2);
  3561. sint32 amount = lua_interface->GetSInt32Value(state, 3);
  3562. lua_interface->ResetFunctionStack(state);
  3563. if (quest && faction_id > 0 && amount != 0)
  3564. quest->AddRewardFaction(faction_id, amount);
  3565. return 0;
  3566. }
  3567. int EQ2Emu_lua_SetQuestRewardStatus(lua_State* state) {
  3568. if (!lua_interface)
  3569. return 0;
  3570. Quest* quest = lua_interface->GetQuest(state);
  3571. int32 status = lua_interface->GetInt32Value(state, 2);
  3572. lua_interface->ResetFunctionStack(state);
  3573. if (quest) {
  3574. quest->SetRewardStatus(status);
  3575. }
  3576. return 0;
  3577. }
  3578. int EQ2Emu_lua_SetStatusTmpReward(lua_State* state) {
  3579. if (!lua_interface)
  3580. return 0;
  3581. Quest* quest = lua_interface->GetQuest(state);
  3582. int32 status = lua_interface->GetInt32Value(state, 2);
  3583. lua_interface->ResetFunctionStack(state);
  3584. if (quest) {
  3585. quest->SetStatusTmpReward(status);
  3586. }
  3587. return 0;
  3588. }
  3589. int EQ2Emu_lua_SetCoinTmpReward(lua_State* state) {
  3590. if (!lua_interface)
  3591. return 0;
  3592. Quest* quest = lua_interface->GetQuest(state);
  3593. int64 coins = lua_interface->GetInt64Value(state, 2);
  3594. lua_interface->ResetFunctionStack(state);
  3595. if (quest) {
  3596. quest->SetCoinTmpReward(coins);
  3597. }
  3598. return 0;
  3599. }
  3600. int EQ2Emu_lua_SetQuestRewardComment(lua_State* state) {
  3601. if (!lua_interface)
  3602. return 0;
  3603. Quest* quest = lua_interface->GetQuest(state);
  3604. string comment = lua_interface->GetStringValue(state, 2);
  3605. lua_interface->ResetFunctionStack(state);
  3606. if (quest) {
  3607. quest->SetRewardComment(comment);
  3608. }
  3609. return 0;
  3610. }
  3611. int EQ2Emu_lua_SetQuestRewardExp(lua_State* state) {
  3612. if (!lua_interface)
  3613. return 0;
  3614. Quest* quest = lua_interface->GetQuest(state);
  3615. int32 exp = lua_interface->GetInt32Value(state, 2);
  3616. lua_interface->ResetFunctionStack(state);
  3617. if (quest) {
  3618. quest->SetRewardXP(exp);
  3619. }
  3620. return 0;
  3621. }
  3622. int EQ2Emu_lua_AddQuestStep(lua_State* state) {
  3623. Quest* quest = lua_interface->GetQuest(state);
  3624. int32 step = lua_interface->GetInt32Value(state, 2);
  3625. string description = lua_interface->GetStringValue(state, 3);
  3626. int32 quantity = lua_interface->GetInt32Value(state, 4);
  3627. float percentage = lua_interface->GetFloatValue(state, 5);
  3628. string str_taskgroup = lua_interface->GetStringValue(state, 6);
  3629. int16 icon = lua_interface->GetInt16Value(state, 7);
  3630. int32 usableitemid = lua_interface->GetInt32Value(state, 8);
  3631. if (quest) {
  3632. const char* taskgroup = 0;
  3633. if (str_taskgroup.length() > 0)
  3634. taskgroup = str_taskgroup.c_str();
  3635. int32 id = 0;
  3636. vector<int32>* ids = 0;
  3637. int i = 0;
  3638. while ((id = lua_interface->GetInt32Value(state, 9 + i))) {
  3639. if (ids == 0)
  3640. ids = new vector<int32>;
  3641. ids->push_back(id);
  3642. i++;
  3643. }
  3644. QuestStep* quest_step = quest->AddQuestStep(step, QUEST_STEP_TYPE_NORMAL, description, ids, quantity, taskgroup, 0, 0, percentage, usableitemid);
  3645. if (quest_step && icon && quantity > 0)
  3646. quest_step->SetIcon(icon);
  3647. if (quest->GetPlayer()) {
  3648. Client* client = quest->GetPlayer()->GetZone()->GetClientBySpawn(quest->GetPlayer());
  3649. quest->GetPlayer()->GetZone()->SendQuestUpdates(client);
  3650. }
  3651. }
  3652. lua_interface->ResetFunctionStack(state);
  3653. return 0;
  3654. }
  3655. int EQ2Emu_lua_AddQuestStepKillLogic(lua_State* state, int8 type)
  3656. {
  3657. if (!lua_interface)
  3658. return 0;
  3659. Quest* quest = lua_interface->GetQuest(state);
  3660. int32 step = lua_interface->GetInt32Value(state, 2);
  3661. string description = lua_interface->GetStringValue(state, 3);
  3662. int32 quantity = lua_interface->GetInt32Value(state, 4);
  3663. float percentage = lua_interface->GetFloatValue(state, 5);
  3664. string str_taskgroup = lua_interface->GetStringValue(state, 6);
  3665. int16 icon = lua_interface->GetInt16Value(state, 7);
  3666. if (quest) {
  3667. const char* taskgroup = 0;
  3668. if (str_taskgroup.length() > 0)
  3669. taskgroup = str_taskgroup.c_str();
  3670. int32 id = 0;
  3671. vector<int32>* ids = 0;
  3672. int i = 0;
  3673. while ((id = lua_interface->GetInt32Value(state, 8 + i))) {
  3674. if (ids == 0)
  3675. ids = new vector<int32>;
  3676. ids->push_back(id);
  3677. i++;
  3678. }
  3679. QuestStep* quest_step = quest->AddQuestStep(step, type, description, ids, quantity, taskgroup, 0, 0, percentage, 0);
  3680. if (quest_step && icon > 0 && quantity > 0)
  3681. quest_step->SetIcon(icon);
  3682. if (quest->GetPlayer()) {
  3683. Client* client = quest->GetPlayer()->GetZone()->GetClientBySpawn(quest->GetPlayer());
  3684. quest->GetPlayer()->GetZone()->SendQuestUpdates(client);
  3685. }
  3686. safe_delete(ids);
  3687. }
  3688. lua_interface->ResetFunctionStack(state);
  3689. return 0;
  3690. }
  3691. int EQ2Emu_lua_AddQuestStepKill(lua_State* state) {
  3692. return EQ2Emu_lua_AddQuestStepKillLogic(state, QUEST_STEP_TYPE_KILL);
  3693. }
  3694. int EQ2Emu_lua_AddQuestStepKillByRace(lua_State* state) {
  3695. return EQ2Emu_lua_AddQuestStepKillLogic(state, QUEST_STEP_TYPE_KILL_RACE_REQ);
  3696. }
  3697. int EQ2Emu_lua_AddQuestStepChat(lua_State* state) {
  3698. if (!lua_interface)
  3699. return 0;
  3700. Quest* quest = lua_interface->GetQuest(state);
  3701. int32 step = lua_interface->GetInt32Value(state, 2);
  3702. string description = lua_interface->GetStringValue(state, 3);
  3703. int32 quantity = lua_interface->GetInt32Value(state, 4);
  3704. string str_taskgroup = lua_interface->GetStringValue(state, 5);
  3705. int16 icon = lua_interface->GetInt16Value(state, 6);
  3706. if (quest) {
  3707. const char* taskgroup = 0;
  3708. if (str_taskgroup.length() > 0)
  3709. taskgroup = str_taskgroup.c_str();
  3710. int32 npc_id = 0;
  3711. vector<int32>* ids = 0;
  3712. int i = 0;
  3713. while ((npc_id = lua_interface->GetInt32Value(state, 7 + i))) {
  3714. if (ids == 0)
  3715. ids = new vector<int32>;
  3716. ids->push_back(npc_id);
  3717. i++;
  3718. }
  3719. QuestStep* quest_step = quest->AddQuestStep(step, QUEST_STEP_TYPE_CHAT, description, ids, quantity, taskgroup);
  3720. if (quest_step && icon > 0)
  3721. quest_step->SetIcon(icon);
  3722. if (quest->GetPlayer()) {
  3723. Client* client = quest->GetPlayer()->GetZone()->GetClientBySpawn(quest->GetPlayer());
  3724. if(client)
  3725. quest->GetPlayer()->GetZone()->SendQuestUpdates(client);
  3726. }
  3727. safe_delete(ids);
  3728. }
  3729. lua_interface->ResetFunctionStack(state);
  3730. return 0;
  3731. }
  3732. int EQ2Emu_lua_AddQuestStepObtainItem(lua_State* state) {
  3733. if (!lua_interface)
  3734. return 0;
  3735. Quest* quest = lua_interface->GetQuest(state);
  3736. int32 step = lua_interface->GetInt32Value(state, 2);
  3737. string description = lua_interface->GetStringValue(state, 3);
  3738. int32 quantity = lua_interface->GetInt32Value(state, 4);
  3739. float percentage = lua_interface->GetFloatValue(state, 5);
  3740. string str_taskgroup = lua_interface->GetStringValue(state, 6);
  3741. int16 icon = lua_interface->GetInt16Value(state, 7);
  3742. if (quest) {
  3743. const char* taskgroup = 0;
  3744. if (str_taskgroup.length() > 0)
  3745. taskgroup = str_taskgroup.c_str();
  3746. int32 item_id = 0;
  3747. vector<int32>* ids = 0;
  3748. int i = 0;
  3749. while ((item_id = lua_interface->GetInt32Value(state, 8 + i))) {
  3750. if (ids == 0)
  3751. ids = new vector<int32>;
  3752. ids->push_back(item_id);
  3753. i++;
  3754. }
  3755. QuestStep* quest_step = quest->AddQuestStep(step, QUEST_STEP_TYPE_OBTAIN_ITEM, description, ids, quantity, taskgroup, 0, 0, percentage, 0);
  3756. if (quest_step && icon > 0 && quantity > 0)
  3757. quest_step->SetIcon(icon);
  3758. if (quest->GetPlayer()) {
  3759. Client* client = quest->GetPlayer()->GetZone()->GetClientBySpawn(quest->GetPlayer());
  3760. quest->GetPlayer()->GetZone()->SendQuestUpdates(client);
  3761. }
  3762. safe_delete(ids);
  3763. }
  3764. lua_interface->ResetFunctionStack(state);
  3765. return 0;
  3766. }
  3767. int EQ2Emu_lua_AddQuestStepZoneLoc(lua_State* state) {
  3768. if (!lua_interface)
  3769. return 0;
  3770. Quest* quest = lua_interface->GetQuest(state);
  3771. int32 step = lua_interface->GetInt32Value(state, 2);
  3772. string description = lua_interface->GetStringValue(state, 3);
  3773. float max_variation = lua_interface->GetFloatValue(state, 4);
  3774. string str_taskgroup = lua_interface->GetStringValue(state, 5);
  3775. int16 icon = lua_interface->GetInt16Value(state, 6);
  3776. if (quest) {
  3777. const char* taskgroup = 0;
  3778. if (str_taskgroup.length() > 0)
  3779. taskgroup = str_taskgroup.c_str();
  3780. vector<Location>* locations = 0;
  3781. int8 i = 7;
  3782. int8 num_args = (int8)lua_interface->GetNumberOfArgs(state);
  3783. while (true) {
  3784. Location loc;
  3785. loc.x = lua_interface->GetFloatValue(state, i);
  3786. loc.y = lua_interface->GetFloatValue(state, i + 1);
  3787. loc.z = lua_interface->GetFloatValue(state, i + 2);
  3788. loc.zone_id = lua_interface->GetInt32Value(state, i + 3);
  3789. if (loc.x == 0 && loc.y == 0 && loc.z == 0)
  3790. break;
  3791. if (locations == 0)
  3792. locations = new vector<Location>;
  3793. locations->push_back(loc);
  3794. i += 4;
  3795. }
  3796. QuestStep* quest_step = quest->AddQuestStep(step, QUEST_STEP_TYPE_LOCATION, description, 0, 1, taskgroup, locations, max_variation);
  3797. safe_delete(locations); // gets duplicated into new table in QuestStep constructor
  3798. if (quest_step && icon > 0)
  3799. quest_step->SetIcon(icon);
  3800. if (quest->GetPlayer()) {
  3801. Client* client = quest->GetPlayer()->GetZone()->GetClientBySpawn(quest->GetPlayer());
  3802. quest->GetPlayer()->GetZone()->SendQuestUpdates(client);
  3803. }
  3804. }
  3805. lua_interface->ResetFunctionStack(state);
  3806. return 0;
  3807. }
  3808. int EQ2Emu_lua_AddQuestStepLocation(lua_State* state) {
  3809. if (!lua_interface)
  3810. return 0;
  3811. Quest* quest = lua_interface->GetQuest(state);
  3812. int32 step = lua_interface->GetInt32Value(state, 2);
  3813. string description = lua_interface->GetStringValue(state, 3);
  3814. float max_variation = lua_interface->GetFloatValue(state, 4);
  3815. string str_taskgroup = lua_interface->GetStringValue(state, 5);
  3816. int16 icon = lua_interface->GetInt16Value(state, 6);
  3817. if (quest) {
  3818. const char* taskgroup = 0;
  3819. if (str_taskgroup.length() > 0)
  3820. taskgroup = str_taskgroup.c_str();
  3821. vector<Location>* locations = 0;
  3822. int8 i = 7;
  3823. int8 num_args = (int8)lua_interface->GetNumberOfArgs(state);
  3824. while (true) {
  3825. Location loc;
  3826. loc.x = lua_interface->GetFloatValue(state, i);
  3827. loc.y = lua_interface->GetFloatValue(state, i + 1);
  3828. loc.z = lua_interface->GetFloatValue(state, i + 2);
  3829. loc.zone_id = 0;
  3830. if (loc.x == 0 && loc.y == 0 && loc.z == 0)
  3831. break;
  3832. if (locations == 0)
  3833. locations = new vector<Location>;
  3834. locations->push_back(loc);
  3835. i += 3;
  3836. }
  3837. QuestStep* quest_step = quest->AddQuestStep(step, QUEST_STEP_TYPE_LOCATION, description, 0, 1, taskgroup, locations, max_variation);
  3838. safe_delete(locations); // gets duplicated into new table in QuestStep constructor
  3839. if (quest_step && icon > 0)
  3840. quest_step->SetIcon(icon);
  3841. if (quest->GetPlayer()) {
  3842. Client* client = quest->GetPlayer()->GetZone()->GetClientBySpawn(quest->GetPlayer());
  3843. quest->GetPlayer()->GetZone()->SendQuestUpdates(client);
  3844. }
  3845. }
  3846. lua_interface->ResetFunctionStack(state);
  3847. return 0;
  3848. }
  3849. int EQ2Emu_lua_AddQuestUsableItem(lua_State* state) {
  3850. if (!lua_interface)
  3851. return 0;
  3852. Quest* quest = lua_interface->GetQuest(state);
  3853. int32 step = lua_interface->GetInt32Value(state, 2);
  3854. string description = lua_interface->GetStringValue(state, 3);
  3855. float max_variation = lua_interface->GetFloatValue(state, 4);
  3856. string str_taskgroup = lua_interface->GetStringValue(state, 5);
  3857. int16 icon = lua_interface->GetInt16Value(state, 6);
  3858. if (quest) {
  3859. const char* taskgroup = 0;
  3860. if (str_taskgroup.length() > 0)
  3861. taskgroup = str_taskgroup.c_str();
  3862. vector<Location>* locations = 0;
  3863. int i = 7;
  3864. while (true) {
  3865. Location loc;
  3866. loc.x = lua_interface->GetFloatValue(state, i);
  3867. loc.y = lua_interface->GetFloatValue(state, i + 1);
  3868. loc.z = lua_interface->GetFloatValue(state, i + 2);
  3869. if (loc.x == 0 && loc.y == 0 && loc.z == 0)
  3870. break;
  3871. if (locations == 0)
  3872. locations = new vector<Location>;
  3873. locations->push_back(loc);
  3874. i += 3;
  3875. }
  3876. QuestStep* quest_step = quest->AddQuestStep(step, QUEST_STEP_TYPE_LOCATION, description, 0, 1, taskgroup, locations, max_variation);
  3877. safe_delete(locations); // gets duplicated into new table in QuestStep constructor
  3878. if (quest_step && icon > 0)
  3879. quest_step->SetIcon(icon);
  3880. if (quest->GetPlayer()) {
  3881. Client* client = quest->GetPlayer()->GetZone()->GetClientBySpawn(quest->GetPlayer());
  3882. quest->GetPlayer()->GetZone()->SendQuestUpdates(client);
  3883. }
  3884. }
  3885. lua_interface->ResetFunctionStack(state);
  3886. return 0;
  3887. }
  3888. int EQ2Emu_lua_AddQuestStepSpell(lua_State* state) {
  3889. Quest* quest = lua_interface->GetQuest(state);
  3890. int32 step = lua_interface->GetInt32Value(state, 2);
  3891. string description = lua_interface->GetStringValue(state, 3);
  3892. int32 quantity = lua_interface->GetInt32Value(state, 4);
  3893. float percentage = lua_interface->GetFloatValue(state, 5);
  3894. string str_taskgroup = lua_interface->GetStringValue(state, 6);
  3895. int16 icon = lua_interface->GetInt16Value(state, 7);
  3896. if (quest) {
  3897. const char* taskgroup = 0;
  3898. if (str_taskgroup.length() > 0)
  3899. taskgroup = str_taskgroup.c_str();
  3900. int32 spell_id = 0;
  3901. vector<int32>* ids = 0;
  3902. int i = 0;
  3903. while ((spell_id = lua_interface->GetInt32Value(state, 8 + i))) {
  3904. if (ids == 0)
  3905. ids = new vector<int32>;
  3906. ids->push_back(spell_id);
  3907. i++;
  3908. }
  3909. QuestStep* quest_step = quest->AddQuestStep(step, QUEST_STEP_TYPE_SPELL, description, ids, quantity, taskgroup, 0, 0, percentage, 0);
  3910. if (quest_step && icon > 0 && quantity > 0)
  3911. quest_step->SetIcon(icon);
  3912. if (quest->GetPlayer()) {
  3913. Client* client = quest->GetPlayer()->GetZone()->GetClientBySpawn(quest->GetPlayer());
  3914. quest->GetPlayer()->GetZone()->SendQuestUpdates(client);
  3915. }
  3916. safe_delete(ids);
  3917. }
  3918. lua_interface->ResetFunctionStack(state);
  3919. return 0;
  3920. }
  3921. int EQ2Emu_lua_AddQuestStepCraft(lua_State* state) {
  3922. if (!lua_interface)
  3923. return 0;
  3924. Quest* quest = lua_interface->GetQuest(state);
  3925. int32 step = lua_interface->GetInt32Value(state, 2);
  3926. string description = lua_interface->GetStringValue(state, 3);
  3927. int32 quantity = lua_interface->GetInt32Value(state, 4);
  3928. float percentage = lua_interface->GetFloatValue(state, 5);
  3929. string str_taskgroup = lua_interface->GetStringValue(state, 6);
  3930. int16 icon = lua_interface->GetInt16Value(state, 7);
  3931. if (quest) {
  3932. const char* taskgroup = 0;
  3933. if (str_taskgroup.length() > 0)
  3934. taskgroup = str_taskgroup.c_str();
  3935. int32 item_id = 0;
  3936. vector<int32>* ids = 0;
  3937. int i = 0;
  3938. while ((item_id = lua_interface->GetInt32Value(state, 8 + i))) {
  3939. if (ids == 0)
  3940. ids = new vector<int32>;
  3941. ids->push_back(item_id);
  3942. i++;
  3943. }
  3944. QuestStep* quest_step = quest->AddQuestStep(step, QUEST_STEP_TYPE_CRAFT, description, ids, quantity, taskgroup, 0, 0, percentage, 0);
  3945. if (quest_step && icon > 0 && quantity > 0)
  3946. quest_step->SetIcon(icon);
  3947. if (quest->GetPlayer()) {
  3948. Client* client = quest->GetPlayer()->GetZone()->GetClientBySpawn(quest->GetPlayer());
  3949. quest->GetPlayer()->GetZone()->SendQuestUpdates(client);
  3950. }
  3951. safe_delete(ids);
  3952. }
  3953. lua_interface->ResetFunctionStack(state);
  3954. return 0;
  3955. }
  3956. int EQ2Emu_lua_AddQuestStepHarvest(lua_State* state) {
  3957. if (!lua_interface)
  3958. return 0;
  3959. Quest* quest = lua_interface->GetQuest(state);
  3960. int32 step = lua_interface->GetInt32Value(state, 2);
  3961. string description = lua_interface->GetStringValue(state, 3);
  3962. int32 quantity = lua_interface->GetInt32Value(state, 4);
  3963. float percentage = lua_interface->GetFloatValue(state, 5);
  3964. string str_taskgroup = lua_interface->GetStringValue(state, 6);
  3965. int16 icon = lua_interface->GetInt16Value(state, 7);
  3966. if (quest) {
  3967. const char* taskgroup = 0;
  3968. if (str_taskgroup.length() > 0)
  3969. taskgroup = str_taskgroup.c_str();
  3970. int32 item_id = 0;
  3971. vector<int32>* ids = 0;
  3972. int i = 0;
  3973. while ((item_id = lua_interface->GetInt32Value(state, 8 + i))) {
  3974. if (ids == 0)
  3975. ids = new vector<int32>;
  3976. ids->push_back(item_id);
  3977. i++;
  3978. }
  3979. QuestStep* quest_step = quest->AddQuestStep(step, QUEST_STEP_TYPE_HARVEST, description, ids, quantity, taskgroup, 0, 0, percentage, 0);
  3980. if (quest_step && icon > 0 && quantity > 0)
  3981. quest_step->SetIcon(icon);
  3982. if (quest->GetPlayer()) {
  3983. Client* client = quest->GetPlayer()->GetZone()->GetClientBySpawn(quest->GetPlayer());
  3984. quest->GetPlayer()->GetZone()->SendQuestUpdates(client);
  3985. }
  3986. safe_delete(ids);
  3987. }
  3988. lua_interface->ResetFunctionStack(state);
  3989. return 0;
  3990. }
  3991. int EQ2Emu_lua_SetQuestCompleteAction(lua_State* state) {
  3992. if (!lua_interface)
  3993. return 0;
  3994. Quest* quest = lua_interface->GetQuest(state);
  3995. string action = lua_interface->GetStringValue(state, 2);
  3996. lua_interface->ResetFunctionStack(state);
  3997. if (quest) {
  3998. if (action.length() > 0)
  3999. quest->SetCompleteAction(action);
  4000. }
  4001. return 0;
  4002. }
  4003. int EQ2Emu_lua_AddQuestStepCompleteAction(lua_State* state) {
  4004. if (!lua_interface)
  4005. return 0;
  4006. Quest* quest = lua_interface->GetQuest(state);
  4007. int32 step = lua_interface->GetInt32Value(state, 2);
  4008. string action = lua_interface->GetStringValue(state, 3);
  4009. lua_interface->ResetFunctionStack(state);
  4010. if (quest) {
  4011. if (step > 0 && action.length() > 0)
  4012. quest->AddCompleteAction(step, action);
  4013. }
  4014. return 0;
  4015. }
  4016. int EQ2Emu_lua_AddQuestStepProgressAction(lua_State* state) {
  4017. if (!lua_interface)
  4018. return 0;
  4019. Quest* quest = lua_interface->GetQuest(state);
  4020. int32 step = lua_interface->GetInt32Value(state, 2);
  4021. string action = lua_interface->GetStringValue(state, 3);
  4022. lua_interface->ResetFunctionStack(state);
  4023. if (quest) {
  4024. if (step > 0 && action.length() > 0)
  4025. quest->AddProgressAction(step, action);
  4026. }
  4027. return 0;
  4028. }
  4029. int EQ2Emu_lua_UpdateQuestDescription(lua_State* state) {
  4030. if (!lua_interface)
  4031. return 0;
  4032. Quest* quest = lua_interface->GetQuest(state);
  4033. string description = lua_interface->GetStringValue(state, 2);
  4034. lua_interface->ResetFunctionStack(state);
  4035. if (quest && description.length() > 0)
  4036. quest->SetDescription(description);
  4037. return 0;
  4038. }
  4039. int EQ2Emu_lua_SetCompletedDescription(lua_State* state) {
  4040. if (!lua_interface)
  4041. return 0;
  4042. Quest* quest = lua_interface->GetQuest(state);
  4043. string description = lua_interface->GetStringValue(state, 2);
  4044. lua_interface->ResetFunctionStack(state);
  4045. if (quest && description.length() > 0)
  4046. quest->SetCompletedDescription(description);
  4047. return 0;
  4048. }
  4049. int EQ2Emu_lua_UpdateQuestTaskGroupDescription(lua_State* state) {
  4050. if (!lua_interface)
  4051. return 0;
  4052. Quest* quest = lua_interface->GetQuest(state);
  4053. int32 step = lua_interface->GetInt32Value(state, 2);
  4054. string description = lua_interface->GetStringValue(state, 3);
  4055. bool display_bullets = (lua_interface->GetInt8Value(state, 4) == 1);
  4056. lua_interface->ResetFunctionStack(state);
  4057. if (quest && step > 0 && description.length() > 0) {
  4058. quest->SetTaskGroupDescription(step, description, display_bullets);
  4059. /* if (quest->GetPlayer()) {
  4060. Client* client = quest->GetPlayer()->GetZone()->GetClientBySpawn(quest->GetPlayer());
  4061. if (client)
  4062. client->SendQuestUpdateStep(quest, step, false);
  4063. }*/
  4064. }
  4065. return 0;
  4066. }
  4067. int EQ2Emu_lua_UpdateQuestStepDescription(lua_State* state) {
  4068. if (!lua_interface)
  4069. return 0;
  4070. Quest* quest = lua_interface->GetQuest(state);
  4071. int32 step = lua_interface->GetInt32Value(state, 2);
  4072. string description = lua_interface->GetStringValue(state, 3);
  4073. lua_interface->ResetFunctionStack(state);
  4074. if (quest && step > 0 && description.length() > 0) {
  4075. quest->SetStepDescription(step, description);
  4076. /*if (quest->GetPlayer()) {
  4077. Client* client = quest->GetPlayer()->GetZone()->GetClientBySpawn(quest->GetPlayer());
  4078. if (client)
  4079. client->SendQuestUpdateStepImmediately(quest, step);
  4080. }*/
  4081. }
  4082. return 0;
  4083. }
  4084. int EQ2Emu_lua_UpdateQuestZone(lua_State* state) {
  4085. Quest* quest = lua_interface->GetQuest(state);
  4086. string zone = lua_interface->GetStringValue(state, 2);
  4087. lua_interface->ResetFunctionStack(state);
  4088. if (quest && zone.length() > 0)
  4089. quest->SetZone(zone);
  4090. return 0;
  4091. }
  4092. int EQ2Emu_lua_GiveQuestReward(lua_State* state) {
  4093. if (!lua_interface)
  4094. return 0;
  4095. Quest* quest = lua_interface->GetQuest(state);
  4096. Spawn* spawn = lua_interface->GetSpawn(state, 2);
  4097. lua_interface->ResetFunctionStack(state);
  4098. if (quest && spawn) {
  4099. if (spawn->IsPlayer()) {
  4100. Client* client = ((Player*)spawn)->GetClient();
  4101. if (client) {
  4102. client->AddPendingQuestReward(quest);
  4103. }
  4104. }
  4105. }
  4106. return 0;
  4107. }
  4108. int EQ2Emu_lua_Harvest(lua_State* state) {
  4109. if (!lua_interface)
  4110. return 0;
  4111. Spawn* player = lua_interface->GetSpawn(state);
  4112. Spawn* node = lua_interface->GetSpawn(state, 2);
  4113. if (player && node && player->IsPlayer() && node->IsGroundSpawn()) {
  4114. Client* client = ((Player*)player)->GetClient();
  4115. if (client) {
  4116. ((GroundSpawn*)node)->ProcessHarvest(client);
  4117. if (((GroundSpawn*)node)->GetNumberHarvests() == 0) {
  4118. LuaSpell* spell = lua_interface->GetCurrentSpell(state);
  4119. player->GetZone()->RemoveSpawn(node, true, true, true, true, (spell != nullptr) ? false : true);
  4120. }
  4121. }
  4122. }
  4123. else if (player && player->IsPlayer()) {
  4124. Client* client = ((Player*)player)->GetClient();
  4125. if (client)
  4126. client->Message(CHANNEL_COLOR_RED, "Invalid target for this spell.");
  4127. }
  4128. lua_interface->ResetFunctionStack(state);
  4129. return 0;
  4130. }
  4131. int EQ2Emu_lua_Bind(lua_State* state) {
  4132. if (!lua_interface)
  4133. return 0;
  4134. Spawn* spawn = lua_interface->GetSpawn(state);
  4135. int32 zone_id = lua_interface->GetInt32Value(state, 2);
  4136. float x = lua_interface->GetFloatValue(state, 3);
  4137. float y = lua_interface->GetFloatValue(state, 4);
  4138. float z = lua_interface->GetFloatValue(state, 5);
  4139. float h = lua_interface->GetFloatValue(state, 6);
  4140. lua_interface->ResetFunctionStack(state);
  4141. if (!spawn) {
  4142. lua_interface->LogError("%s: LUA Bind command error: spawn is not valid", lua_interface->GetScriptName(state));
  4143. return 0;
  4144. }
  4145. if (!spawn->IsPlayer()) {
  4146. lua_interface->LogError("%s: LUA Bind command error: spawn is not a player", lua_interface->GetScriptName(state));
  4147. return 0;
  4148. }
  4149. if (zone_id == 0) {
  4150. Client* client = ((Player*)spawn)->GetClient();
  4151. if (!client) {
  4152. lua_interface->LogError("%s: LUA Bind command error: unable to get client from spawn", lua_interface->GetScriptName(state));
  4153. return 0;
  4154. }
  4155. if (!client->Bind())
  4156. client->SimpleMessage(CHANNEL_COLOR_RED, "Unable to set bind point.");
  4157. }
  4158. else {
  4159. Player* player = (Player*)spawn;
  4160. player->GetPlayerInfo()->SetBindZone(zone_id);
  4161. player->GetPlayerInfo()->SetBindX(x);
  4162. player->GetPlayerInfo()->SetBindY(y);
  4163. player->GetPlayerInfo()->SetBindZ(z);
  4164. player->GetPlayerInfo()->SetBindHeading(h);
  4165. }
  4166. return 0;
  4167. }
  4168. int EQ2Emu_lua_Gate(lua_State* state) {
  4169. if (!lua_interface)
  4170. return 0;
  4171. LuaSpell* spell = lua_interface->GetCurrentSpell(state);
  4172. Spawn* spawn = lua_interface->GetSpawn(state);
  4173. lua_interface->ResetFunctionStack(state);
  4174. if (spawn) {
  4175. if (spawn->IsPlayer()) {
  4176. Client* client = ((Player*)spawn)->GetClient();
  4177. if (client) {
  4178. if (!client->Gate((spell != nullptr) ? true : false))
  4179. client->SimpleMessage(CHANNEL_COLOR_RED, "Unable to gate.");
  4180. }
  4181. }
  4182. }
  4183. return 0;
  4184. }
  4185. int EQ2Emu_lua_IsBindAllowed(lua_State* state) {
  4186. if (!lua_interface)
  4187. return 0;
  4188. bool ret = false;
  4189. Spawn* spawn = lua_interface->GetSpawn(state);
  4190. lua_interface->ResetFunctionStack(state);
  4191. if (spawn) {
  4192. if (spawn->IsPlayer()) {
  4193. Client* client = ((Player*)spawn)->GetClient();
  4194. if (client)
  4195. ret = client->BindAllowed();
  4196. }
  4197. }
  4198. lua_interface->SetBooleanValue(state, ret);
  4199. return 1;
  4200. }
  4201. int EQ2Emu_lua_IsGateAllowed(lua_State* state) {
  4202. if (!lua_interface)
  4203. return 0;
  4204. bool ret = false;
  4205. Spawn* spawn = lua_interface->GetSpawn(state);
  4206. lua_interface->ResetFunctionStack(state);
  4207. if (spawn) {
  4208. if (spawn->IsPlayer()) {
  4209. Client* client = ((Player*)spawn)->GetClient();
  4210. ZoneServer* zone = lua_interface->GetZone(state);
  4211. if (client && zone){
  4212. ret = zone->GetCanGate();
  4213. }
  4214. }
  4215. }
  4216. lua_interface->SetBooleanValue(state, ret);
  4217. return 1;
  4218. }
  4219. int EQ2Emu_lua_IsAlive(lua_State* state) {
  4220. Spawn* spawn = lua_interface->GetSpawn(state);
  4221. lua_interface->ResetFunctionStack(state);
  4222. if (spawn) {
  4223. lua_interface->SetBooleanValue(state, spawn->Alive());
  4224. return 1;
  4225. }
  4226. return 0;
  4227. }
  4228. int EQ2Emu_lua_IsInCombat(lua_State* state) {
  4229. if (!lua_interface)
  4230. return 0;
  4231. Spawn* spawn = lua_interface->GetSpawn(state);
  4232. lua_interface->ResetFunctionStack(state);
  4233. if (spawn && spawn->IsEntity()) {
  4234. lua_interface->SetBooleanValue(state, ((Entity*)spawn)->EngagedInCombat());
  4235. return 1;
  4236. }
  4237. return 0;
  4238. }
  4239. int EQ2Emu_lua_SendMessage(lua_State* state) {
  4240. Spawn* spawn = lua_interface->GetSpawn(state);
  4241. string message = lua_interface->GetStringValue(state, 2);
  4242. string color_str = lua_interface->GetStringValue(state, 3);
  4243. lua_interface->ResetFunctionStack(state);
  4244. int8 color = CHANNEL_NARRATIVE;
  4245. if (spawn && spawn->IsPlayer() && message.length() > 0) {
  4246. Client* client = ((Player*)spawn)->GetClient();
  4247. if (client) {
  4248. if (color_str.length() > 0) {
  4249. // leave for backwards compat, but all future should just use the number
  4250. if (strncasecmp(color_str.c_str(), "red", 3) == 0)
  4251. color = CHANNEL_COLOR_RED;
  4252. else if (strncasecmp(color_str.c_str(), "yellow", 6) == 0)
  4253. color = CHANNEL_COLOR_YELLOW;
  4254. else
  4255. {
  4256. // use a number to specify the channel as per Commands/Commands.h defines
  4257. color = (int8)atoul(color_str.c_str());
  4258. }
  4259. }
  4260. client->SimpleMessage(color, message.c_str());
  4261. }
  4262. }
  4263. return 0;
  4264. }
  4265. int EQ2Emu_lua_SendPopUpMessage(lua_State* state) {
  4266. Spawn* spawn = lua_interface->GetSpawn(state);
  4267. string message = lua_interface->GetStringValue(state, 2);
  4268. int8 red = lua_interface->GetInt8Value(state, 3);
  4269. int8 green = lua_interface->GetInt8Value(state, 4);
  4270. int8 blue = lua_interface->GetInt8Value(state, 5);
  4271. lua_interface->ResetFunctionStack(state);
  4272. if (!spawn) {
  4273. lua_interface->LogError("%s: LUA SendPopUpMessage command error: Spawn is not valid.", lua_interface->GetScriptName(state));
  4274. return 0;
  4275. }
  4276. if (!spawn->IsPlayer()) {
  4277. lua_interface->LogError("%s: LUA SendPopUpMessage command error: Spawn is not a player.", lua_interface->GetScriptName(state));
  4278. return 0;
  4279. }
  4280. int32 words = ::CountWordsInString(message.c_str());
  4281. if (words < 5)
  4282. words = 5;
  4283. Client* client = ((Player*)spawn)->GetClient();
  4284. if (client)
  4285. client->SendPopupMessage(10, message.c_str(), "ui_harvested_normal", words, red, green, blue);
  4286. return 0;
  4287. }
  4288. int EQ2Emu_lua_SetServerControlFlag(lua_State* state) {
  4289. Spawn* spawn = lua_interface->GetSpawn(state);
  4290. int8 param = lua_interface->GetInt8Value(state, 2);
  4291. int8 param_value = lua_interface->GetInt8Value(state, 3);
  4292. int8 value = lua_interface->GetInt8Value(state, 4);
  4293. lua_interface->ResetFunctionStack(state);
  4294. if (spawn && spawn->IsPlayer() && (param >= 1 && param <= 5)) {
  4295. Client* client = ((Player*)spawn)->GetClient();
  4296. if (client) {
  4297. PacketStruct* packet = configReader.getStruct("WS_ServerControlFlags", client->GetVersion());
  4298. switch (param) {
  4299. case 1: {
  4300. packet->setDataByName("parameter1", param_value);
  4301. break;
  4302. }
  4303. case 2: {
  4304. packet->setDataByName("parameter2", param_value);
  4305. break;
  4306. }
  4307. case 3: {
  4308. packet->setDataByName("parameter3", param_value);
  4309. break;
  4310. }
  4311. case 4: {
  4312. packet->setDataByName("parameter4", param_value);
  4313. break;
  4314. }
  4315. case 5: {
  4316. packet->setDataByName("parameter5", param_value);
  4317. break;
  4318. }
  4319. }
  4320. packet->setDataByName("value", value);
  4321. client->QueuePacket(packet->serialize());
  4322. safe_delete(packet);
  4323. }
  4324. }
  4325. return 0;
  4326. }
  4327. int EQ2Emu_lua_ToggleTracking(lua_State* state) {
  4328. Spawn* spawn = lua_interface->GetSpawn(state);
  4329. lua_interface->ResetFunctionStack(state);
  4330. if (spawn && spawn->IsPlayer()) {
  4331. if (((Player*)spawn)->GetIsTracking())
  4332. spawn->GetZone()->AddPlayerTracking((Player*)spawn);
  4333. else
  4334. spawn->GetZone()->RemovePlayerTracking((Player*)spawn, TRACKING_STOP);
  4335. }
  4336. return 0;
  4337. }
  4338. int EQ2Emu_lua_AddPrimaryEntityCommand(lua_State* state) {
  4339. Spawn* player = lua_interface->GetSpawn(state);
  4340. Spawn* spawn = lua_interface->GetSpawn(state, 2);
  4341. string name = lua_interface->GetStringValue(state, 3);
  4342. float distance = lua_interface->GetFloatValue(state, 4);
  4343. string command = lua_interface->GetStringValue(state, 5);
  4344. string error_text = lua_interface->GetStringValue(state, 6);
  4345. int16 cast_time = lua_interface->GetInt16Value(state, 7);
  4346. int32 spell_visual = lua_interface->GetInt32Value(state, 8);
  4347. bool denyListDefault = (lua_interface->GetInt8Value(state, 9) == 1);
  4348. lua_interface->ResetFunctionStack(state);
  4349. if (spawn) {
  4350. if (distance == 0)
  4351. distance = 10.0f;
  4352. if (command.length() == 0)
  4353. command = name;
  4354. if (command.length() < 1 && name.length() < 1)
  4355. {
  4356. // have to run this first to send a 'blank' default command, then remove all commands from the list
  4357. spawn->GetZone()->SendUpdateDefaultCommand(spawn, command.c_str(), distance);
  4358. spawn->RemovePrimaryCommands();
  4359. }
  4360. else
  4361. {
  4362. spawn->AddPrimaryEntityCommand(name.c_str(), distance, command.c_str(), error_text.c_str(), cast_time, spell_visual, denyListDefault, (player && player->IsPlayer()) ? (Player*)player : NULL);
  4363. }
  4364. }
  4365. return 0;
  4366. }
  4367. int EQ2Emu_lua_HasSpell(lua_State* state) {
  4368. if (!lua_interface)
  4369. return 0;
  4370. Spawn* player = lua_interface->GetSpawn(state);
  4371. int32 spellid = lua_interface->GetInt32Value(state, 2);
  4372. int16 tier = lua_interface->GetInt16Value(state, 3);
  4373. lua_interface->ResetFunctionStack(state);
  4374. if (player && player->IsPlayer()) {
  4375. lua_interface->SetBooleanValue(state, ((Player*)player)->HasSpell(spellid, tier, true));
  4376. return 1;
  4377. }
  4378. return 0;
  4379. }
  4380. int EQ2Emu_lua_AddSpellBookEntry(lua_State* state) {
  4381. if (!lua_interface)
  4382. return 0;
  4383. Spawn* player = lua_interface->GetSpawn(state);
  4384. int32 spellid = lua_interface->GetInt32Value(state, 2);
  4385. int16 tier = lua_interface->GetInt16Value(state, 3);
  4386. int8 num_args = (int8)lua_interface->GetNumberOfArgs(state);
  4387. bool add_silently = lua_interface->GetBooleanValue(state, 4);
  4388. bool add_to_hotbar = true;
  4389. if (num_args > 4) {
  4390. add_to_hotbar = lua_interface->GetBooleanValue(state, 5);
  4391. }
  4392. lua_interface->ResetFunctionStack(state);
  4393. Spell* spell = master_spell_list.GetSpell(spellid, tier);
  4394. if (player && spell && player->IsPlayer()) {
  4395. Client* client = player->GetClient();
  4396. if (client) {
  4397. if (!client->GetPlayer()->HasSpell(spellid, tier - 1, true))
  4398. {
  4399. Spell* spell = master_spell_list.GetSpell(spellid, tier);
  4400. client->GetPlayer()->AddSpellBookEntry(spellid, 1, client->GetPlayer()->GetFreeSpellBookSlot(spell->GetSpellData()->spell_book_type), spell->GetSpellData()->spell_book_type, spell->GetSpellData()->linked_timer, true);
  4401. client->GetPlayer()->UnlockSpell(spell);
  4402. client->SendSpellUpdate(spell, add_silently, add_to_hotbar);
  4403. }
  4404. else
  4405. {
  4406. Spell* spell = master_spell_list.GetSpell(spellid, tier);
  4407. int8 old_slot = client->GetPlayer()->GetSpellSlot(spell->GetSpellID());
  4408. client->GetPlayer()->RemoveSpellBookEntry(spell->GetSpellID());
  4409. client->GetPlayer()->AddSpellBookEntry(spell->GetSpellID(), spell->GetSpellTier(), old_slot, spell->GetSpellData()->spell_book_type, spell->GetSpellData()->linked_timer, true);
  4410. client->GetPlayer()->UnlockSpell(spell);
  4411. client->SendSpellUpdate(spell, add_silently, add_to_hotbar);
  4412. }
  4413. //if (client ) {
  4414. // ((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);
  4415. EQ2Packet* outapp = ((Player*)player)->GetSpellBookUpdatePacket(client->GetVersion());
  4416. if (outapp)
  4417. client->QueuePacket(outapp);
  4418. }
  4419. }
  4420. return 0;
  4421. }
  4422. int EQ2Emu_lua_DeleteSpellBook(lua_State* state) {
  4423. if (!lua_interface)
  4424. return 0;
  4425. Spawn* player = lua_interface->GetSpawn(state);
  4426. int8 type_selection = lua_interface->GetInt8Value(state, 2);
  4427. lua_interface->ResetFunctionStack(state);
  4428. if (player && player->IsPlayer()) {
  4429. Client* client = player->GetClient();
  4430. if (client) {
  4431. ((Player*)player)->DeleteSpellBook(type_selection);
  4432. EQ2Packet* outapp = ((Player*)player)->GetSpellBookUpdatePacket(client->GetVersion());
  4433. if (outapp)
  4434. client->QueuePacket(outapp);
  4435. }
  4436. }
  4437. return 0;
  4438. }
  4439. int EQ2Emu_lua_SendNewAdventureSpells(lua_State* state) {
  4440. if (!lua_interface)
  4441. return 0;
  4442. Spawn* player = lua_interface->GetSpawn(state);
  4443. lua_interface->ResetFunctionStack(state);
  4444. if (player && player->IsPlayer()) {
  4445. Client* client = player->GetClient();
  4446. if (client) {
  4447. client->SendNewAdventureSpells();
  4448. }
  4449. }
  4450. return 0;
  4451. }
  4452. int EQ2Emu_lua_SendNewTradeskillSpells(lua_State* state) {
  4453. if (!lua_interface)
  4454. return 0;
  4455. Spawn* player = lua_interface->GetSpawn(state);
  4456. lua_interface->ResetFunctionStack(state);
  4457. if (player && player->IsPlayer()) {
  4458. Client* client = player->GetClient();
  4459. if (client) {
  4460. client->SendNewTradeskillSpells();
  4461. }
  4462. }
  4463. return 0;
  4464. }
  4465. int EQ2Emu_lua_RemoveSpellBookEntry(lua_State* state) {
  4466. if (!lua_interface)
  4467. return 0;
  4468. Spawn* player = lua_interface->GetSpawn(state);
  4469. int32 spellid = lua_interface->GetInt32Value(state, 2);
  4470. lua_interface->ResetFunctionStack(state);
  4471. if (player && player->IsPlayer()) {
  4472. SpellBookEntry* sbe = ((Player*)player)->GetSpellBookSpell(spellid);
  4473. Client* client = player->GetClient();
  4474. if (sbe && client) {
  4475. ((Player*)player)->RemoveSpellBookEntry(spellid);
  4476. EQ2Packet* outapp = ((Player*)player)->GetSpellBookUpdatePacket(client->GetVersion());
  4477. if (outapp)
  4478. client->QueuePacket(outapp);
  4479. }
  4480. }
  4481. return 0;
  4482. }
  4483. int EQ2Emu_lua_HasFreeSlot(lua_State* state) {
  4484. if (!lua_interface)
  4485. return 0;
  4486. Spawn* player = lua_interface->GetSpawn(state);
  4487. lua_interface->ResetFunctionStack(state);
  4488. if (player && player->IsPlayer()) {
  4489. lua_interface->SetBooleanValue(state, ((Player*)player)->item_list.HasFreeSlot());
  4490. return 1;
  4491. }
  4492. return 0;
  4493. }
  4494. int EQ2Emu_lua_Attack(lua_State* state) {
  4495. if (lua_interface) {
  4496. Spawn* npc = lua_interface->GetSpawn(state);
  4497. Spawn* player = lua_interface->GetSpawn(state, 2);
  4498. lua_interface->ResetFunctionStack(state);
  4499. if (npc && player && npc->IsNPC() && player->IsPlayer())
  4500. ((NPC*)npc)->AddHate((Entity*)player, 100);
  4501. }
  4502. return 0;
  4503. }
  4504. int EQ2Emu_lua_ApplySpellVisual(lua_State* state) {
  4505. if (lua_interface) {
  4506. Spawn* target = lua_interface->GetSpawn(state);
  4507. int32 spell_visual = lua_interface->GetInt32Value(state, 2);
  4508. lua_interface->ResetFunctionStack(state);
  4509. if (target && target->GetZone())
  4510. target->GetZone()->SendCastSpellPacket(spell_visual, target);
  4511. }
  4512. return 0;
  4513. }
  4514. int EQ2Emu_lua_HasCollectionsToHandIn(lua_State* state) {
  4515. Spawn* player;
  4516. if (lua_interface) {
  4517. player = lua_interface->GetSpawn(state);
  4518. lua_interface->ResetFunctionStack(state);
  4519. if (player && player->IsPlayer()) {
  4520. lua_interface->SetBooleanValue(state, ((Player*)player)->GetCollectionList()->HasCollectionsToHandIn());
  4521. return 1;
  4522. }
  4523. }
  4524. return 0;
  4525. }
  4526. int EQ2Emu_lua_HandInCollections(lua_State* state) {
  4527. Spawn* player;
  4528. Client* client;
  4529. if (lua_interface) {
  4530. player = lua_interface->GetSpawn(state);
  4531. lua_interface->ResetFunctionStack(state);
  4532. if (player && ((Player*)player)->IsPlayer() && ((Player*)player)->GetCollectionList()->HasCollectionsToHandIn())
  4533. if ((client = ((Player*)player)->GetClient()))
  4534. client->HandInCollections();
  4535. }
  4536. return 0;
  4537. }
  4538. int EQ2Emu_lua_UseWidget(lua_State* state) {
  4539. Spawn* widget;
  4540. if (lua_interface) {
  4541. widget = lua_interface->GetSpawn(state);
  4542. lua_interface->ResetFunctionStack(state);
  4543. if (widget && widget->IsWidget())
  4544. ((Widget*)widget)->HandleUse(nullptr, "");
  4545. }
  4546. return 0;
  4547. }
  4548. int EQ2Emu_lua_SetSpellList(lua_State* state) {
  4549. Spawn* spawn = 0;
  4550. int32 primary_list = 0;
  4551. int32 secondary_list = 0;
  4552. if (lua_interface) {
  4553. spawn = lua_interface->GetSpawn(state);
  4554. primary_list = lua_interface->GetInt32Value(state, 2);
  4555. secondary_list = lua_interface->GetInt32Value(state, 3);
  4556. lua_interface->ResetFunctionStack(state);
  4557. if (!spawn->IsNPC()) {
  4558. lua_interface->LogError("%s: LUA SetSpellList command error: Spawn was not a valid NPC", lua_interface->GetScriptName(state));
  4559. return 0;
  4560. }
  4561. NPC* npc = (NPC*)spawn;
  4562. npc->SetPrimarySpellList(primary_list);
  4563. npc->SetSecondarySpellList(secondary_list);
  4564. npc->SetSpells(world.GetNPCSpells(npc->GetPrimarySpellList(), npc->GetSecondarySpellList()));
  4565. }
  4566. return 0;
  4567. }
  4568. int EQ2Emu_lua_GetPet(lua_State* state) {
  4569. if (!lua_interface)
  4570. return 0;
  4571. Spawn* spawn = lua_interface->GetSpawn(state);
  4572. lua_interface->ResetFunctionStack(state);
  4573. if (spawn) {
  4574. if (spawn->IsEntity() && ((Entity*)spawn)->GetPet()) {
  4575. lua_interface->SetSpawnValue(state, ((Entity*)spawn)->GetPet());
  4576. return 1;
  4577. }
  4578. }
  4579. return 0;
  4580. }
  4581. int EQ2Emu_lua_GetCharmedPet(lua_State* state) {
  4582. if (!lua_interface)
  4583. return 0;
  4584. Spawn* spawn = lua_interface->GetSpawn(state);
  4585. lua_interface->ResetFunctionStack(state);
  4586. if (spawn) {
  4587. if (spawn->IsEntity() && ((Entity*)spawn)->GetCharmedPet()) {
  4588. lua_interface->SetSpawnValue(state, ((Entity*)spawn)->GetCharmedPet());
  4589. return 1;
  4590. }
  4591. }
  4592. return 0;
  4593. }
  4594. int EQ2Emu_lua_GetDeityPet(lua_State* state) {
  4595. if (!lua_interface)
  4596. return 0;
  4597. Spawn* spawn = lua_interface->GetSpawn(state);
  4598. lua_interface->ResetFunctionStack(state);
  4599. if (spawn) {
  4600. if (spawn->IsEntity() && ((Entity*)spawn)->GetDeityPet()) {
  4601. lua_interface->SetSpawnValue(state, ((Entity*)spawn)->GetDeityPet());
  4602. return 1;
  4603. }
  4604. }
  4605. return 0;
  4606. }
  4607. int EQ2Emu_lua_GetCosmeticPet(lua_State* state) {
  4608. if (!lua_interface)
  4609. return 0;
  4610. Spawn* spawn = lua_interface->GetSpawn(state);
  4611. lua_interface->ResetFunctionStack(state);
  4612. if (spawn) {
  4613. if (spawn->IsEntity() && ((Entity*)spawn)->GetCosmeticPet()) {
  4614. lua_interface->SetSpawnValue(state, ((Entity*)spawn)->GetCosmeticPet());
  4615. return 1;
  4616. }
  4617. }
  4618. return 0;
  4619. }
  4620. int EQ2Emu_lua_Charm(lua_State* state) {
  4621. if (!lua_interface)
  4622. return 0;
  4623. Spawn* owner = lua_interface->GetSpawn(state);
  4624. Spawn* pet = lua_interface->GetSpawn(state, 2);
  4625. LuaSpell* luaspell = lua_interface->GetCurrentSpell(state);
  4626. lua_interface->ResetFunctionStack(state);
  4627. if (!luaspell) {
  4628. lua_interface->LogError("%s: LUA Charm command error: Spell is not valid, charm can only be used in spell scripts.", lua_interface->GetScriptName(state));
  4629. return 0;
  4630. }
  4631. if(luaspell->resisted) {
  4632. return 0;
  4633. }
  4634. if (owner && pet && owner->IsEntity() && pet->IsNPC()) {
  4635. ((Entity*)owner)->SetCharmedPet((Entity*)pet);
  4636. pet->SetPet(true);
  4637. ((NPC*)pet)->SetPetType(PET_TYPE_CHARMED);
  4638. ((NPC*)pet)->SetOwner((Entity*)owner);
  4639. // If owner is player and player does not have a summoned pet set the players charsheet
  4640. if (owner->IsPlayer() && !((Entity*)owner)->GetPet()) {
  4641. Player* player = (Player*)owner;
  4642. player->GetInfoStruct()->set_pet_id(player->GetIDWithPlayerSpawn(pet));
  4643. player->GetInfoStruct()->set_pet_name(std::string(pet->GetName()));
  4644. player->GetInfoStruct()->set_pet_movement(2);
  4645. player->GetInfoStruct()->set_pet_behavior(3);
  4646. player->GetInfoStruct()->set_pet_health_pct(1.0f);
  4647. player->GetInfoStruct()->set_pet_power_pct(1.0f);
  4648. // Make sure the values get sent to the client
  4649. player->SetCharSheetChanged(true);
  4650. }
  4651. // Clear the spawns script so the charmed mob doesn't try to do anything like random walks
  4652. pet->SetSpawnScript("");
  4653. // Set faction to the same as the owner
  4654. pet->SetFactionID(owner->GetFactionID());
  4655. ((NPC*)pet)->SetPetSpellID(luaspell->spell->GetSpellData()->id);
  4656. ((NPC*)pet)->SetPetSpellTier(luaspell->spell->GetSpellData()->tier);
  4657. // Clear hate list
  4658. ((NPC*)pet)->Brain()->ClearHate();
  4659. // Set the brain to a pet brain
  4660. ((NPC*)pet)->SetBrain(new CombatPetBrain((NPC*)pet));
  4661. }
  4662. return 0;
  4663. }
  4664. int EQ2Emu_lua_GetGroup(lua_State* state) {
  4665. if (!lua_interface)
  4666. return 0;
  4667. Spawn* spawn = lua_interface->GetSpawn(state);
  4668. lua_interface->ResetFunctionStack(state);
  4669. if (!spawn) {
  4670. lua_interface->LogError("%s: LUA GetGroup command error: spawn is not valid", lua_interface->GetScriptName(state));
  4671. return 0;
  4672. }
  4673. vector<Spawn*> groupMembers;
  4674. if (!spawn->IsPlayer() && spawn->HasSpawnGroup()) {
  4675. groupMembers = *spawn->GetSpawnGroup();
  4676. }
  4677. else if (spawn->IsPlayer() && ((Player*)spawn)->GetGroupMemberInfo()) {
  4678. world.GetGroupManager()->GroupLock(__FUNCTION__, __LINE__);
  4679. deque<GroupMemberInfo*>::iterator itr;
  4680. PlayerGroup* group = world.GetGroupManager()->GetGroup(((Player*)spawn)->GetGroupMemberInfo()->group_id);
  4681. if (group)
  4682. {
  4683. group->MGroupMembers.readlock(__FUNCTION__, __LINE__);
  4684. deque<GroupMemberInfo*>* members = group->GetMembers();
  4685. GroupMemberInfo* info = 0;
  4686. for (itr = members->begin(); itr != members->end(); itr++) {
  4687. info = *itr;
  4688. if (info->client)
  4689. groupMembers.push_back(info->client->GetPlayer());
  4690. }
  4691. group->MGroupMembers.releasereadlock(__FUNCTION__, __LINE__);
  4692. }
  4693. world.GetGroupManager()->ReleaseGroupLock(__FUNCTION__, __LINE__);
  4694. }
  4695. else
  4696. return 0;
  4697. lua_createtable(state, groupMembers.size(), 0);
  4698. int newTable = lua_gettop(state);
  4699. for (int32 i = 0; i < groupMembers.size(); i++) {
  4700. lua_interface->SetSpawnValue(state, groupMembers.at(i));
  4701. lua_rawseti(state, newTable, i + 1);
  4702. }
  4703. return 1;
  4704. }
  4705. int EQ2Emu_lua_CreateOptionWindow(lua_State* state) {
  4706. if (!lua_interface)
  4707. return 0;
  4708. lua_interface->ResetFunctionStack(state);
  4709. vector<OptionWindowOption>* option_window = new vector<OptionWindowOption>();
  4710. lua_interface->SetOptionWindowValue(state, option_window);
  4711. return 1;
  4712. }
  4713. int EQ2Emu_lua_AddOptionWindowOption(lua_State* state) {
  4714. if (!lua_interface)
  4715. return 0;
  4716. vector<OptionWindowOption>* option_window = lua_interface->GetOptionWindow(state);
  4717. if (option_window) {
  4718. OptionWindowOption option_window_option;
  4719. option_window_option.optionName = lua_interface->GetStringValue(state, 2);
  4720. option_window_option.optionDescription = lua_interface->GetStringValue(state, 3);
  4721. option_window_option.optionIconSheet = lua_interface->GetInt32Value(state, 4);
  4722. option_window_option.optionIconID = lua_interface->GetInt16Value(state, 5);
  4723. option_window_option.optionCommand = lua_interface->GetStringValue(state, 6);
  4724. option_window_option.optionConfirmTitle = lua_interface->GetStringValue(state, 7);
  4725. if (option_window_option.optionName.length() > 0 && option_window_option.optionDescription.length() > 0)
  4726. option_window->push_back(option_window_option);
  4727. }
  4728. lua_interface->ResetFunctionStack(state);
  4729. return 0;
  4730. }
  4731. int EQ2Emu_lua_SendOptionWindow(lua_State* state) {
  4732. if (!lua_interface)
  4733. return 0;
  4734. vector<OptionWindowOption>* option_window = lua_interface->GetOptionWindow(state);
  4735. Spawn* player = lua_interface->GetSpawn(state, 2);
  4736. string window_title = lua_interface->GetStringValue(state, 3);
  4737. string cancel_command = lua_interface->GetStringValue(state, 4);
  4738. lua_interface->ResetFunctionStack(state);
  4739. if (!player->IsPlayer()) {
  4740. lua_interface->LogError("%s: LUA SendOptionWindow command error: spawn is not a player", lua_interface->GetScriptName(state));
  4741. return 0;
  4742. }
  4743. Client* client = ((Player*)player)->GetClient();
  4744. if (option_window && window_title.length() > 0 && client) {
  4745. PacketStruct* packet = configReader.getStruct("WS_SelectTradeskill", client->GetVersion());
  4746. if (!packet)
  4747. return 0;
  4748. packet->setDataByName("title_text", window_title.c_str());
  4749. if (cancel_command.length() > 0)
  4750. packet->setDataByName("command_text_cancel", cancel_command.c_str());
  4751. packet->setArrayLengthByName("num_selections", option_window->size());
  4752. vector<OptionWindowOption>::iterator itr;
  4753. int8 i = 0;
  4754. for (itr = option_window->begin(); itr != option_window->end(); itr++) {
  4755. OptionWindowOption opt = *itr;
  4756. packet->setArrayDataByName("tradeskill_name", opt.optionName.c_str(), i);
  4757. packet->setArrayDataByName("tradeskill_description", opt.optionDescription.c_str(), i);
  4758. packet->setArrayDataByName("icon_sheet", opt.optionIconSheet, i);
  4759. packet->setArrayDataByName("icon_id", opt.optionIconID, i);
  4760. if (opt.optionCommand.length() > 0)
  4761. packet->setArrayDataByName("command_text", opt.optionCommand.c_str(), i);
  4762. if (opt.optionConfirmTitle.length() > 0)
  4763. packet->setArrayDataByName("confirm_window_title", opt.optionConfirmTitle.c_str(), i);
  4764. i++;
  4765. }
  4766. client->QueuePacket(packet->serialize());
  4767. lua_interface->SetLuaUserDataStale(option_window);
  4768. safe_delete(option_window);
  4769. safe_delete(packet);
  4770. }
  4771. return 0;
  4772. }
  4773. int EQ2Emu_lua_GetTradeskillClass(lua_State* state) {
  4774. if (!lua_interface)
  4775. return 0;
  4776. Spawn* spawn = lua_interface->GetSpawn(state);
  4777. lua_interface->ResetFunctionStack(state);
  4778. if (spawn) {
  4779. lua_interface->SetInt32Value(state, spawn->GetTradeskillClass());
  4780. return 1;
  4781. }
  4782. else
  4783. lua_interface->LogError("%s: LUA GetTradeskillClass command error: Spawn was not valid", lua_interface->GetScriptName(state));
  4784. return 0;
  4785. }
  4786. int EQ2Emu_lua_GetTradeskillLevel(lua_State* state) {
  4787. if (!lua_interface)
  4788. return 0;
  4789. Spawn* spawn = lua_interface->GetSpawn(state);
  4790. lua_interface->ResetFunctionStack(state);
  4791. if (spawn) {
  4792. lua_interface->SetInt32Value(state, spawn->GetTSLevel());
  4793. return 1;
  4794. }
  4795. else
  4796. lua_interface->LogError("%s: LUA GetTradeskillLevel command error: Spawns was not valid", lua_interface->GetScriptName(state));
  4797. return 0;
  4798. }
  4799. int EQ2Emu_lua_GetTradeskillClassName(lua_State* state) {
  4800. if (!lua_interface)
  4801. return 0;
  4802. Spawn* spawn = lua_interface->GetSpawn(state);
  4803. lua_interface->ResetFunctionStack(state);
  4804. if (spawn) {
  4805. int8 class_id = spawn->GetTradeskillClass();
  4806. // Need to add 42 for the offset in the array
  4807. class_id += 44;
  4808. lua_interface->SetStringValue(state, classes.GetClassNameCase(class_id).c_str());
  4809. return 1;
  4810. }
  4811. else
  4812. lua_interface->LogError("%s: LUA GetTradeskillClassName command error: Spawn was not valid", lua_interface->GetScriptName(state));
  4813. return 0;
  4814. }
  4815. int EQ2Emu_lua_SetTradeskillLevel(lua_State* state) {
  4816. if (!lua_interface)
  4817. return 0;
  4818. Spawn* spawn = lua_interface->GetSpawn(state);
  4819. int16 level = lua_interface->GetInt8Value(state, 2);
  4820. lua_interface->ResetFunctionStack(state);
  4821. if (spawn) {
  4822. if (spawn->IsPlayer() && ((Player*)spawn)->GetClient())
  4823. ((Player*)spawn)->GetClient()->ChangeTSLevel(spawn->GetTSLevel(), level);
  4824. else
  4825. spawn->SetTSLevel(level);
  4826. }
  4827. else
  4828. lua_interface->LogError("%s: LUA SetTradeskillLevel command error: Spawn was not valid", lua_interface->GetScriptName(state));
  4829. return 0;
  4830. }
  4831. int EQ2Emu_lua_SetAttackable(lua_State* state) {
  4832. if (!lua_interface)
  4833. return 0;
  4834. Spawn* spawn = lua_interface->GetSpawn(state);
  4835. int8 attackable = lua_interface->GetInt8Value(state, 2);
  4836. lua_interface->ResetFunctionStack(state);
  4837. if (spawn) {
  4838. spawn->SetAttackable(attackable);
  4839. spawn->vis_changed = true; //some clients store this in vis instead of info, need to make sense both are updated
  4840. }
  4841. return 0;
  4842. }
  4843. int EQ2Emu_lua_SummonPet(lua_State* state) {
  4844. // Check to see if we have a valid lua_interface
  4845. if (!lua_interface)
  4846. return 0;
  4847. // Get the spawn that is getting the pet
  4848. Spawn* spawn = lua_interface->GetSpawn(state);
  4849. // Get the DB ID of the pet
  4850. int32 pet_id = lua_interface->GetInt32Value(state, 2);
  4851. // The max level the pet can gain
  4852. int8 max_level = lua_interface->GetInt8Value(state, 3);
  4853. // Get the spell that this command was called from
  4854. LuaSpell* luaspell = lua_interface->GetCurrentSpell(state);
  4855. lua_interface->ResetFunctionStack(state);
  4856. // Check to make sure the spawn pointer is valid
  4857. if (!spawn) {
  4858. lua_interface->LogError("%s: LUA SummonPet command error: Spawn is not valid", lua_interface->GetScriptName(state));
  4859. return 0;
  4860. }
  4861. // Check to make sure the spawn is an entity
  4862. if (!spawn->IsEntity()) {
  4863. lua_interface->LogError("%s: LUA SummonPet command error: Spawn is not an entity", lua_interface->GetScriptName(state));
  4864. return 0;
  4865. }
  4866. // Check to make sure the spawn doesn't already have a pet of this type
  4867. if (((Entity*)spawn)->GetPet()) {
  4868. if (spawn->IsPlayer()) {
  4869. Client* client = ((Player*)spawn)->GetClient();
  4870. if (client)
  4871. client->SimpleMessage(CHANNEL_COLOR_YELLOW, "You already have a pet.");
  4872. }
  4873. lua_interface->LogError("%s: LUA SummonPet command error: spawn already has a pet of this type", lua_interface->GetScriptName(state));
  4874. return 0;
  4875. }
  4876. // Check to see if the DB ID for the pet is set
  4877. if (pet_id == 0) {
  4878. lua_interface->LogError("%s: LUA SummonPet command error: pet_id can not be set to 0", lua_interface->GetScriptName(state));
  4879. return 0;
  4880. }
  4881. // Check to see if the pointer to the spell is valid
  4882. if (!luaspell) {
  4883. lua_interface->LogError("%s: LUA SummonPet command error: valid spell not found, SummonPet can only be used in spell scripts", lua_interface->GetScriptName(state));
  4884. return 0;
  4885. }
  4886. if(luaspell->resisted) {
  4887. return 0;
  4888. }
  4889. // Get a pointer to a spawn with the given DB ID and check if the pointer is valid
  4890. Spawn* pet = spawn->GetZone()->GetSpawn(pet_id);
  4891. if (!pet) {
  4892. lua_interface->LogError("%s: LUA SummonPet command error: Could not find spawn with id of %u.", lua_interface->GetScriptName(state), pet_id);
  4893. return 0;
  4894. }
  4895. // Check to make sure the pet is an npc
  4896. if (!pet->IsNPC()) {
  4897. lua_interface->LogError("%s: LUA SummonPet command error: id (%u) did not point to a npc", lua_interface->GetScriptName(state), pet_id);
  4898. return 0;
  4899. }
  4900. // Spawn the pet at the same location as the owner
  4901. pet->SetX(spawn->GetX());
  4902. pet->SetY(spawn->GetY());
  4903. pet->SetZ(spawn->GetZ());
  4904. pet->SetLocation(spawn->GetLocation());
  4905. pet->SetHeading(spawn->GetHeading());
  4906. spawn->GetZone()->AddSpawn(pet);
  4907. const char* spawn_script = world.GetSpawnScript(pet_id);
  4908. if(spawn_script && lua_interface->GetSpawnScript(spawn_script) != 0){
  4909. spawn->SetSpawnScript(string(spawn_script));
  4910. spawn->GetZone()->CallSpawnScript(spawn, SPAWN_SCRIPT_SPAWN);
  4911. }
  4912. std::string petName = std::string("");
  4913. if(spawn->IsEntity()) {
  4914. petName = ((Entity*)spawn)->GetInfoStruct()->get_pet_name();
  4915. }
  4916. if(petName.size() < 1) {
  4917. int16 rand_index = MakeRandomInt(0, spawn->GetZone()->pet_names.size() - 1);
  4918. petName = spawn->GetZone()->pet_names.at(rand_index);
  4919. LogWrite(PET__DEBUG, 0, "Pets", "Randomize Pet Name: '%s' (rand: %i)", petName.c_str(), rand_index);
  4920. }
  4921. // If player set various values for the char sheet (pet window)
  4922. if (spawn->IsPlayer()) {
  4923. Player* player = (Player*)spawn;
  4924. player->GetInfoStruct()->set_pet_id(player->GetIDWithPlayerSpawn(pet));
  4925. player->GetInfoStruct()->set_pet_name(petName);
  4926. player->GetInfoStruct()->set_pet_movement(2);
  4927. player->GetInfoStruct()->set_pet_behavior(3);
  4928. player->GetInfoStruct()->set_pet_health_pct(1.0f);
  4929. player->GetInfoStruct()->set_pet_power_pct(1.0f);
  4930. // Make sure the values get sent to the client
  4931. player->SetCharSheetChanged(true);
  4932. }
  4933. // Set the pets name
  4934. pet->SetName(petName.c_str());
  4935. // Set the level of the pet to the owners level or max level(if set) if owners level is greater
  4936. if (max_level > 0)
  4937. pet->SetLevel(spawn->GetLevel() >= max_level ? max_level : spawn->GetLevel());
  4938. else
  4939. pet->SetLevel(spawn->GetLevel());
  4940. // Set the max level this pet can reach
  4941. ((NPC*)pet)->SetMaxPetLevel(max_level);
  4942. // Set the faction of the pet to the same faction as the owner
  4943. pet->SetFactionID(spawn->GetFactionID());
  4944. // Set the spawn as a pet
  4945. pet->SetPet(true);
  4946. // Give a pointer of the owner to the pet
  4947. ((NPC*)pet)->SetOwner((Entity*)spawn);
  4948. // Give a pointer of the pet to the owner
  4949. ((Entity*)spawn)->SetCombatPet((Entity*)pet);
  4950. // Set the pet type
  4951. ((NPC*)pet)->SetPetType(PET_TYPE_COMBAT);
  4952. // Set the spell id used to create this pet
  4953. ((NPC*)pet)->SetPetSpellID(luaspell->spell->GetSpellData()->id);
  4954. // Set the spell tier used to create this pet
  4955. ((NPC*)pet)->SetPetSpellTier(luaspell->spell->GetSpellData()->tier);
  4956. // Set the pets spawn type to 6
  4957. pet->SetSpawnType(6);
  4958. // Set the pets brain
  4959. ((NPC*)pet)->SetBrain(new CombatPetBrain((NPC*)pet));
  4960. // Check to see if the pet has a subtitle
  4961. if (strlen(pet->GetSubTitle()) > 0) {
  4962. // Add the players name to the front of the sub title
  4963. string pet_subtitle;
  4964. pet_subtitle.append(spawn->GetName()).append("'s ").append(pet->GetSubTitle());
  4965. LogWrite(PET__DEBUG, 0, "Pets", "Pet Subtitle: '%s'", pet_subtitle.c_str());
  4966. // Set the pets subtitle to the new one
  4967. pet->SetSubTitle(pet_subtitle.c_str());
  4968. }
  4969. // Add the "Pet Options" entity command to the pet
  4970. pet->AddSecondaryEntityCommand("Pet Options", 10.0f, "petoptions", "", 0, 0);
  4971. // Set the pet as the return value for this function
  4972. lua_interface->SetSpawnValue(state, pet);
  4973. return 1;
  4974. }
  4975. int EQ2Emu_lua_SummonDeityPet(lua_State* state) {
  4976. if (!lua_interface)
  4977. return 0;
  4978. Spawn* spawn = lua_interface->GetSpawn(state);
  4979. int32 pet_id = lua_interface->GetInt32Value(state, 2);
  4980. LuaSpell* luaspell = lua_interface->GetCurrentSpell(state);
  4981. lua_interface->ResetFunctionStack(state);
  4982. if (!spawn) {
  4983. lua_interface->LogError("%s: LUA SummonDeityPet command error: Spawn is not valid", lua_interface->GetScriptName(state));
  4984. return 0;
  4985. }
  4986. if (!spawn->IsEntity()) {
  4987. lua_interface->LogError("%s: LUA SummonDeityPet command error: Spawn is not an entity", lua_interface->GetScriptName(state));
  4988. return 0;
  4989. }
  4990. if (((Entity*)spawn)->GetDeityPet()) {
  4991. if (spawn->IsPlayer()) {
  4992. Client* client = ((Player*)spawn)->GetClient();
  4993. if (client)
  4994. client->SimpleMessage(CHANNEL_COLOR_YELLOW, "You already have a deity pet.");
  4995. }
  4996. lua_interface->LogError("%s: LUA SummonDeityPet command error: spawn already has a pet of this type", lua_interface->GetScriptName(state));
  4997. return 0;
  4998. }
  4999. if (pet_id == 0) {
  5000. lua_interface->LogError("%s: LUA SummonDeityPet command error: pet_id can not be set to 0", lua_interface->GetScriptName(state));
  5001. return 0;
  5002. }
  5003. if (!luaspell) {
  5004. lua_interface->LogError("%s: LUA SummonDeityPet command error: valid spell not found, SummonDeityPet can only be used in spell scripts", lua_interface->GetScriptName(state));
  5005. return 0;
  5006. }
  5007. if(luaspell->resisted) {
  5008. return 0;
  5009. }
  5010. Spawn* pet = spawn->GetZone()->GetSpawn(pet_id);
  5011. if (!pet) {
  5012. lua_interface->LogError("%s: LUA SummonDeityPet command error: Could not find spawn with id of %u.", lua_interface->GetScriptName(state), pet_id);
  5013. return 0;
  5014. }
  5015. if (!pet->IsNPC()) {
  5016. lua_interface->LogError("%s: LUA SummonDeityPet command error: spawn with id of %u is not a npc", lua_interface->GetScriptName(state), pet_id);
  5017. return 0;
  5018. }
  5019. pet->SetX(spawn->GetX());
  5020. pet->SetY(spawn->GetY());
  5021. pet->SetZ(spawn->GetZ());
  5022. pet->SetLocation(spawn->GetLocation());
  5023. pet->SetHeading(spawn->GetHeading());
  5024. spawn->GetZone()->AddSpawn(pet);
  5025. string random_pet_name;
  5026. int16 rand_index = MakeRandomInt(0, spawn->GetZone()->pet_names.size() - 1);
  5027. random_pet_name = spawn->GetZone()->pet_names.at(rand_index);
  5028. LogWrite(PET__DEBUG, 0, "Pets", "Randomize Pet Name: '%s' (rand: %i)", random_pet_name.c_str(), rand_index);
  5029. pet->SetName(random_pet_name.c_str());
  5030. pet->SetLevel(spawn->GetLevel());
  5031. pet->SetFactionID(spawn->GetFactionID());
  5032. pet->SetPet(true);
  5033. ((NPC*)pet)->SetPetType(PET_TYPE_DEITY);
  5034. ((NPC*)pet)->SetOwner((Entity*)spawn);
  5035. ((Entity*)spawn)->SetDeityPet((Entity*)pet);
  5036. pet->SetSpawnType(6);
  5037. ((NPC*)pet)->SetBrain(new NonCombatPetBrain((NPC*)pet));
  5038. ((NPC*)pet)->SetPetSpellID(luaspell->spell->GetSpellData()->id);
  5039. ((NPC*)pet)->SetPetSpellTier(luaspell->spell->GetSpellData()->tier);
  5040. if (strlen(pet->GetSubTitle()) > 0) {
  5041. string pet_subtitle;
  5042. pet_subtitle.append(spawn->GetName()).append("'s ").append(pet->GetSubTitle());
  5043. LogWrite(PET__DEBUG, 0, "Pets", "Pet Subtitle: '%s'", pet_subtitle.c_str());
  5044. pet->SetSubTitle(pet_subtitle.c_str());
  5045. }
  5046. // deity and cosmetic pets are not attackable
  5047. pet->SetAttackable(false);
  5048. pet->AddSecondaryEntityCommand("Pet Options", 10.0f, "petoptions", "", 0, 0);
  5049. lua_interface->SetSpawnValue(state, pet);
  5050. return 1;
  5051. }
  5052. int EQ2Emu_lua_SummonCosmeticPet(lua_State* state) {
  5053. if (!lua_interface)
  5054. return 0;
  5055. Spawn* spawn = lua_interface->GetSpawn(state);
  5056. int32 pet_id = lua_interface->GetInt32Value(state, 2);
  5057. LuaSpell* luaspell = lua_interface->GetCurrentSpell(state);
  5058. lua_interface->ResetFunctionStack(state);
  5059. if (!spawn) {
  5060. lua_interface->LogError("%s: LUA SummonCosmeticPet command error: Spawn is not valid", lua_interface->GetScriptName(state));
  5061. return 0;
  5062. }
  5063. if (!spawn->IsEntity()) {
  5064. lua_interface->LogError("%s: LUA SummonCosmeticPet command error: Spawn is not an entity", lua_interface->GetScriptName(state));
  5065. return 0;
  5066. }
  5067. if (((Entity*)spawn)->GetCosmeticPet()) {
  5068. if (spawn->IsPlayer()) {
  5069. Client* client = ((Player*)spawn)->GetClient();
  5070. if (client)
  5071. client->SimpleMessage(CHANNEL_COLOR_YELLOW, "You already have a cosmetic pet.");
  5072. }
  5073. lua_interface->LogError("%s: LUA SummonCosmeticPet command error: spawn already has a pet of this type", lua_interface->GetScriptName(state));
  5074. return 0;
  5075. }
  5076. if (pet_id == 0) {
  5077. lua_interface->LogError("%s: LUA SummonCosmeticPet command error: pet_id can not be set to 0", lua_interface->GetScriptName(state));
  5078. return 0;
  5079. }
  5080. if (!luaspell) {
  5081. lua_interface->LogError("%s: LUA SummonCosmeticPet command error: valid spell not found, SummonCosmeticPet can only be used in spell scripts", lua_interface->GetScriptName(state));
  5082. return 0;
  5083. }
  5084. if(luaspell->resisted) {
  5085. return 0;
  5086. }
  5087. Spawn* pet = spawn->GetZone()->GetSpawn(pet_id);
  5088. if (!pet) {
  5089. lua_interface->LogError("%s: LUA SummonCosmeticPet command error: Could not find spawn with id of %u.", lua_interface->GetScriptName(state), pet_id);
  5090. return 0;
  5091. }
  5092. if (!pet->IsNPC()) {
  5093. lua_interface->LogError("%s: LUA SummonCosmeticPet command error: spawn with id of %u is not a npc", lua_interface->GetScriptName(state), pet_id);
  5094. return 0;
  5095. }
  5096. pet->SetX(spawn->GetX());
  5097. pet->SetY(spawn->GetY());
  5098. pet->SetZ(spawn->GetZ());
  5099. pet->SetLocation(spawn->GetLocation());
  5100. pet->SetHeading(spawn->GetHeading());
  5101. spawn->GetZone()->AddSpawn(pet);
  5102. string random_pet_name;
  5103. int16 rand_index = MakeRandomInt(0, spawn->GetZone()->pet_names.size() - 1);
  5104. random_pet_name = spawn->GetZone()->pet_names.at(rand_index);
  5105. LogWrite(PET__DEBUG, 0, "Pets", "Randomize Pet Name: '%s' (rand: %i)", random_pet_name.c_str(), rand_index);
  5106. pet->SetName(random_pet_name.c_str());
  5107. pet->SetLevel(spawn->GetLevel());
  5108. pet->SetFactionID(spawn->GetFactionID());
  5109. pet->SetPet(true);
  5110. ((NPC*)pet)->SetPetType(PET_TYPE_COSMETIC);
  5111. ((NPC*)pet)->SetOwner((Entity*)spawn);
  5112. ((Entity*)spawn)->SetCosmeticPet((Entity*)pet);
  5113. pet->SetSpawnType(6);
  5114. ((NPC*)pet)->SetBrain(new NonCombatPetBrain((NPC*)pet));
  5115. ((NPC*)pet)->SetPetSpellID(luaspell->spell->GetSpellData()->id);
  5116. ((NPC*)pet)->SetPetSpellTier(luaspell->spell->GetSpellData()->tier);
  5117. if (strlen(pet->GetSubTitle()) > 0) {
  5118. string pet_subtitle;
  5119. pet_subtitle.append(spawn->GetName()).append("'s ").append(pet->GetSubTitle());
  5120. LogWrite(PET__DEBUG, 0, "Pets", "Pet Subtitle: '%s'", pet_subtitle.c_str());
  5121. pet->SetSubTitle(pet_subtitle.c_str());
  5122. }
  5123. pet->SetAttackable(false);
  5124. pet->AddSecondaryEntityCommand("Pet Options", 10.0f, "petoptions", "", 0, 0);
  5125. lua_interface->SetSpawnValue(state, pet);
  5126. return 1;
  5127. }
  5128. int EQ2Emu_lua_DismissPet(lua_State* state) {
  5129. if (!lua_interface)
  5130. return 0;
  5131. Spawn* spawn = lua_interface->GetSpawn(state);
  5132. lua_interface->ResetFunctionStack(state);
  5133. if (!spawn) {
  5134. lua_interface->LogError("%s: LUA DismissPet command error: spawn is not valid", lua_interface->GetScriptName(state));
  5135. return 0;
  5136. }
  5137. if (!spawn->IsPet()) {
  5138. lua_interface->LogError("%s: LUA DismissPet command error: spawn is not a pet", lua_interface->GetScriptName(state));
  5139. return 0;
  5140. }
  5141. if (!((NPC*)spawn)->IsDismissing())
  5142. ((NPC*)spawn)->GetOwner()->DismissPet((NPC*)spawn, false, true);
  5143. return 0;
  5144. }
  5145. int EQ2Emu_lua_SetQuestFeatherColor(lua_State* state) {
  5146. if (!lua_interface)
  5147. return 0;
  5148. Quest* quest = lua_interface->GetQuest(state);
  5149. if (!quest) {
  5150. 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));
  5151. lua_interface->ResetFunctionStack(state);
  5152. return 0;
  5153. }
  5154. int8 feather_color = lua_interface->GetInt8Value(state, 2);
  5155. lua_interface->ResetFunctionStack(state);
  5156. if (feather_color > 0)
  5157. quest->SetFeatherColor(feather_color);
  5158. return 0;
  5159. }
  5160. int EQ2Emu_lua_RemoveSpawnAccess(lua_State* state) {
  5161. if (!lua_interface)
  5162. return 0;
  5163. Spawn* spawn = lua_interface->GetSpawn(state);
  5164. Spawn* spawn2 = lua_interface->GetSpawn(state, 2);
  5165. lua_interface->ResetFunctionStack(state);
  5166. if (!spawn) {
  5167. lua_interface->LogError("%s: LUA RemoveSpawnAccess command error: first spawn is not valid", lua_interface->GetScriptName(state));
  5168. return 0;
  5169. }
  5170. if (!spawn2) {
  5171. lua_interface->LogError("%s: LUA RemoveSpawnAccess command error: second spawn is not valid", lua_interface->GetScriptName(state));
  5172. return 0;
  5173. }
  5174. spawn->RemoveSpawnAccess(spawn2);
  5175. return 0;
  5176. }
  5177. int EQ2Emu_lua_SpawnByLocationID(lua_State* state) {
  5178. if (!lua_interface)
  5179. return 0;
  5180. ZoneServer* zone = lua_interface->GetZone(state);
  5181. int32 location_id = lua_interface->GetInt32Value(state, 2);
  5182. lua_interface->ResetFunctionStack(state);
  5183. if (!zone) {
  5184. lua_interface->LogError("%s: LUA SpawnByLocationID command error: zone is not valid", lua_interface->GetScriptName(state));
  5185. return 0;
  5186. }
  5187. if (location_id == 0) {
  5188. lua_interface->LogError("%s: LUA SpawnByLocationID command error: location id can not be 0", lua_interface->GetScriptName(state));
  5189. return 0;
  5190. }
  5191. SpawnLocation* location = zone->GetSpawnLocation(location_id);
  5192. if (!location) {
  5193. lua_interface->LogError("%s: LUA SpawnByLocationID command error: no location found for the given ID (%u)", lua_interface->GetScriptName(state), location_id);
  5194. return 0;
  5195. }
  5196. Spawn* spawn = 0;
  5197. if (location->entities[0]) {
  5198. if (location->entities[0]->spawn_type == SPAWN_ENTRY_TYPE_NPC)
  5199. spawn = zone->AddNPCSpawn(location, location->entities[0]);
  5200. else if (location->entities[0]->spawn_type == SPAWN_ENTRY_TYPE_GROUNDSPAWN)
  5201. spawn = zone->AddGroundSpawn(location, location->entities[0]);
  5202. else if (location->entities[0]->spawn_type == SPAWN_ENTRY_TYPE_OBJECT)
  5203. spawn = zone->AddObjectSpawn(location, location->entities[0]);
  5204. else if (location->entities[0]->spawn_type == SPAWN_ENTRY_TYPE_WIDGET)
  5205. spawn = zone->AddWidgetSpawn(location, location->entities[0]);
  5206. else if (location->entities[0]->spawn_type == SPAWN_ENTRY_TYPE_SIGN)
  5207. spawn = zone->AddSignSpawn(location, location->entities[0]);
  5208. if(spawn && spawn->IsOmittedByDBFlag())
  5209. {
  5210. LogWrite(SPAWN__WARNING, 0, "Spawn", "Spawn (%u) was skipped due to a missing expansion / holiday flag being met.", location->entities[0]->spawn_id);
  5211. safe_delete(spawn);
  5212. spawn = 0;
  5213. return 0;
  5214. }
  5215. if (spawn) {
  5216. const char* script = 0;
  5217. for (int x = 0; x < 3; x++) {
  5218. switch (x) {
  5219. case 0:
  5220. script = world.GetSpawnEntryScript(location->entities[0]->spawn_entry_id);
  5221. break;
  5222. case 1:
  5223. script = world.GetSpawnLocationScript(location->entities[0]->spawn_location_id);
  5224. break;
  5225. case 2:
  5226. script = world.GetSpawnScript(location->entities[0]->spawn_id);
  5227. break;
  5228. }
  5229. if (script && lua_interface->GetSpawnScript(script) != 0) {
  5230. spawn->SetSpawnScript(string(script));
  5231. break;
  5232. }
  5233. }
  5234. zone->CallSpawnScript(spawn, SPAWN_SCRIPT_SPAWN);
  5235. lua_interface->SetSpawnValue(state, spawn);
  5236. return 1;
  5237. }
  5238. else {
  5239. LogWrite(ZONE__ERROR, 0, "Zone", "Error adding spawn by location id to zone %s with location id %u.", zone->GetZoneName(), location_id);
  5240. safe_delete(spawn);
  5241. }
  5242. }
  5243. return 0;
  5244. }
  5245. int EQ2Emu_lua_CastEntityCommand(lua_State* state) {
  5246. if (!lua_interface)
  5247. return 0;
  5248. Spawn* caster = lua_interface->GetSpawn(state);
  5249. Spawn* target = lua_interface->GetSpawn(state, 2);
  5250. int32 id = lua_interface->GetInt32Value(state, 3);
  5251. string command = lua_interface->GetStringValue(state, 4);
  5252. lua_interface->ResetFunctionStack(state);
  5253. if (!caster) {
  5254. lua_interface->LogError("%s: LUA CastEntityCommand command error: caster is not valid", lua_interface->GetScriptName(state));
  5255. return 0;
  5256. }
  5257. if (!target) {
  5258. lua_interface->LogError("%s: LUA CastEntityCommand command error: target is not valid", lua_interface->GetScriptName(state));
  5259. return 0;
  5260. }
  5261. if (!caster->IsPlayer()) {
  5262. lua_interface->LogError("%s: LUA CastEntityCommand command error: caster is not a player", lua_interface->GetScriptName(state));
  5263. return 0;
  5264. }
  5265. EntityCommand* entity_command = caster->GetZone()->GetEntityCommand(id, command);
  5266. if (!entity_command) {
  5267. 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());
  5268. return 0;
  5269. }
  5270. Client* client = ((Player*)caster)->GetClient();
  5271. if (!client) {
  5272. lua_interface->LogError("%s: LUA CastEntityCommand command error: unable to get a valid client for the given caster", lua_interface->GetScriptName(state));
  5273. return 0;
  5274. }
  5275. client->GetCurrentZone()->ProcessEntityCommand(entity_command, (Player*)caster, target);
  5276. return 0;
  5277. }
  5278. int EQ2Emu_lua_SetLuaBrain(lua_State* state) {
  5279. if (!lua_interface)
  5280. return 0;
  5281. Spawn* spawn = lua_interface->GetSpawn(state);
  5282. lua_interface->ResetFunctionStack(state);
  5283. if (!spawn) {
  5284. lua_interface->LogError("%s: LUA SetLuaBrain command error: spawn is not valid", lua_interface->GetScriptName(state));
  5285. return 0;
  5286. }
  5287. if (!spawn->IsNPC()) {
  5288. lua_interface->LogError("%s: LUA SetLuaBrain command error: spawn is not a npc", lua_interface->GetScriptName(state));
  5289. return 0;
  5290. }
  5291. ((NPC*)spawn)->SetBrain(new LuaBrain((NPC*)spawn));
  5292. return 0;
  5293. }
  5294. int EQ2Emu_lua_SetBrainTick(lua_State* state) {
  5295. if (!lua_interface)
  5296. return 0;
  5297. Spawn* spawn = lua_interface->GetSpawn(state);
  5298. int16 tick = lua_interface->GetInt16Value(state, 2);
  5299. lua_interface->ResetFunctionStack(state);
  5300. if (!spawn) {
  5301. lua_interface->LogError("%s: LUA SetBrainTick command error: spawn is not valid", lua_interface->GetScriptName(state));
  5302. return 0;
  5303. }
  5304. if (!spawn->IsNPC()) {
  5305. lua_interface->LogError("%s: LUA SetBrainTick command error: spawn is not a valid npc", lua_interface->GetScriptName(state));
  5306. return 0;
  5307. }
  5308. if (tick < 20) {
  5309. lua_interface->LogError("%s: LUA SetBrainTick command error: tick can not be set below 20 milliseconds", lua_interface->GetScriptName(state));
  5310. return 0;
  5311. }
  5312. ((NPC*)spawn)->Brain()->SetTick(tick);
  5313. return 0;
  5314. }
  5315. int EQ2Emu_lua_SetFollowTarget(lua_State* state) {
  5316. if (!lua_interface)
  5317. return 0;
  5318. Spawn* spawn = lua_interface->GetSpawn(state);
  5319. Spawn* target = lua_interface->GetSpawn(state, 2);
  5320. int32 follow_distance = lua_interface->GetInt32Value(state, 3);
  5321. lua_interface->ResetFunctionStack(state);
  5322. if (!spawn) {
  5323. lua_interface->LogError("%s: LUA SetFollowTarget command error: spawn is not valid", lua_interface->GetScriptName(state));
  5324. return 0;
  5325. }
  5326. // Target can be null, setting follow target to 0 clears it and will cancel follow, so no need to check it
  5327. spawn->SetFollowTarget(target, follow_distance);
  5328. return 0;
  5329. }
  5330. int EQ2Emu_lua_GetFollowTarget(lua_State* state) {
  5331. if (!lua_interface)
  5332. return 0;
  5333. Spawn* spawn = lua_interface->GetSpawn(state);
  5334. lua_interface->ResetFunctionStack(state);
  5335. if (!spawn) {
  5336. lua_interface->LogError("%s: LUA GetFollowTarget command error: spawn is not valid", lua_interface->GetScriptName(state));
  5337. return 0;
  5338. }
  5339. Spawn* target = spawn->GetFollowTarget();
  5340. if (target) {
  5341. lua_interface->SetSpawnValue(state, target);
  5342. return 1;
  5343. }
  5344. return 0;
  5345. }
  5346. int EQ2Emu_lua_ToggleFollow(lua_State* state) {
  5347. if (!lua_interface)
  5348. return 0;
  5349. Spawn* spawn = lua_interface->GetSpawn(state);
  5350. lua_interface->ResetFunctionStack(state);
  5351. if (!spawn) {
  5352. lua_interface->LogError("%s: LUA ToggleFollow command error: spawn is not valid", lua_interface->GetScriptName(state));
  5353. return 0;
  5354. }
  5355. if (spawn->following)
  5356. spawn->following = false;
  5357. else
  5358. spawn->following = true;
  5359. return 0;
  5360. }
  5361. int EQ2Emu_lua_IsFollowing(lua_State* state) {
  5362. if (!lua_interface)
  5363. return 0;
  5364. Spawn* spawn = lua_interface->GetSpawn(state);
  5365. lua_interface->ResetFunctionStack(state);
  5366. if (!spawn) {
  5367. lua_interface->LogError("%s: LUA IsFollowing command error: spawn is not valid", lua_interface->GetScriptName(state));
  5368. return 0;
  5369. }
  5370. lua_interface->SetBooleanValue(state, spawn->following);
  5371. return 1;
  5372. }
  5373. int EQ2Emu_lua_SetTempVariable(lua_State* state) {
  5374. // As this is unique among the rest of our lua functions as the 3rd param can be of multiple types
  5375. // I will attempt to explain how this function works for future refrence
  5376. // Fist lets make sure lua_interface is valid, if not return out
  5377. if (!lua_interface)
  5378. return 0;
  5379. // Next we grab the first 2 params same as we usually would
  5380. Spawn* spawn = lua_interface->GetSpawn(state);
  5381. string var = lua_interface->GetStringValue(state, 2);
  5382. // 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
  5383. // 1 = Spawn
  5384. // 2 = Zone
  5385. // 3 = Item
  5386. // 4 = Quest
  5387. // 5 = String
  5388. // 6 = nil (null)
  5389. int8 dataType = 0;
  5390. // Define pointers for each potential type
  5391. Spawn* spawnVal = 0;
  5392. ZoneServer* zone = 0;
  5393. Item* item = 0;
  5394. Quest* quest = 0;
  5395. string val;
  5396. // Finally we get to grabbing the third param, we will first check to see if it is light user data
  5397. // which is custom data types, in this case it can be Spawn, Zone, Item, or Quest. Conversation and
  5398. // options window are also light user data be we do not handle those.
  5399. // We check with lua_islightuserdata(lua_State*, index)
  5400. if (lua_islightuserdata(state, 3)) {
  5401. // It is light user data so we will grab the param with lua_touserdata(lua_State*, index)
  5402. // and convert it to LUAUserData*
  5403. LUAUserData* data = (LUAUserData*)lua_touserdata(state, 3);
  5404. // Check to make sure the data we got is valid, if not give an error
  5405. if (!data || !data->IsCorrectlyInitialized()) {
  5406. lua_interface->LogError("%s: LUA SetTempVariable command error while processing %s", lua_interface->GetScriptName(state), lua_tostring(state, -1));
  5407. }
  5408. // Check if data is a Spawn, if so set our Spawn pointer and the dataType variable
  5409. else if (data->IsSpawn()) {
  5410. spawnVal = data->spawn;
  5411. dataType = 1;
  5412. }
  5413. // Check if data is a Zone, if so set our Zone pointer and the dataType variable
  5414. else if (data->IsZone()) {
  5415. zone = data->zone;
  5416. dataType = 2;
  5417. }
  5418. // Check if data is a Item, if so set our Item pointer and the dataType variable
  5419. else if (data->IsItem()) {
  5420. item = data->item;
  5421. dataType = 3;
  5422. }
  5423. // Check if data is a Ques, if so set our Quest pointer and the dataType variable
  5424. else if (data->IsQuest()) {
  5425. quest = data->quest;
  5426. dataType = 4;
  5427. }
  5428. }
  5429. // Wasn't light user data, check if it is nil(null)
  5430. else if (lua_isnil(state, 3)) {
  5431. // It is nil (null) set the dataType variable, no need to set a pointer in this case
  5432. dataType = 6;
  5433. }
  5434. // Wasn't light user data or nil (null), must be a string
  5435. else {
  5436. // Set the string and dataType variable
  5437. val = lua_interface->GetStringValue(state, 3);
  5438. dataType = 5;
  5439. }
  5440. lua_interface->ResetFunctionStack(state);
  5441. // We now have all the params, lets check to make sure they are valid
  5442. if (!spawn) {
  5443. lua_interface->LogError("%s: LUA SetTempVariable command error: spawn is not valid", lua_interface->GetScriptName(state));
  5444. return 0;
  5445. }
  5446. if (var.length() == 0) {
  5447. lua_interface->LogError("%s: LUA SetTempVariable command error: var must be set", lua_interface->GetScriptName(state));
  5448. return 0;
  5449. }
  5450. if (dataType == 0) {
  5451. lua_interface->LogError("%s: LUA SetTempVariable command error: unknown data type", lua_interface->GetScriptName(state));
  5452. return 0;
  5453. }
  5454. // All params are valid, lets set the spawns temp variable, this is where dataType variable comes in.
  5455. // AddTempVariable has overloads for all the types of data we support, we need to make sure the third
  5456. // param gets sent to the correct list so we check the value of dataType to know where it should go.
  5457. switch (dataType) {
  5458. case 1:
  5459. // 1 = Spawn
  5460. spawn->AddTempVariable(var, spawnVal);
  5461. break;
  5462. case 2:
  5463. // 2 = Zone
  5464. spawn->AddTempVariable(var, zone);
  5465. break;
  5466. case 3:
  5467. // 3 = Item
  5468. spawn->AddTempVariable(var, item);
  5469. break;
  5470. case 4:
  5471. // 4 = Quest
  5472. spawn->AddTempVariable(var, quest);
  5473. break;
  5474. case 5:
  5475. // 5 = String
  5476. spawn->AddTempVariable(var, val);
  5477. break;
  5478. case 6:
  5479. // 6 = nil (null) so the variable is no longer set, lets remove it from the spawn
  5480. spawn->DeleteTempVariable(var);
  5481. break;
  5482. }
  5483. // And we are done so return out
  5484. return 0;
  5485. }
  5486. int EQ2Emu_lua_GetTempVariable(lua_State* state) {
  5487. if (!lua_interface)
  5488. return 0;
  5489. Spawn* spawn = lua_interface->GetSpawn(state);
  5490. string var = lua_interface->GetStringValue(state, 2);
  5491. lua_interface->ResetFunctionStack(state);
  5492. if (!spawn) {
  5493. lua_interface->LogError("%s: LUA GetTempVariable command error: spawn is not valid", lua_interface->GetScriptName(state));
  5494. return 0;
  5495. }
  5496. if (var.length() == 0) {
  5497. lua_interface->LogError("%s: LUA GetTempVariable command error: var must be set", lua_interface->GetScriptName(state));
  5498. return 0;
  5499. }
  5500. // This will tell us the type of data this variable contains, uses the same values as the previous function
  5501. int8 type = spawn->GetTempVariableType(var);
  5502. Spawn* spawn2 = 0;
  5503. ZoneServer* zone = 0;
  5504. Item* item = 0;
  5505. Quest* quest = 0;
  5506. // Set the lua function return value based on the type of data the variable contains
  5507. switch (type) {
  5508. case 1:
  5509. spawn2 = spawn->GetTempVariableSpawn(var);
  5510. if (!spawn2)
  5511. return 0;
  5512. lua_interface->SetSpawnValue(state, spawn2);
  5513. break;
  5514. case 2:
  5515. zone = spawn->GetTempVariableZone(var);
  5516. if (!zone)
  5517. return 0;
  5518. lua_interface->SetZoneValue(state, zone);
  5519. break;
  5520. case 3:
  5521. item = spawn->GetTempVariableItem(var);
  5522. if (!item)
  5523. return 0;
  5524. lua_interface->SetItemValue(state, item);
  5525. break;
  5526. case 4:
  5527. quest = spawn->GetTempVariableQuest(var);
  5528. if (!quest)
  5529. return 0;
  5530. lua_interface->SetQuestValue(state, quest);
  5531. break;
  5532. case 5:
  5533. lua_interface->SetStringValue(state, spawn->GetTempVariable(var).c_str());
  5534. break;
  5535. default:
  5536. // Not a valid type then the variable was not set so return out
  5537. return 0;
  5538. }
  5539. // Return value was set so return out
  5540. return 1;
  5541. }
  5542. int EQ2Emu_lua_GiveQuestItem(lua_State* state)
  5543. {
  5544. if (!lua_interface)
  5545. return 0;
  5546. Quest* quest = lua_interface->GetQuest(state);
  5547. Spawn* spawn = lua_interface->GetSpawn(state, 2);
  5548. string description = lua_interface->GetStringValue(state, 3);
  5549. int32 item_id = lua_interface->GetInt32Value(state, 4);
  5550. if (!quest) {
  5551. lua_interface->LogError("%s: LUA GiveQuestItem command error: quest is not valid", lua_interface->GetScriptName(state));
  5552. lua_interface->ResetFunctionStack(state);
  5553. lua_interface->SetBooleanValue(state, false);
  5554. return 1;
  5555. }
  5556. if (!spawn) {
  5557. lua_interface->LogError("%s: LUA GiveQuestItem command error: spawn is not valid", lua_interface->GetScriptName(state));
  5558. lua_interface->ResetFunctionStack(state);
  5559. lua_interface->SetBooleanValue(state, false);
  5560. return 1;
  5561. }
  5562. if (!spawn->IsPlayer()) {
  5563. lua_interface->LogError("%s: LUA GiveQuestItem command error: spawn must be a player", lua_interface->GetScriptName(state));
  5564. lua_interface->ResetFunctionStack(state);
  5565. lua_interface->SetBooleanValue(state, false);
  5566. return 1;
  5567. }
  5568. if (item_id == 0) {
  5569. lua_interface->LogError("%s: LUA GiveQuestItem command error: item_id is not valid", lua_interface->GetScriptName(state));
  5570. lua_interface->ResetFunctionStack(state);
  5571. lua_interface->SetBooleanValue(state, false);
  5572. return 1;
  5573. }
  5574. Client* client = ((Player*)spawn)->GetClient();
  5575. if (!client) {
  5576. lua_interface->LogError("%s: LUA GiveQuestItem command error: unable to get a valid client from the given player spawn", lua_interface->GetScriptName(state));
  5577. lua_interface->ResetFunctionStack(state);
  5578. lua_interface->SetBooleanValue(state, false);
  5579. return 1;
  5580. }
  5581. Item* item = master_item_list.GetItem(item_id);
  5582. if (!item) {
  5583. lua_interface->LogError("%s: LUA GiveQuestItem command error: unable to get an item from the given id (%u)", lua_interface->GetScriptName(state), item_id);
  5584. lua_interface->ResetFunctionStack(state);
  5585. lua_interface->SetBooleanValue(state, false);
  5586. return 1;
  5587. }
  5588. Item* firstItem = new Item(item);
  5589. quest->AddTmpRewardItem(firstItem);
  5590. int8 num_args = (int8)lua_interface->GetNumberOfArgs(state);
  5591. bool itemsAddedSuccessfully = true;
  5592. if(num_args > 4)
  5593. {
  5594. for(int8 n=5;n<num_args+1;n++)
  5595. {
  5596. int32 new_item = lua_interface->GetInt32Value(state, n);
  5597. Item* tmpItem = master_item_list.GetItem(new_item);
  5598. if(tmpItem)
  5599. {
  5600. Item* newTmpItem = new Item(tmpItem);
  5601. quest->AddTmpRewardItem(newTmpItem);
  5602. }
  5603. else
  5604. itemsAddedSuccessfully = false;
  5605. }
  5606. }
  5607. client->AddPendingQuestReward(quest, true, true, description); // queue for display
  5608. lua_interface->ResetFunctionStack(state);
  5609. lua_interface->SetBooleanValue(state, itemsAddedSuccessfully);
  5610. return 1;
  5611. }
  5612. int EQ2Emu_lua_SetQuestRepeatable(lua_State* state) {
  5613. if (!lua_interface)
  5614. return 0;
  5615. Quest* quest = lua_interface->GetQuest(state);
  5616. lua_interface->ResetFunctionStack(state);
  5617. if (!quest) {
  5618. lua_interface->LogError("%s: LUA SetQuestRepeatable command error: quest is not valid", lua_interface->GetScriptName(state));
  5619. return 0;
  5620. }
  5621. quest->SetRepeatable(true);
  5622. return 0;
  5623. }
  5624. int EQ2Emu_lua_GetArchetypeName(lua_State* state) {
  5625. if (!lua_interface)
  5626. return 0;
  5627. Spawn* spawn = lua_interface->GetSpawn(state);
  5628. lua_interface->ResetFunctionStack(state);
  5629. if (!spawn) {
  5630. lua_interface->LogError("%s: LUA GetArchetypeName command error: spawn is not valid", lua_interface->GetScriptName(state));
  5631. return 0;
  5632. }
  5633. int8 base_class = classes.GetBaseClass(spawn->GetAdventureClass());
  5634. string ret = classes.GetClassNameCase(base_class);
  5635. if (ret.length() > 0) {
  5636. lua_interface->SetStringValue(state, ret.c_str());
  5637. return 1;
  5638. }
  5639. return 0;
  5640. }
  5641. int EQ2Emu_lua_SendWaypoints(lua_State* state) {
  5642. if (!lua_interface)
  5643. return 0;
  5644. Spawn* player = lua_interface->GetSpawn(state);
  5645. lua_interface->ResetFunctionStack(state);
  5646. if (player && player->IsPlayer()) {
  5647. Client* client = player->GetClient();
  5648. if (client)
  5649. client->SendWaypoints();
  5650. }
  5651. return 0;
  5652. }
  5653. int EQ2Emu_lua_AddWaypoint(lua_State* state) {
  5654. if (!lua_interface)
  5655. return 0;
  5656. Spawn* player = lua_interface->GetSpawn(state);
  5657. string name = lua_interface->GetStringValue(state, 2);
  5658. int32 type = lua_interface->GetInt32Value(state, 3);
  5659. lua_interface->ResetFunctionStack(state);
  5660. if (type == 0)
  5661. type = 2;
  5662. if (name.length() > 0) {
  5663. if (player && player->IsPlayer()) {
  5664. Client* client = player->GetClient();
  5665. if (client)
  5666. client->AddWaypoint(name, type);
  5667. }
  5668. }
  5669. return 0;
  5670. }
  5671. int EQ2Emu_lua_RemoveWaypoint(lua_State* state) {
  5672. if (!lua_interface)
  5673. return 0;
  5674. Spawn* player = lua_interface->GetSpawn(state);
  5675. string name = lua_interface->GetStringValue(state, 2);
  5676. lua_interface->ResetFunctionStack(state);
  5677. if (name.length() > 0) {
  5678. if (player && player->IsPlayer()) {
  5679. Client* client = player->GetClient();
  5680. if (client)
  5681. client->RemoveWaypoint(name);
  5682. }
  5683. }
  5684. return 0;
  5685. }
  5686. int EQ2Emu_lua_AddWard(lua_State* state) {
  5687. if (!lua_interface)
  5688. return 0;
  5689. int32 damage = lua_interface->GetInt32Value(state);
  5690. bool keepWard = (lua_interface->GetInt8Value(state, 2) == 1);
  5691. int8 wardType = lua_interface->GetInt8Value(state, 3);
  5692. int8 damageTypes = lua_interface->GetInt8Value(state, 4);
  5693. int32 damageAbsorptionPercent = lua_interface->GetInt32Value(state, 5);
  5694. int32 damageAbsorptionMaxHealthPercent = lua_interface->GetInt32Value(state, 6);
  5695. int32 redirectDamagePercent = lua_interface->GetInt32Value(state, 7);
  5696. int32 maxHitCount = lua_interface->GetInt32Value(state, 8);
  5697. LuaSpell* spell = lua_interface->GetCurrentSpell(state);
  5698. lua_interface->ResetFunctionStack(state);
  5699. if(!spell || spell->resisted) {
  5700. return 0;
  5701. }
  5702. bool ward_was_added = false;
  5703. ZoneServer* zone = spell->caster->GetZone();
  5704. spell->MSpellTargets.readlock(__FUNCTION__, __LINE__);
  5705. for (int32 i = 0; i < spell->targets.size(); i++) {
  5706. Spawn* target = zone->GetSpawnByID(spell->targets.at(i));
  5707. if (!target)
  5708. continue;
  5709. if (target->IsEntity()) {
  5710. // If the ward is already active remove it
  5711. if (((Entity*)target)->GetWard(spell->spell->GetSpellID()))
  5712. ((Entity*)target)->RemoveWard(spell->spell->GetSpellID());
  5713. // Create new ward info
  5714. WardInfo* ward = new WardInfo;
  5715. ward->Spell = spell;
  5716. ward->BaseDamage = damage;
  5717. ward->DamageLeft = damage;
  5718. ward->AbsorbAllDamage = (damage == 0) ? true : false;
  5719. ward->keepWard = keepWard;
  5720. ward->WardType = wardType;
  5721. if (damageAbsorptionPercent > 100)
  5722. damageAbsorptionPercent = 100;
  5723. ward->DamageAbsorptionPercentage = damageAbsorptionPercent;
  5724. if (damageAbsorptionMaxHealthPercent > 100)
  5725. damageAbsorptionMaxHealthPercent = 100;
  5726. ward->DamageAbsorptionMaxHealthPercent = damageAbsorptionMaxHealthPercent;
  5727. ward->RedirectDamagePercent = redirectDamagePercent;
  5728. ward->LastRedirectDamage = 0;
  5729. ward->LastAbsorbedDamage = 0;
  5730. ward->HitCount = 0;
  5731. spell->num_triggers = maxHitCount;
  5732. spell->had_triggers = true;
  5733. spell->cancel_after_all_triggers = false;
  5734. ward->MaxHitCount = maxHitCount;
  5735. ward->RoundTriggered = false;
  5736. if (wardType == WARD_TYPE_MAGICAL)
  5737. ward->DamageType = damageTypes;
  5738. // Add the ward to the entity
  5739. ((Entity*)target)->AddWard(spell->spell->GetSpellID(), ward);
  5740. ward_was_added = true;
  5741. }
  5742. }
  5743. spell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
  5744. if (ward_was_added && spell->caster->IsPlayer()) {
  5745. spell->had_dmg_remaining = true;
  5746. ClientPacketFunctions::SendMaintainedExamineUpdate(((Player*)spell->caster)->GetClient(), spell->slot_pos, damage, 1);
  5747. }
  5748. return 0;
  5749. }
  5750. int EQ2Emu_lua_AddToWard(lua_State* state) {
  5751. if (!lua_interface)
  5752. return 0;
  5753. int32 amount = lua_interface->GetInt32Value(state);
  5754. LuaSpell* spell = lua_interface->GetCurrentSpell(state);
  5755. lua_interface->ResetFunctionStack(state);
  5756. WardInfo* ward = 0;
  5757. if(!spell || spell->resisted) {
  5758. return 0;
  5759. }
  5760. ZoneServer* zone = spell->caster->GetZone();
  5761. spell->MSpellTargets.readlock(__FUNCTION__, __LINE__);
  5762. if (zone->GetSpawnByID(spell->targets.at(0))->IsEntity()) {
  5763. Entity* target = (Entity*)zone->GetSpawnByID(spell->targets.at(0));
  5764. ward = target->GetWard(spell->spell->GetSpellID());
  5765. if (target && ward) {
  5766. ward->DamageLeft += amount;
  5767. if (ward->DamageLeft > ward->BaseDamage)
  5768. ward->DamageLeft = ward->BaseDamage;
  5769. for (int32 i = 0; i < spell->targets.size(); i++) {
  5770. if (Spawn* spawn = zone->GetSpawnByID(spell->targets.at(i)))
  5771. zone->SendHealPacket(ward->Spell->caster, spawn, HEAL_PACKET_TYPE_REGEN_ABSORB, amount, ward->Spell->spell->GetName());
  5772. }
  5773. }
  5774. }
  5775. spell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
  5776. if (ward && spell->caster->IsPlayer())
  5777. ClientPacketFunctions::SendMaintainedExamineUpdate(((Player*)spell->caster)->GetClient(), spell->slot_pos, ward->DamageLeft, 1);
  5778. return 0;
  5779. }
  5780. int EQ2Emu_lua_GetWardAmountLeft(lua_State* state) {
  5781. if (!lua_interface)
  5782. return 0;
  5783. LuaSpell* spell = lua_interface->GetCurrentSpell(state);
  5784. lua_interface->ResetFunctionStack(state);
  5785. if (!spell) {
  5786. lua_interface->LogError("%s: LUA GetWardAmountLeft command error: this command can only be used in a spell script", lua_interface->GetScriptName(state));
  5787. return 0;
  5788. }
  5789. if (spell->caster->GetZone()->GetSpawnByID(spell->targets.at(0))->IsEntity()) {
  5790. Entity* target = (Entity*)spell->caster->GetZone()->GetSpawnByID(spell->targets.at(0));
  5791. WardInfo* ward = target->GetWard(spell->spell->GetSpellID());
  5792. if (ward) {
  5793. lua_interface->SetInt32Value(state, ward->DamageLeft);
  5794. return 1;
  5795. }
  5796. }
  5797. return 0;
  5798. }
  5799. int EQ2Emu_lua_GetWardValue(lua_State* state) {
  5800. if (!lua_interface)
  5801. return 0;
  5802. LuaSpell* spell = lua_interface->GetCurrentSpell(state);
  5803. if (!spell) {
  5804. lua_interface->LogError("%s: LUA GetWardValue command error: this command can only be used in a spell script", lua_interface->GetScriptName(state));
  5805. lua_interface->ResetFunctionStack(state);
  5806. return 0;
  5807. }
  5808. string type = lua_interface->GetStringValue(state, 2);
  5809. lua_interface->ResetFunctionStack(state);
  5810. if (spell->caster->GetZone()->GetSpawnByID(spell->targets.at(0))->IsEntity()) {
  5811. Entity* target = (Entity*)spell->caster->GetZone()->GetSpawnByID(spell->targets.at(0));
  5812. WardInfo* ward = target->GetWard(spell->spell->GetSpellID());
  5813. if (ward) {
  5814. if (boost::iequals(type, "damageleft"))
  5815. lua_interface->SetInt32Value(state, ward->DamageLeft);
  5816. else if (boost::iequals(type, "basedamage"))
  5817. lua_interface->SetInt32Value(state, ward->BaseDamage);
  5818. else if (boost::iequals(type, "keepward"))
  5819. lua_interface->SetBooleanValue(state, ward->keepWard);
  5820. else if (boost::iequals(type, "wardtype"))
  5821. lua_interface->SetInt32Value(state, ward->WardType);
  5822. else if (boost::iequals(type, "dmgabsorptionpct"))
  5823. lua_interface->SetInt32Value(state, ward->DamageAbsorptionPercentage);
  5824. else if (boost::iequals(type, "dmgabsorptionmaxhealthpct"))
  5825. lua_interface->SetInt32Value(state, ward->DamageAbsorptionMaxHealthPercent);
  5826. else if (boost::iequals(type, "redirectdamagepercent"))
  5827. lua_interface->SetInt32Value(state, ward->RedirectDamagePercent);
  5828. else if (boost::iequals(type, "lastredirectdamage"))
  5829. lua_interface->SetInt32Value(state, ward->LastRedirectDamage);
  5830. else if (boost::iequals(type, "lastabsorbeddamage"))
  5831. lua_interface->SetInt32Value(state, ward->LastAbsorbedDamage);
  5832. else if (boost::iequals(type, "hitcount"))
  5833. lua_interface->SetInt32Value(state, ward->HitCount);
  5834. else if (boost::iequals(type, "maxhitcount"))
  5835. lua_interface->SetInt32Value(state, ward->MaxHitCount);
  5836. else
  5837. lua_interface->LogError("%s: LUA GetWardValue command argument type '%s' did not match any options", lua_interface->GetScriptName(state), type);
  5838. return 1;
  5839. }
  5840. }
  5841. return 0;
  5842. }
  5843. int EQ2Emu_lua_RemoveWard(lua_State* state) {
  5844. if (!lua_interface)
  5845. return 0;
  5846. LuaSpell* spell = lua_interface->GetCurrentSpell(state);
  5847. lua_interface->ResetFunctionStack(state);
  5848. if(!spell) {
  5849. return 0;
  5850. }
  5851. ZoneServer* zone = spell->caster->GetZone();
  5852. Spawn* target = 0;
  5853. spell->MSpellTargets.readlock(__FUNCTION__, __LINE__);
  5854. for (int32 i = 0; i < spell->targets.size(); i++) {
  5855. target = zone->GetSpawnByID(spell->targets.at(i));
  5856. if (target && target->IsEntity()) {
  5857. ((Entity*)target)->RemoveWard(spell->spell->GetSpellID());
  5858. }
  5859. }
  5860. spell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
  5861. return 0;
  5862. }
  5863. int EQ2Emu_lua_Interrupt(lua_State* state)
  5864. {
  5865. if (!lua_interface)
  5866. return 0;
  5867. Spawn* caster = lua_interface->GetSpawn(state); // Second param in lua_interface->get functions defaults to 1
  5868. Spawn* target = lua_interface->GetSpawn(state, 2);
  5869. LuaSpell* spell = lua_interface->GetCurrentSpell(state);
  5870. lua_interface->ResetFunctionStack(state);
  5871. if (!caster)
  5872. {
  5873. lua_interface->LogError("%s: LUA Interrupt command error: caster is not a valid spawn", lua_interface->GetScriptName(state));
  5874. return 0;
  5875. }
  5876. if (!target)
  5877. {
  5878. lua_interface->LogError("%s: LUA Interrupt command error: target is not a valid spawn", lua_interface->GetScriptName(state));
  5879. return 0;
  5880. }
  5881. if (!spell) {
  5882. lua_interface->LogError("%s: LUA Interrupt command error: spell is not a valid spawn", lua_interface->GetScriptName(state));
  5883. return 0;
  5884. }
  5885. if (!target->IsEntity() && !spell)
  5886. {
  5887. lua_interface->LogError("%s: LUA Interrupt command error: Target is not an entity", lua_interface->GetScriptName(state));
  5888. return 0;
  5889. }
  5890. if (!target && spell) {
  5891. spell->MSpellTargets.readlock(__FUNCTION__, __LINE__);
  5892. for (int8 i = 0; i < spell->targets.size(); i++) {
  5893. target = caster->GetZone()->GetSpawnByID(spell->targets.at(i));
  5894. if (!target || !target->IsEntity())
  5895. continue;
  5896. ((Entity*)target)->GetZone()->GetSpellProcess()->Interrupted((Entity*)target, caster, SPELL_ERROR_INTERRUPTED);
  5897. }
  5898. spell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
  5899. }
  5900. else
  5901. caster->GetZone()->GetSpellProcess()->Interrupted((Entity*)target, caster, SPELL_ERROR_INTERRUPTED);
  5902. return 0;
  5903. }
  5904. int EQ2Emu_lua_Stealth(lua_State* state) {
  5905. if (!lua_interface)
  5906. return 0;
  5907. int8 type = lua_interface->GetInt8Value(state);
  5908. Spawn* spawn = lua_interface->GetSpawn(state, 2);
  5909. LuaSpell* spell = lua_interface->GetCurrentSpell(state);
  5910. lua_interface->ResetFunctionStack(state);
  5911. if (!spell) {
  5912. lua_interface->LogError("%s: LUA Stealth command error: must be used from spell script", lua_interface->GetScriptName(state));
  5913. return 0;
  5914. }
  5915. ZoneServer* zone = spell->caster->GetZone();
  5916. if (spawn) {
  5917. if (spawn->IsEntity()) {
  5918. if (type == 1) {
  5919. ((Entity*)spawn)->AddStealthSpell(spell);
  5920. if (!(spell->effect_bitmask & EFFECT_FLAG_STEALTH))
  5921. spell->effect_bitmask += EFFECT_FLAG_STEALTH;
  5922. }
  5923. else if (type == 2) {
  5924. ((Entity*)spawn)->AddInvisSpell(spell);
  5925. if (!(spell->effect_bitmask & EFFECT_FLAG_INVIS))
  5926. spell->effect_bitmask += EFFECT_FLAG_INVIS;
  5927. }
  5928. return 0;
  5929. }
  5930. else {
  5931. lua_interface->LogError("%s: LUA Stealth command error: target override is not Entity", lua_interface->GetScriptName(state));
  5932. return 0;
  5933. }
  5934. }
  5935. else {
  5936. spell->MSpellTargets.readlock(__FUNCTION__, __LINE__);
  5937. for (int32 i = 0; i < spell->targets.size(); i++) {
  5938. spawn = zone->GetSpawnByID(spell->targets.at(i));
  5939. if (!spawn || !spawn->IsEntity())
  5940. continue;
  5941. if (type == 1) {
  5942. ((Entity*)spawn)->AddStealthSpell(spell);
  5943. if (!(spell->effect_bitmask & EFFECT_FLAG_STEALTH))
  5944. spell->effect_bitmask += EFFECT_FLAG_STEALTH;
  5945. }
  5946. else if (type == 2) {
  5947. ((Entity*)spawn)->AddInvisSpell(spell);
  5948. if (!(spell->effect_bitmask & EFFECT_FLAG_INVIS))
  5949. spell->effect_bitmask += EFFECT_FLAG_INVIS;
  5950. }
  5951. else {
  5952. lua_interface->LogError("%s: LUA Stealth command error: invalid stealth type given", lua_interface->GetScriptName(state));
  5953. break;
  5954. }
  5955. }
  5956. spell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
  5957. }
  5958. return 0;
  5959. }
  5960. int EQ2Emu_lua_IsStealthed(lua_State* state) {
  5961. if (!lua_interface)
  5962. return 0;
  5963. Spawn* spawn = lua_interface->GetSpawn(state);
  5964. lua_interface->ResetFunctionStack(state);
  5965. if (!spawn) {
  5966. lua_interface->LogError("%s: LUA IsStealthed command error: spawn is not valid", lua_interface->GetScriptName(state));
  5967. return 0;
  5968. }
  5969. if (spawn->IsEntity()) {
  5970. lua_interface->SetBooleanValue(state, ((Entity*)spawn)->IsStealthed());
  5971. return 1;
  5972. }
  5973. else
  5974. lua_interface->LogError("%s: LUA IsStealthed command error: spawn is not entity", lua_interface->GetScriptName(state));
  5975. return 0;
  5976. }
  5977. int EQ2Emu_lua_IsInvis(lua_State* state) {
  5978. if (!lua_interface)
  5979. return 0;
  5980. Spawn* spawn = lua_interface->GetSpawn(state);
  5981. lua_interface->ResetFunctionStack(state);
  5982. if (!spawn) {
  5983. lua_interface->LogError("%s: LUA IsInvis command error: spawn is not valid", lua_interface->GetScriptName(state));
  5984. return 0;
  5985. }
  5986. if (spawn->IsEntity()) {
  5987. lua_interface->SetBooleanValue(state, ((Entity*)spawn)->IsInvis());
  5988. return 1;
  5989. }
  5990. else
  5991. lua_interface->LogError("%s: LUA IsInvis command error: spawn is not entity", lua_interface->GetScriptName(state));
  5992. return 0;
  5993. }
  5994. int EQ2Emu_lua_HasItemEquipped(lua_State* state) {
  5995. if (!lua_interface)
  5996. return 0;
  5997. Spawn* player = lua_interface->GetSpawn(state);
  5998. int32 item_id = lua_interface->GetInt32Value(state, 2);
  5999. lua_interface->ResetFunctionStack(state);
  6000. if (!player->IsPlayer()) {
  6001. lua_interface->LogError("%s: LUA HasItemEquipped command error: spawn is not player", lua_interface->GetScriptName(state));
  6002. return 0;
  6003. }
  6004. lua_interface->SetBooleanValue(state, ((Player*)player)->GetEquipmentList()->HasItem(item_id));
  6005. return 1;
  6006. }
  6007. int EQ2Emu_lua_GetEquippedItemBySlot(lua_State* state) {
  6008. if (!lua_interface)
  6009. return 0;
  6010. Spawn* spawn = lua_interface->GetSpawn(state);
  6011. int8 slot = lua_interface->GetInt8Value(state, 2);
  6012. lua_interface->ResetFunctionStack(state);
  6013. if (!spawn) {
  6014. lua_interface->LogError("%s: LUA GetEquippedItemBySlot command error: spawn is not valid", lua_interface->GetScriptName(state));
  6015. return 0;
  6016. }
  6017. if (!spawn->IsEntity()) {
  6018. lua_interface->LogError("%s: LUA GetEquippedItemBySlot command error: spawn is not an entity", lua_interface->GetScriptName(state));
  6019. return 0;
  6020. }
  6021. Item* item = ((Entity*)spawn)->GetEquipmentList()->GetItem(slot);
  6022. if (!item) {
  6023. lua_interface->LogError("%s: LUA GetEquippedItemBySlot command error: item was not found in slot", lua_interface->GetScriptName(state));
  6024. return 0;
  6025. }
  6026. lua_interface->SetItemValue(state, item);
  6027. return 1;
  6028. }
  6029. int EQ2Emu_lua_GetEquippedItemByID(lua_State* state) {
  6030. if (!lua_interface)
  6031. return 0;
  6032. Spawn* player = lua_interface->GetSpawn(state);
  6033. int32 id = lua_interface->GetInt32Value(state, 2);
  6034. lua_interface->ResetFunctionStack(state);
  6035. if (!player) {
  6036. lua_interface->LogError("%s: LUA GetEquippedItemByID command error: spawn is not valid", lua_interface->GetScriptName(state));
  6037. return 0;
  6038. }
  6039. if (!player->IsPlayer()) {
  6040. lua_interface->LogError("%s: LUA GetEquippedItemByID command error: spawn is not player", lua_interface->GetScriptName(state));
  6041. return 0;
  6042. }
  6043. Item* item = ((Player*)player)->GetEquipmentList()->GetItemFromItemID(id);
  6044. if (!item) {
  6045. lua_interface->LogError("%s: LUA GetEquippedItemByID command error: equipped item with used id not found", lua_interface->GetScriptName(state));
  6046. return 0;
  6047. }
  6048. lua_interface->SetItemValue(state, item);
  6049. return 1;
  6050. }
  6051. int EQ2Emu_lua_SetEquippedItemByID(lua_State* state) {
  6052. if (!lua_interface)
  6053. return 0;
  6054. Spawn* spawn = lua_interface->GetSpawn(state);
  6055. int8 slot = lua_interface->GetInt8Value(state, 2);
  6056. int32 item_id = lua_interface->GetInt32Value(state, 3);
  6057. lua_interface->ResetFunctionStack(state);
  6058. if (!spawn) {
  6059. lua_interface->LogError("%s: LUA SetEquippedItemByID command error: spawn is not valid", lua_interface->GetScriptName(state));
  6060. return 0;
  6061. }
  6062. if (!spawn->IsEntity()) {
  6063. lua_interface->LogError("%s: LUA SetEquippedItemByID command error: spawn is not an entity", lua_interface->GetScriptName(state));
  6064. return 0;
  6065. }
  6066. Item* item = master_item_list.GetItem(item_id);
  6067. if (!item) {
  6068. lua_interface->LogError("%s: LUA SetEquippedItemByID command error: equipped item with used id %u not found", item_id, lua_interface->GetScriptName(state));
  6069. return 0;
  6070. }
  6071. Item* copy = new Item(item);
  6072. bool result = ((Entity*)spawn)->GetEquipmentList()->AddItem(slot, copy);
  6073. if(result)
  6074. {
  6075. ((Entity*)spawn)->SetEquipment(copy, slot);
  6076. spawn->vis_changed = true;
  6077. if(spawn->IsPlayer())
  6078. ((Player*)spawn)->GetClient()->SendEquipOrInvUpdateBySlot(slot);
  6079. }
  6080. else
  6081. {
  6082. safe_delete(copy);
  6083. }
  6084. lua_interface->SetBooleanValue(state, result);
  6085. return 1;
  6086. }
  6087. int EQ2Emu_lua_SetEquippedItem(lua_State* state) {
  6088. if (!lua_interface)
  6089. return 0;
  6090. Spawn* spawn = lua_interface->GetSpawn(state);
  6091. int8 slot = lua_interface->GetInt8Value(state, 2);
  6092. Item* item = lua_interface->GetItem(state, 3);
  6093. lua_interface->ResetFunctionStack(state);
  6094. if (!spawn) {
  6095. lua_interface->LogError("%s: LUA SetEquippedItem command error: spawn is not valid", lua_interface->GetScriptName(state));
  6096. return 0;
  6097. }
  6098. if (!spawn->IsEntity()) {
  6099. lua_interface->LogError("%s: LUA SetEquippedItem command error: spawn is not an entity", lua_interface->GetScriptName(state));
  6100. return 0;
  6101. }
  6102. if (!item) {
  6103. lua_interface->LogError("%s: LUA SetEquippedItem command error: passed item not found", lua_interface->GetScriptName(state));
  6104. return 0;
  6105. }
  6106. bool result = ((Entity*)spawn)->GetEquipmentList()->AddItem(slot, item);
  6107. if(result)
  6108. {
  6109. ((Entity*)spawn)->SetEquipment(item, slot);
  6110. spawn->vis_changed = true;
  6111. if(spawn->IsPlayer())
  6112. ((Player*)spawn)->GetClient()->SendEquipOrInvUpdateBySlot(slot);
  6113. }
  6114. lua_interface->SetBooleanValue(state, result);
  6115. return 1;
  6116. }
  6117. int EQ2Emu_lua_UnequipSlot(lua_State* state) {
  6118. if (!lua_interface)
  6119. return 0;
  6120. Spawn* spawn = lua_interface->GetSpawn(state);
  6121. int8 slot = lua_interface->GetInt8Value(state, 2);
  6122. 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
  6123. lua_interface->ResetFunctionStack(state);
  6124. if (!spawn) {
  6125. lua_interface->LogError("%s: LUA UnequipSlot command error: spawn is not valid", lua_interface->GetScriptName(state));
  6126. return 0;
  6127. }
  6128. if (!spawn->IsEntity()) {
  6129. lua_interface->LogError("%s: LUA UnequipSlot command error: spawn is not an entity", lua_interface->GetScriptName(state));
  6130. return 0;
  6131. }
  6132. if(slot >= NUM_SLOTS) {
  6133. lua_interface->LogError("%s: LUA UnequipSlot command error: wrong slot id given %u, max %u", lua_interface->GetScriptName(state), slot, NUM_SLOTS);
  6134. return 0;
  6135. }
  6136. if(spawn->IsPlayer() && ((Player*)spawn)->GetClient()) {
  6137. Item* item = ((Player*)spawn)->GetEquipmentList()->GetItem(slot);
  6138. if(item) {
  6139. item->save_needed = true;
  6140. if(no_delete_item) {
  6141. database.DeleteItem(((Player*)spawn)->GetClient()->GetCharacterID(), item, 0);
  6142. ((Player*)spawn)->GetEquipmentList()->RemoveItem(slot, no_delete_item);
  6143. }
  6144. else{
  6145. Client* client = ((Player*)spawn)->GetClient();
  6146. client->UnequipItem(item->details.index);
  6147. }
  6148. }
  6149. }
  6150. else
  6151. ((Entity*)spawn)->GetEquipmentList()->RemoveItem(slot, no_delete_item);
  6152. ((Entity*)spawn)->SetEquipment(nullptr, slot);
  6153. spawn->vis_changed = true;
  6154. if(spawn->IsPlayer())
  6155. ((Player*)spawn)->GetClient()->SendEquipOrInvUpdateBySlot(slot);
  6156. lua_interface->SetBooleanValue(state, true);
  6157. return 1;
  6158. }
  6159. int EQ2Emu_lua_SetEquipment(lua_State* state) {
  6160. if (!lua_interface)
  6161. return 0;
  6162. Spawn* spawn = lua_interface->GetSpawn(state);
  6163. int8 slot = lua_interface->GetInt8Value(state, 2);
  6164. int16 type = lua_interface->GetInt16Value(state, 3);
  6165. int8 r = lua_interface->GetInt8Value(state, 4);
  6166. int8 g = lua_interface->GetInt8Value(state, 5);
  6167. int8 b = lua_interface->GetInt8Value(state, 6);
  6168. int8 h_r = lua_interface->GetInt8Value(state, 7);
  6169. int8 h_g = lua_interface->GetInt8Value(state, 8);
  6170. int8 h_b = lua_interface->GetInt8Value(state, 9);
  6171. lua_interface->ResetFunctionStack(state);
  6172. if (!spawn) {
  6173. lua_interface->LogError("%s: LUA SetEquipment command error: spawn is not valid", lua_interface->GetScriptName(state));
  6174. return 0;
  6175. }
  6176. if (!spawn->IsEntity()) {
  6177. lua_interface->LogError("%s: LUA SetEquipment command error: spawn is not an entity", lua_interface->GetScriptName(state));
  6178. return 0;
  6179. }
  6180. ((Entity*)spawn)->SetEquipment(slot, type, r, g, b, h_r, h_g, h_b);
  6181. spawn->vis_changed = true;
  6182. lua_interface->SetBooleanValue(state, true);
  6183. return 1;
  6184. }
  6185. int EQ2Emu_lua_GetItemByID(lua_State* state) {
  6186. if (!lua_interface)
  6187. return 0;
  6188. Spawn* player = lua_interface->GetSpawn(state);
  6189. int32 id = lua_interface->GetInt32Value(state, 2);
  6190. int8 count = lua_interface->GetInt8Value(state, 3);
  6191. bool include_bank = lua_interface->GetInt8Value(state, 4);
  6192. lua_interface->ResetFunctionStack(state);
  6193. if (!player) {
  6194. lua_interface->LogError("%s: LUA GetItemByID command error: spawn is not valid", lua_interface->GetScriptName(state));
  6195. return 0;
  6196. }
  6197. if (!player->IsPlayer()) {
  6198. lua_interface->LogError("%s: LUA GetItemByID command error: spawn is not player", lua_interface->GetScriptName(state));
  6199. return 0;
  6200. }
  6201. if (!count)
  6202. count = 1;
  6203. Item* item = ((Player*)player)->GetPlayerItemList()->GetItemFromID(id, count, include_bank);
  6204. if (!item) {
  6205. lua_interface->LogError("%s: LUA GetItemByID command error: item with used id not found", lua_interface->GetScriptName(state));
  6206. return 0;
  6207. }
  6208. lua_interface->SetItemValue(state, item);
  6209. return 1;
  6210. }
  6211. int EQ2Emu_lua_PlayAnimation(lua_State* state) {
  6212. if (!lua_interface)
  6213. return 0;
  6214. Spawn* spawn = lua_interface->GetSpawn(state);
  6215. int32 anim = lua_interface->GetInt32Value(state, 2);
  6216. Spawn* spawn2 = lua_interface->GetSpawn(state, 3);
  6217. int8 type = lua_interface->GetInt8Value(state, 4);
  6218. lua_interface->ResetFunctionStack(state);
  6219. if (!spawn) {
  6220. lua_interface->LogError("%s: LUA PlayAnimation command error: spawn is not valid", lua_interface->GetScriptName(state));
  6221. return 0;
  6222. }
  6223. if (spawn2) {
  6224. if (spawn2->IsPlayer()) {
  6225. if (type != 1 && type != 2)
  6226. spawn->GetZone()->PlayAnimation(spawn, anim, spawn2);
  6227. else
  6228. spawn->GetZone()->PlayAnimation(spawn, anim, spawn2, type);
  6229. return 0;
  6230. }
  6231. else {
  6232. lua_interface->LogError("%s: LUA PlayAnimation command error: second spawn not a player", lua_interface->GetScriptName(state));
  6233. return 0;
  6234. }
  6235. }
  6236. else
  6237. spawn->GetZone()->PlayAnimation(spawn, anim);
  6238. return 0;
  6239. }
  6240. int EQ2Emu_lua_IsPet(lua_State* state) {
  6241. if (!lua_interface)
  6242. return 0;
  6243. Spawn* spawn = lua_interface->GetSpawn(state);
  6244. lua_interface->ResetFunctionStack(state);
  6245. if (!spawn) {
  6246. lua_interface->LogError("%s: LUA IsPet command error: spawn is not valid", lua_interface->GetScriptName(state));
  6247. return 0;
  6248. }
  6249. lua_interface->SetBooleanValue(state, spawn->IsPet());
  6250. return 1;
  6251. }
  6252. int EQ2Emu_lua_GetOwner(lua_State* state) {
  6253. if (!lua_interface)
  6254. return 0;
  6255. Spawn* spawn = lua_interface->GetSpawn(state);
  6256. lua_interface->ResetFunctionStack(state);
  6257. if (!spawn) {
  6258. lua_interface->LogError("%s: LUA GetOwner command error: spawn is not valid", lua_interface->GetScriptName(state));
  6259. return 0;
  6260. }
  6261. if (!spawn->IsNPC()) {
  6262. lua_interface->LogError("%s: LUA GetOwner command error: spawn is not a NPC", lua_interface->GetScriptName(state));
  6263. return 0;
  6264. }
  6265. if (((NPC*)spawn)->GetOwner()) {
  6266. lua_interface->SetSpawnValue(state, ((NPC*)spawn)->GetOwner());
  6267. return 1;
  6268. }
  6269. return 0;
  6270. }
  6271. int EQ2Emu_lua_SetTarget(lua_State* state) {
  6272. if (!lua_interface)
  6273. return 0;
  6274. Spawn* spawn = lua_interface->GetSpawn(state);
  6275. Spawn* target = lua_interface->GetSpawn(state, 2);
  6276. lua_interface->ResetFunctionStack(state);
  6277. if (!spawn) {
  6278. lua_interface->LogError("%s: LUA SetTarget command error: spawn is not valid", lua_interface->GetScriptName(state));
  6279. return 0;
  6280. }
  6281. if (!spawn) {
  6282. lua_interface->LogError("%s: LUA SetTarget command error: target is not valid", lua_interface->GetScriptName(state));
  6283. return 0;
  6284. }
  6285. spawn->SetTarget(target);
  6286. return 0;
  6287. }
  6288. int EQ2Emu_lua_SetInCombat(lua_State* state) {
  6289. if (!lua_interface)
  6290. return 0;
  6291. Spawn* spawn = lua_interface->GetSpawn(state);
  6292. bool val = lua_interface->GetBooleanValue(state, 2);
  6293. lua_interface->ResetFunctionStack(state);
  6294. if (!spawn) {
  6295. lua_interface->LogError("%s: LUA SetInCombat command error: spawn is not valid", lua_interface->GetScriptName(state));
  6296. return 0;
  6297. }
  6298. if (!spawn->IsEntity()) {
  6299. lua_interface->LogError("%s: LUA SetInCombat command error: spawn is not an entity", lua_interface->GetScriptName(state));
  6300. return 0;
  6301. }
  6302. ((Entity*)spawn)->InCombat(val);
  6303. if (val) {
  6304. spawn->ClearRunningLocations();
  6305. spawn->CalculateRunningLocation(true);
  6306. }
  6307. return 0;
  6308. }
  6309. int EQ2Emu_lua_CompareSpawns(lua_State* state) {
  6310. if (!lua_interface)
  6311. return 0;
  6312. Spawn* spawn1 = lua_interface->GetSpawn(state);
  6313. Spawn* spawn2 = lua_interface->GetSpawn(state, 2);
  6314. lua_interface->ResetFunctionStack(state);
  6315. if (!spawn1) {
  6316. lua_interface->LogError("%s: LUA CompareSpawns command error: first spawn is not valid", lua_interface->GetScriptName(state));
  6317. return 0;
  6318. }
  6319. if (!spawn2) {
  6320. lua_interface->LogError("%s: LUA CompareSpawns command error: second spawn is not valid", lua_interface->GetScriptName(state));
  6321. return 0;
  6322. }
  6323. lua_interface->SetBooleanValue(state, (spawn1 == spawn2));
  6324. return 1;
  6325. }
  6326. int EQ2Emu_lua_ClearRunback(lua_State* state){
  6327. if (!lua_interface)
  6328. return 0;
  6329. Spawn* spawn = lua_interface->GetSpawn(state);
  6330. lua_interface->ResetFunctionStack(state);
  6331. if (!spawn) {
  6332. lua_interface->LogError("%s: LUA ClearRunback command error: spawn is not valid", lua_interface->GetScriptName(state));
  6333. return 0;
  6334. }
  6335. if (!spawn->IsNPC()) {
  6336. lua_interface->LogError("%s: LUA ClearRunback command error: spawn is not an NPC", lua_interface->GetScriptName(state));
  6337. return 0;
  6338. }
  6339. ((NPC*)spawn)->ClearRunback();
  6340. return 0;
  6341. }
  6342. int EQ2Emu_lua_Runback(lua_State* state) {
  6343. if (!lua_interface)
  6344. return 0;
  6345. Spawn* spawn = lua_interface->GetSpawn(state);
  6346. lua_interface->ResetFunctionStack(state);
  6347. if (!spawn) {
  6348. lua_interface->LogError("%s: LUA Runback command error: spawn is not valid", lua_interface->GetScriptName(state));
  6349. return 0;
  6350. }
  6351. if (!spawn->IsNPC()) {
  6352. lua_interface->LogError("%s: LUA Runback command error: spawn is not an NPC", lua_interface->GetScriptName(state));
  6353. return 0;
  6354. }
  6355. ((NPC*)spawn)->Runback();
  6356. return 0;
  6357. }
  6358. int EQ2Emu_lua_GetRunbackDistance(lua_State* state) {
  6359. if (!lua_interface)
  6360. return 0;
  6361. Spawn* spawn = lua_interface->GetSpawn(state);
  6362. lua_interface->ResetFunctionStack(state);
  6363. if (!spawn) {
  6364. lua_interface->LogError("%s: LUA GetRunbackDistance command error: spawn is not valid", lua_interface->GetScriptName(state));
  6365. return 0;
  6366. }
  6367. if (!spawn->IsNPC()) {
  6368. lua_interface->LogError("%s: LUA GetRunbackDistance command error: spawn is not an NPC", lua_interface->GetScriptName(state));
  6369. return 0;
  6370. }
  6371. lua_interface->SetFloatValue(state, ((NPC*)spawn)->GetRunbackDistance());
  6372. return 1;
  6373. }
  6374. int EQ2Emu_lua_IsCasting(lua_State* state) {
  6375. if (!lua_interface)
  6376. return 0;
  6377. Spawn* spawn = lua_interface->GetSpawn(state);
  6378. lua_interface->ResetFunctionStack(state);
  6379. if (!spawn) {
  6380. lua_interface->LogError("%s: LUA IsCasting command error: spawn is not valid", lua_interface->GetScriptName(state));
  6381. return 0;
  6382. }
  6383. if (!spawn->IsEntity()) {
  6384. lua_interface->LogError("%s: LUA IsCasting command error: spawn is not an entity", lua_interface->GetScriptName(state));
  6385. return 0;
  6386. }
  6387. lua_interface->SetBooleanValue(state, ((Entity*)spawn)->IsCasting());
  6388. return 1;
  6389. }
  6390. int EQ2Emu_lua_IsMezzed(lua_State* state) {
  6391. if (!lua_interface)
  6392. return 0;
  6393. Spawn* spawn = lua_interface->GetSpawn(state);
  6394. lua_interface->ResetFunctionStack(state);
  6395. if (!spawn) {
  6396. lua_interface->LogError("%s: LUA IsMezzed command error: spawn is not valid", lua_interface->GetScriptName(state));
  6397. return 0;
  6398. }
  6399. if (!spawn->IsEntity()) {
  6400. lua_interface->LogError("%s: LUA IsMezzed command error: spawn is not an entity", lua_interface->GetScriptName(state));
  6401. return 0;
  6402. }
  6403. lua_interface->SetBooleanValue(state, ((Entity*)spawn)->IsMezzed());
  6404. return 1;
  6405. }
  6406. int EQ2Emu_lua_IsStunned(lua_State* state) {
  6407. if (!lua_interface)
  6408. return 0;
  6409. Spawn* spawn = lua_interface->GetSpawn(state);
  6410. lua_interface->ResetFunctionStack(state);
  6411. if (!spawn) {
  6412. lua_interface->LogError("%s: LUA IsStunned command error: spawn is not valid", lua_interface->GetScriptName(state));
  6413. return 0;
  6414. }
  6415. if (!spawn->IsEntity()) {
  6416. lua_interface->LogError("%s: LUA IsStunned command error: spawn is not an entity", lua_interface->GetScriptName(state));
  6417. return 0;
  6418. }
  6419. lua_interface->SetBooleanValue(state, ((Entity*)spawn)->IsStunned());
  6420. return 1;
  6421. }
  6422. int EQ2Emu_lua_IsMezzedOrStunned(lua_State* state) {
  6423. if (!lua_interface)
  6424. return 0;
  6425. Spawn* spawn = lua_interface->GetSpawn(state);
  6426. lua_interface->ResetFunctionStack(state);
  6427. if (!spawn) {
  6428. lua_interface->LogError("%s: LUA IsMezzedOrStunned command error: spawn is not valid", lua_interface->GetScriptName(state));
  6429. return 0;
  6430. }
  6431. if (!spawn->IsEntity()) {
  6432. lua_interface->LogError("%s: LUA IsMezzedOrStunned command error: spawn is not an entity", lua_interface->GetScriptName(state));
  6433. return 0;
  6434. }
  6435. lua_interface->SetBooleanValue(state, ((Entity*)spawn)->IsMezzedOrStunned());
  6436. return 1;
  6437. }
  6438. int EQ2Emu_lua_ProcessSpell(lua_State* state) {
  6439. if (!lua_interface)
  6440. return 0;
  6441. Spawn* spawn = lua_interface->GetSpawn(state);
  6442. Spawn* target = lua_interface->GetSpawn(state, 2);
  6443. float distance = lua_interface->GetFloatValue(state, 3);
  6444. lua_interface->ResetFunctionStack(state);
  6445. if (!spawn) {
  6446. lua_interface->LogError("%s: LUA ProcessSpell command error: spawn is not valid", lua_interface->GetScriptName(state));
  6447. return 0;
  6448. }
  6449. if (!target) {
  6450. lua_interface->LogError("%s: LUA ProcessSpell command error: spawn is not an entity", lua_interface->GetScriptName(state));
  6451. return 0;
  6452. }
  6453. if (!spawn->IsNPC()) {
  6454. lua_interface->LogError("%s: LUA ProcessSpell command error: spawn is not an NPC", lua_interface->GetScriptName(state));
  6455. return 0;
  6456. }
  6457. if (!target->IsEntity()) {
  6458. lua_interface->LogError("%s: LUA ProcessSpell command error: target is not an entity", lua_interface->GetScriptName(state));
  6459. return 0;
  6460. }
  6461. lua_interface->SetBooleanValue(state, ((NPC*)spawn)->Brain()->ProcessSpell(((Entity*)target), distance));
  6462. return 1;
  6463. }
  6464. int EQ2Emu_lua_ProcessMelee(lua_State* state) {
  6465. if (!lua_interface)
  6466. return 0;
  6467. Spawn* spawn = lua_interface->GetSpawn(state);
  6468. Spawn* target = lua_interface->GetSpawn(state, 2);
  6469. float distance = lua_interface->GetFloatValue(state, 3);
  6470. lua_interface->ResetFunctionStack(state);
  6471. if (!spawn) {
  6472. lua_interface->LogError("%s: LUA ProcessMelee command error: spawn is not valid", lua_interface->GetScriptName(state));
  6473. return 0;
  6474. }
  6475. if (!target) {
  6476. lua_interface->LogError("%s: LUA ProcessMelee command error: target is not valid", lua_interface->GetScriptName(state));
  6477. return 0;
  6478. }
  6479. if (!spawn->IsNPC()) {
  6480. lua_interface->LogError("%s: LUA ProcessMelee command error: spawn is not an NPC", lua_interface->GetScriptName(state));
  6481. return 0;
  6482. }
  6483. if (!target->IsEntity()) {
  6484. lua_interface->LogError("%s: LUA ProcessMelee command error: target is not an entity", lua_interface->GetScriptName(state));
  6485. return 0;
  6486. }
  6487. ((NPC*)spawn)->Brain()->ProcessMelee(((Entity*)target), distance);
  6488. return 0;
  6489. }
  6490. int EQ2Emu_lua_HasRecovered(lua_State* state) {
  6491. if (!lua_interface)
  6492. return 0;
  6493. Spawn* spawn = lua_interface->GetSpawn(state);
  6494. lua_interface->ResetFunctionStack(state);
  6495. if (!spawn) {
  6496. lua_interface->LogError("%s: LUA HasRecovered command error: spawn is not valid", lua_interface->GetScriptName(state));
  6497. return 0;
  6498. }
  6499. if (!spawn->IsNPC()) {
  6500. lua_interface->LogError("%s: LUA HasRecovered command error: spawn is not an NPC", lua_interface->GetScriptName(state));
  6501. return 0;
  6502. }
  6503. lua_interface->SetBooleanValue(state, ((NPC*)spawn)->Brain()->HasRecovered());
  6504. return 1;
  6505. }
  6506. int EQ2Emu_lua_GetEncounterSize(lua_State* state) {
  6507. if (!lua_interface)
  6508. return 0;
  6509. Spawn* spawn = lua_interface->GetSpawn(state);
  6510. lua_interface->ResetFunctionStack(state);
  6511. if (!spawn) {
  6512. lua_interface->LogError("%s: LUA GetEncounterSize command error: spawn is not valid", lua_interface->GetScriptName(state));
  6513. return 0;
  6514. }
  6515. if (!spawn->IsNPC()) {
  6516. lua_interface->LogError("%s: LUA GetEncounterSize command error: spawn is not an NPC", lua_interface->GetScriptName(state));
  6517. return 0;
  6518. }
  6519. lua_interface->SetInt32Value(state, ((NPC*)spawn)->Brain()->GetEncounterSize());
  6520. return 1;
  6521. }
  6522. int EQ2Emu_lua_GetMostHated(lua_State* state) {
  6523. if (!lua_interface)
  6524. return 0;
  6525. Spawn* spawn = lua_interface->GetSpawn(state);
  6526. lua_interface->ResetFunctionStack(state);
  6527. if (!spawn) {
  6528. lua_interface->LogError("%s: LUA GetMostHated command error: spawn is not valid", lua_interface->GetScriptName(state));
  6529. return 0;
  6530. }
  6531. if (!spawn->IsNPC()) {
  6532. lua_interface->LogError("%s: LUA GetMostHated command error: spawn is not an NPC", lua_interface->GetScriptName(state));
  6533. return 0;
  6534. }
  6535. Entity* hated = ((NPC*)spawn)->Brain()->GetMostHated();
  6536. if (hated) {
  6537. lua_interface->SetSpawnValue(state, hated);
  6538. return 1;
  6539. }
  6540. return 0;
  6541. }
  6542. int EQ2Emu_lua_ClearHate(lua_State* state) {
  6543. if (!lua_interface)
  6544. return 0;
  6545. Spawn* spawn = lua_interface->GetSpawn(state);
  6546. Spawn* hated = lua_interface->GetSpawn(state, 2);
  6547. lua_interface->ResetFunctionStack(state);
  6548. if (!spawn) {
  6549. lua_interface->LogError("%s: LUA ClearHate command error: spawn is not valid", lua_interface->GetScriptName(state));
  6550. return 0;
  6551. }
  6552. if (!spawn->IsNPC()) {
  6553. lua_interface->LogError("%s: LUA ClearHate command error: spawn is not NPC", lua_interface->GetScriptName(state));
  6554. return 0;
  6555. }
  6556. if (!hated) {
  6557. ((NPC*)spawn)->Brain()->ClearHate();
  6558. return 0;
  6559. }
  6560. else
  6561. {
  6562. if (!hated->IsEntity()) {
  6563. lua_interface->LogError("%s: LUA ClearHate command error: second param is not entity", lua_interface->GetScriptName(state));
  6564. return 0;
  6565. }
  6566. ((NPC*)spawn)->Brain()->ClearHate(((Entity*)hated));
  6567. return 0;
  6568. }
  6569. return 0;
  6570. }
  6571. int EQ2Emu_lua_ClearEncounter(lua_State* state) {
  6572. if (!lua_interface)
  6573. return 0;
  6574. Spawn* spawn = lua_interface->GetSpawn(state);
  6575. lua_interface->ResetFunctionStack(state);
  6576. if (!spawn) {
  6577. lua_interface->LogError("%s: LUA ClearEncounter command error: spawn is not valid", lua_interface->GetScriptName(state));
  6578. return 0;
  6579. }
  6580. if (!spawn->IsNPC()) {
  6581. lua_interface->LogError("%s: LUA ClearEncounter command error: spawn is not an NPC", lua_interface->GetScriptName(state));
  6582. return 0;
  6583. }
  6584. ((NPC*)spawn)->Brain()->ClearEncounter();
  6585. return 0;
  6586. }
  6587. int EQ2Emu_lua_GetEncounter(lua_State* state) {
  6588. if (!lua_interface)
  6589. return 0;
  6590. Spawn* spawn = lua_interface->GetSpawn(state);
  6591. lua_interface->ResetFunctionStack(state);
  6592. if (!spawn) {
  6593. lua_interface->LogError("%s: LUA GetEncounter command error: Spawn is not valid", lua_interface->GetScriptName(state));
  6594. return 0;
  6595. }
  6596. if (!spawn->IsNPC()) {
  6597. lua_interface->LogError("%s: LUA GetEncounter command error: spawn is not a NPC", lua_interface->GetScriptName(state));
  6598. return 0;
  6599. }
  6600. // Temp list to store hate list
  6601. vector<int32>* encounterList = ((NPC*)spawn)->Brain()->GetEncounter();
  6602. if (encounterList->size() == 0) {
  6603. safe_delete(encounterList);
  6604. return 0;
  6605. }
  6606. lua_createtable(state, encounterList->size(), 0);
  6607. int newTable = lua_gettop(state);
  6608. for (int32 i = 0; i < encounterList->size(); i++) {
  6609. Spawn* temp = spawn->GetZone()->GetSpawnByID(encounterList->at(i));
  6610. if (temp)
  6611. lua_interface->SetSpawnValue(state, temp);
  6612. lua_rawseti(state, newTable, i + 1);
  6613. }
  6614. safe_delete(encounterList);
  6615. return 1;
  6616. }
  6617. int EQ2Emu_lua_GetHateList(lua_State* state) {
  6618. if (!lua_interface)
  6619. return 0;
  6620. Spawn* spawn = lua_interface->GetSpawn(state);
  6621. lua_interface->ResetFunctionStack(state);
  6622. if (!spawn) {
  6623. lua_interface->LogError("%s: LUA GetHateList command error: spawn is not valid", lua_interface->GetScriptName(state));
  6624. return 0;
  6625. }
  6626. if (!spawn->IsNPC()) {
  6627. lua_interface->LogError("%s: LUA GetHateList command error: spawn is not a NPC", lua_interface->GetScriptName(state));
  6628. return 0;
  6629. }
  6630. // Temp list to store hate list
  6631. vector<Entity*>* hateList = ((NPC*)spawn)->Brain()->GetHateList();
  6632. if (hateList->size() == 0) {
  6633. safe_delete(hateList);
  6634. return 0;
  6635. }
  6636. lua_createtable(state, hateList->size(), 0);
  6637. int newTable = lua_gettop(state);
  6638. for (int32 i = 0; i < hateList->size(); i++) {
  6639. lua_interface->SetSpawnValue(state, hateList->at(i));
  6640. lua_rawseti(state, newTable, i + 1);
  6641. }
  6642. safe_delete(hateList);
  6643. return 1;
  6644. }
  6645. int EQ2Emu_lua_HasGroup(lua_State* state) {
  6646. if (!lua_interface)
  6647. return 0;
  6648. Spawn* spawn = lua_interface->GetSpawn(state);
  6649. lua_interface->ResetFunctionStack(state);
  6650. if (!spawn) {
  6651. lua_interface->LogError("%s: LUA HasGroup command error: spawn is not valid", lua_interface->GetScriptName(state));
  6652. return 0;
  6653. }
  6654. if (spawn->IsPlayer()) {
  6655. if (((Player*)spawn)->GetGroupMemberInfo() && world.GetGroupManager()->GetGroupSize(((Player*)spawn)->GetGroupMemberInfo()->group_id) > 1)
  6656. lua_interface->SetBooleanValue(state, true);
  6657. else
  6658. lua_interface->SetBooleanValue(state, false);
  6659. return 1;
  6660. }
  6661. else {
  6662. lua_interface->SetBooleanValue(state, spawn->HasSpawnGroup());
  6663. return 1;
  6664. }
  6665. }
  6666. int EQ2Emu_lua_SetCompleteFlag(lua_State* state) {
  6667. if (!lua_interface)
  6668. return 0;
  6669. Quest* quest = lua_interface->GetQuest(state);
  6670. lua_interface->ResetFunctionStack(state);
  6671. if (!quest) {
  6672. lua_interface->LogError("%s: LUA SetCompleteFlag command error: quest is not valid", lua_interface->GetScriptName(state));
  6673. return 0;
  6674. }
  6675. quest->SetCompletedFlag(true);
  6676. return 0;
  6677. }
  6678. int EQ2Emu_lua_HasSpellEffect(lua_State* state) {
  6679. if (!lua_interface)
  6680. return 0;
  6681. Spawn* spawn = lua_interface->GetSpawn(state);
  6682. int32 spellID = lua_interface->GetInt32Value(state, 2);
  6683. int8 tier = lua_interface->GetInt8Value(state, 3);
  6684. lua_interface->ResetFunctionStack(state);
  6685. if (!spawn) {
  6686. lua_interface->LogError("%s: LUA HasSpellEffect command error: spawn is not valid", lua_interface->GetScriptName(state));
  6687. return 0;
  6688. }
  6689. if (!spawn->IsEntity()) {
  6690. lua_interface->LogError("%s: LUA HasSpellEffect command error: spawn is not an entity", lua_interface->GetScriptName(state));
  6691. return 0;
  6692. }
  6693. if (spellID == 0) {
  6694. lua_interface->LogError("%s: LUA HasSpellEffect command error: spell id is not valid", lua_interface->GetScriptName(state));
  6695. return 0;
  6696. }
  6697. SpellEffects* effect = ((Entity*)spawn)->GetSpellEffect(spellID);
  6698. if (effect) {
  6699. if (tier > 0) {
  6700. // If a tier was passed chec to see if it is the same as the effect
  6701. if (tier == effect->tier)
  6702. lua_interface->SetBooleanValue(state, true);
  6703. else
  6704. lua_interface->SetBooleanValue(state, false);
  6705. return 1;
  6706. }
  6707. else {
  6708. // Have an effect but no tier was passed so return true
  6709. lua_interface->SetBooleanValue(state, true);
  6710. }
  6711. return 1;
  6712. }
  6713. // no effect so return false
  6714. lua_interface->SetBooleanValue(state, false);
  6715. return 1;
  6716. }
  6717. int EQ2Emu_lua_AddSpawnIDAccess(lua_State* state) {
  6718. if (!lua_interface)
  6719. return 0;
  6720. Spawn* spawn = lua_interface->GetSpawn(state);
  6721. int32 id = lua_interface->GetInt32Value(state, 2);
  6722. ZoneServer* zone = lua_interface->GetZone(state, 3);
  6723. lua_interface->ResetFunctionStack(state);
  6724. Spawn* spawn2 = 0;
  6725. vector<Spawn*> list;
  6726. if (!spawn) {
  6727. lua_interface->LogError("%s: LUA AddSpawnIDAccess command error: spawn is not valid", lua_interface->GetScriptName(state));
  6728. return 0;
  6729. }
  6730. //If zone not provided, use spawn's zone
  6731. if (!zone)
  6732. zone = spawn->GetZone();
  6733. list = zone->GetSpawnsByID(id);
  6734. if (list.size() == 0) {
  6735. lua_interface->LogError("%s: LUA AddSpawnIDAccess command error: GetSpawnsByID returned no spawns", lua_interface->GetScriptName(state));
  6736. return 0;
  6737. }
  6738. vector<Spawn*>::iterator itr = list.begin();
  6739. for (int8 i = 0; i < list.size(); i++) {
  6740. spawn2 = itr[i];
  6741. if (spawn2)
  6742. spawn2->AddAllowAccessSpawn(spawn);
  6743. }
  6744. return 0;
  6745. }
  6746. int EQ2Emu_lua_RemoveSpawnIDAccess(lua_State* state) {
  6747. if (!lua_interface)
  6748. return 0;
  6749. Spawn* spawn = lua_interface->GetSpawn(state);
  6750. int32 id = lua_interface->GetInt32Value(state, 2);
  6751. ZoneServer* zone = lua_interface->GetZone(state, 3);
  6752. lua_interface->ResetFunctionStack(state);
  6753. Spawn* spawn2 = 0;
  6754. if (!spawn) {
  6755. lua_interface->LogError("%s: LUA RemoveSpawnIDAccess command error: spawn is not valid", lua_interface->GetScriptName(state));
  6756. return 0;
  6757. }
  6758. //If zone not provided, use spawn's zone
  6759. if (!zone)
  6760. zone = spawn->GetZone();
  6761. vector<Spawn*> list = zone->GetSpawnsByID(id);
  6762. vector<Spawn*>::iterator itr = list.begin();
  6763. if (list.size() == 0) {
  6764. lua_interface->LogError("%s: LUA RemoveSpawnIDAccess command error: GetSpawnsByID returned no spawns", lua_interface->GetScriptName(state));
  6765. return 0;
  6766. }
  6767. for (int8 i = 0; i < list.size(); i++) {
  6768. spawn2 = itr[i];
  6769. if (spawn2)
  6770. spawn2->RemoveSpawnAccess(spawn);
  6771. }
  6772. return 0;
  6773. }
  6774. int EQ2Emu_lua_SetQuestYellow(lua_State* state) {
  6775. if (!lua_interface)
  6776. return 0;
  6777. Quest* quest = lua_interface->GetQuest(state);
  6778. lua_interface->ResetFunctionStack(state);
  6779. if (!quest) {
  6780. lua_interface->LogError("%s: LUA SetQuestYellow command error: quest is not valid", lua_interface->GetScriptName(state));
  6781. return 0;
  6782. }
  6783. quest->SetYellowName(true);
  6784. return 0;
  6785. }
  6786. int EQ2Emu_lua_CanReceiveQuest(lua_State* state) {
  6787. if (!lua_interface)
  6788. return 0;
  6789. Spawn* spawn = lua_interface->GetSpawn(state);
  6790. int32 quest_id = lua_interface->GetInt32Value(state, 2);
  6791. lua_interface->ResetFunctionStack(state);
  6792. if (!spawn) {
  6793. lua_interface->LogError("%s: LUA CanReceieveQuest command error: spawn is not valid", lua_interface->GetScriptName(state));
  6794. return 0;
  6795. }
  6796. if (!spawn->IsPlayer()) {
  6797. lua_interface->LogError("%s: LUA CanReceieveQuest command error: spawn is not player", lua_interface->GetScriptName(state));
  6798. return 0;
  6799. }
  6800. lua_interface->SetBooleanValue(state, ((Player*)spawn)->CanReceiveQuest(quest_id));
  6801. return 1;
  6802. }
  6803. int EQ2Emu_lua_SetSuccessTimer(lua_State* state) {
  6804. if (!lua_interface)
  6805. return 0;
  6806. Spawn* spawn = lua_interface->GetSpawn(state);
  6807. lua_interface->ResetFunctionStack(state);
  6808. if (!spawn) {
  6809. lua_interface->LogError("%s: LUA SetSuccessTimer command error: spawn is not valid", lua_interface->GetScriptName(state));
  6810. return 0;
  6811. }
  6812. if (!spawn->IsPlayer()) {
  6813. lua_interface->LogError("%s: LUA SetSuccessTimer command error: spawn is not a player", lua_interface->GetScriptName(state));
  6814. return 0;
  6815. }
  6816. ZoneServer* zone = spawn->GetZone();
  6817. if (!zone) {
  6818. lua_interface->LogError("%s: LUA SetSuccessTimer command error: unable to get a valid zone for the given spawn", lua_interface->GetScriptName(state));
  6819. return 0;
  6820. }
  6821. Instance_Type iType = zone->GetInstanceType();
  6822. if (iType == SOLO_LOCKOUT_INSTANCE ||
  6823. iType == GROUP_LOCKOUT_INSTANCE ||
  6824. iType == RAID_LOCKOUT_INSTANCE ||
  6825. iType == SOLO_PERSIST_INSTANCE ||
  6826. iType == GROUP_PERSIST_INSTANCE ||
  6827. iType == RAID_PERSIST_INSTANCE) {
  6828. InstanceData* data = ((Player*)spawn)->GetCharacterInstances()->FindInstanceByZoneID(spawn->GetZone()->GetZoneID());
  6829. if (data) {
  6830. // Check to see if the timer has already been set, if it has return out.
  6831. if (Timer::GetUnixTimeStamp() <= data->last_success_timestamp + data->success_lockout_time)
  6832. return 0;
  6833. database.UpdateCharacterInstance(((Player*)spawn)->GetCharacterID(), string(spawn->GetZone()->GetZoneName()), spawn->GetZone()->GetInstanceID(), 1, Timer::GetUnixTimeStamp());
  6834. data->last_success_timestamp = Timer::GetUnixTimeStamp();
  6835. if(spawn->IsPlayer()) {
  6836. Client* client = ((Player*)spawn)->GetClient();
  6837. if (client) {
  6838. string time_msg = "";
  6839. int32 time = data->success_lockout_time;
  6840. int16 hour;
  6841. int8 min;
  6842. int8 sec;
  6843. hour = time / 3600;
  6844. time = time % 3600;
  6845. min = time / 60;
  6846. time = time % 60;
  6847. sec = time;
  6848. if (hour > 0) {
  6849. char temp[10];
  6850. sprintf(temp, " %i", hour);
  6851. time_msg.append(temp);
  6852. time_msg.append(" hour");
  6853. time_msg.append((hour > 1) ? "s" : "");
  6854. }
  6855. if (min > 0) {
  6856. char temp[5];
  6857. sprintf(temp, " %i", min);
  6858. time_msg.append(temp);
  6859. time_msg.append(" minute");
  6860. time_msg.append((min > 1) ? "s" : "");
  6861. }
  6862. // Only add seconds if minutes and hours are 0
  6863. if (hour == 0 && min == 0 && sec > 0) {
  6864. char temp[5];
  6865. sprintf(temp, " %i", sec);
  6866. time_msg.append(temp);
  6867. time_msg.append(" second");
  6868. time_msg.append((sec > 1) ? "s" : "");
  6869. }
  6870. 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());
  6871. }
  6872. else {
  6873. lua_interface->LogError("LUA SetSuccessTimer command error: instance id %u client missing for player %s", spawn->GetZone()->GetInstanceID(), spawn->GetName());
  6874. }
  6875. }
  6876. }
  6877. else
  6878. lua_interface->LogError("LUA SetSuccessTimer command error: unable to get instance data for instance %u for player %s", spawn->GetZone()->GetInstanceID(), spawn->GetName());
  6879. }
  6880. else
  6881. lua_interface->LogError("%s: LUA SetSuccessTimer command error: current zone for given spawn is not a lockout or persistent instance", lua_interface->GetScriptName(state));
  6882. return 0;
  6883. }
  6884. int EQ2Emu_lua_SetFailureTimer(lua_State* state) {
  6885. if (!lua_interface)
  6886. return 0;
  6887. Spawn* spawn = lua_interface->GetSpawn(state);
  6888. lua_interface->ResetFunctionStack(state);
  6889. if (!spawn) {
  6890. lua_interface->LogError("%s: LUA SetFailureTimer command error: spawn is not valid", lua_interface->GetScriptName(state));
  6891. return 0;
  6892. }
  6893. if (!spawn->IsPlayer()) {
  6894. lua_interface->LogError("%s: LUA SetFailureTimer command error: spawn is not a player", lua_interface->GetScriptName(state));
  6895. return 0;
  6896. }
  6897. ZoneServer* zone = spawn->GetZone();
  6898. if (!zone) {
  6899. lua_interface->LogError("%s: LUA SetFailureTimer command error: unable to get a valid zone for the given spawn", lua_interface->GetScriptName(state));
  6900. return 0;
  6901. }
  6902. Instance_Type iType = zone->GetInstanceType();
  6903. if (iType == SOLO_LOCKOUT_INSTANCE ||
  6904. iType == GROUP_LOCKOUT_INSTANCE ||
  6905. iType == RAID_LOCKOUT_INSTANCE ||
  6906. iType == SOLO_PERSIST_INSTANCE ||
  6907. iType == GROUP_PERSIST_INSTANCE ||
  6908. iType == RAID_PERSIST_INSTANCE) {
  6909. InstanceData* data = ((Player*)spawn)->GetCharacterInstances()->FindInstanceByZoneID(spawn->GetZone()->GetZoneID());
  6910. if (data) {
  6911. // Check to see if the timer has already been set, if it has return out.
  6912. if (Timer::GetUnixTimeStamp() <= data->last_failure_timestamp + data->failure_lockout_time)
  6913. return 0;
  6914. database.UpdateCharacterInstance(((Player*)spawn)->GetCharacterID(), string(spawn->GetZone()->GetZoneName()), spawn->GetZone()->GetInstanceID(), 2, Timer::GetUnixTimeStamp());
  6915. data->last_failure_timestamp = Timer::GetUnixTimeStamp();
  6916. if(spawn->IsPlayer()) {
  6917. Client* client = ((Player*)spawn)->GetClient();
  6918. if (client) {
  6919. string time_msg = "";
  6920. int32 time = data->failure_lockout_time;
  6921. int16 hour;
  6922. int8 min;
  6923. int8 sec;
  6924. hour = time / 3600;
  6925. time = time % 3600;
  6926. min = time / 60;
  6927. time = time % 60;
  6928. sec = time;
  6929. if (hour > 0) {
  6930. char temp[10];
  6931. sprintf(temp, " %i", hour);
  6932. time_msg.append(temp);
  6933. time_msg.append(" hour");
  6934. time_msg.append((hour > 1) ? "s" : "");
  6935. }
  6936. if (min > 0) {
  6937. char temp[5];
  6938. sprintf(temp, " %i", min);
  6939. time_msg.append(temp);
  6940. time_msg.append(" minute");
  6941. time_msg.append((min > 1) ? "s" : "");
  6942. }
  6943. // Only add seconds if minutes and hours are 0
  6944. if (hour == 0 && min == 0 && sec > 0) {
  6945. char temp[5];
  6946. sprintf(temp, " %i", sec);
  6947. time_msg.append(temp);
  6948. time_msg.append(" second");
  6949. time_msg.append((sec > 1) ? "s" : "");
  6950. }
  6951. 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());
  6952. }
  6953. }
  6954. else {
  6955. lua_interface->LogError("LUA SetFailureTimer command error: instance id %u client missing for player %s", spawn->GetZone()->GetInstanceID(), spawn->GetName());
  6956. }
  6957. }
  6958. else
  6959. lua_interface->LogError("LUA SetFailureTimer command error: unable to get instance data for instance %u for player %s", spawn->GetZone()->GetInstanceID(), spawn->GetName());
  6960. }
  6961. else
  6962. lua_interface->LogError("%s: LUA SetFailureTimer command error: current zone for given spawn is not a lockout or persistent instance", lua_interface->GetScriptName(state));
  6963. return 0;
  6964. }
  6965. int EQ2Emu_lua_IsGroundSpawn(lua_State* state) {
  6966. if (!lua_interface)
  6967. return 0;
  6968. Spawn* spawn = lua_interface->GetSpawn(state);
  6969. lua_interface->ResetFunctionStack(state);
  6970. if (!spawn) {
  6971. lua_interface->LogError("%s: LUA IsGroundSpawn command error: not a valid spawn", lua_interface->GetScriptName(state));
  6972. return 0;
  6973. }
  6974. lua_interface->SetBooleanValue(state, spawn->IsGroundSpawn());
  6975. return 1;
  6976. }
  6977. int EQ2Emu_lua_CanHarvest(lua_State* state) {
  6978. if (!lua_interface)
  6979. return 0;
  6980. Spawn* player = lua_interface->GetSpawn(state);
  6981. Spawn* ground = lua_interface->GetSpawn(state, 2);
  6982. if (!player) {
  6983. lua_interface->LogError("%s: LUA CanHarvest command error: not a valid spawn", lua_interface->GetScriptName(state));
  6984. lua_interface->ResetFunctionStack(state);
  6985. return 0;
  6986. }
  6987. if (!player->IsPlayer()) {
  6988. lua_interface->LogError("%s: LUA CanHarvest command error: spawn is not a player", lua_interface->GetScriptName(state));
  6989. lua_interface->ResetFunctionStack(state);
  6990. return 0;
  6991. }
  6992. if (!ground) {
  6993. lua_interface->LogError("%s: LUA CanHarvest command error: not a valid spawn", lua_interface->GetScriptName(state));
  6994. lua_interface->ResetFunctionStack(state);
  6995. return 0;
  6996. }
  6997. if (!ground->IsGroundSpawn()) {
  6998. lua_interface->LogError("%s: LUA CanHarvest command error: spawn is not a ground spawn", lua_interface->GetScriptName(state));
  6999. lua_interface->ResetFunctionStack(state);
  7000. return 0;
  7001. }
  7002. vector<GroundSpawnEntry*>* groundspawn_entries = player->GetZone()->GetGroundSpawnEntries(((GroundSpawn*)ground)->GetGroundSpawnEntryID());
  7003. if (!groundspawn_entries) {
  7004. lua_interface->LogError("LUA CanHarvest command error: No groundspawn entries assigned to groundspawn id: %u", ((GroundSpawn*)ground)->GetGroundSpawnEntryID());
  7005. lua_interface->ResetFunctionStack(state);
  7006. return 0;
  7007. }
  7008. Skill* skill = 0;
  7009. string collection_skill = string(((GroundSpawn*)ground)->GetCollectionSkill());
  7010. if (collection_skill == "Collecting")
  7011. skill = ((Player*)player)->GetSkillByName("Gathering");
  7012. else
  7013. skill = ((Player*)player)->GetSkillByName(collection_skill.c_str());
  7014. if (!skill) {
  7015. lua_interface->LogError("LUA CanHarvest command error: Player '%s' lacks the skill: '%s'", player->GetName(), collection_skill.c_str());
  7016. lua_interface->ResetFunctionStack(state);
  7017. return 0;
  7018. }
  7019. vector<GroundSpawnEntry*>::iterator itr;
  7020. GroundSpawnEntry* entry = 0;
  7021. bool can_harvest = false;
  7022. sint32 min_skill = -1;
  7023. int16 totalSkill = skill->current_val;
  7024. int32 skillID = master_item_list.GetItemStatIDByName(collection_skill);
  7025. if(skillID != 0xFFFFFFFF)
  7026. {
  7027. ((Entity*)player)->MStats.lock();
  7028. totalSkill += ((Entity*)player)->stats[skillID];
  7029. ((Entity*)player)->MStats.unlock();
  7030. }
  7031. // first, iterate through groundspawn_entries, discard tables player cannot use
  7032. for (itr = groundspawn_entries->begin(); itr != groundspawn_entries->end(); itr++)
  7033. {
  7034. entry = *itr;
  7035. if (min_skill == -1 || entry->min_skill_level < min_skill)
  7036. min_skill = entry->min_skill_level;
  7037. // if player lacks skill, skip table
  7038. if (entry->min_skill_level > totalSkill)
  7039. continue;
  7040. // if bonus, but player lacks level, skip table
  7041. if (entry->bonus_table && (player->GetLevel() < entry->min_adventure_level))
  7042. continue;
  7043. can_harvest = true;
  7044. break;
  7045. }
  7046. lua_interface->SetBooleanValue(state, can_harvest);
  7047. // If false, send the message to the client
  7048. if (!can_harvest) {
  7049. Client* client = ((Player*)player)->GetClient();
  7050. if (client) {
  7051. string msg = "You do not have enough skill to ";
  7052. if (collection_skill == "Gathering" || collection_skill == "Collecting")
  7053. msg.append("gather");
  7054. else if (collection_skill == "Mining")
  7055. msg.append("mine");
  7056. else if (collection_skill == "Trapping")
  7057. msg.append("trap");
  7058. else if (collection_skill == "Foresting")
  7059. msg.append("forest");
  7060. else if (collection_skill == "Fishing")
  7061. msg.append("catch");
  7062. msg.append(" the %s. It requires %i %s skill, and your skill is %i.");
  7063. client->Message(CHANNEL_HARVESTING_WARNINGS, msg.c_str(), ground->GetName(), min_skill, skill->name.data.c_str(), totalSkill);
  7064. // You do not have enough skill to catch the band of fish. It requires 20 Fishing skill, and your skill is 12.
  7065. }
  7066. }
  7067. lua_interface->ResetFunctionStack(state);
  7068. return 1;
  7069. }
  7070. int EQ2Emu_lua_HasRecipeBook(lua_State* state) {
  7071. if (!lua_interface)
  7072. return 0;
  7073. Spawn* player = lua_interface->GetSpawn(state);
  7074. int32 recipe_id = lua_interface->GetInt32Value(state, 2);
  7075. lua_interface->ResetFunctionStack(state);
  7076. if (!player) {
  7077. lua_interface->LogError("%s: LUA HasRecipeBook command error, Spawn is not valid", lua_interface->GetScriptName(state));
  7078. return 0;
  7079. }
  7080. if (!player->IsPlayer()) {
  7081. lua_interface->LogError("%s: LUA HasRecipeBook command error, Spawn is not a player", lua_interface->GetScriptName(state));
  7082. return 0;
  7083. }
  7084. bool ret = ((Player*)player)->HasRecipeBook(recipe_id);
  7085. lua_interface->SetBooleanValue(state, ret);
  7086. return 1;
  7087. }
  7088. int EQ2Emu_lua_SummonDumbFirePet(lua_State* state) {
  7089. // Check to see if we have a valid lua_interface
  7090. if (!lua_interface)
  7091. return 0;
  7092. // Get the spawn that is getting the pet
  7093. Spawn* spawn = lua_interface->GetSpawn(state);
  7094. Spawn* target = lua_interface->GetSpawn(state, 2);
  7095. // Get the DB ID of the pet
  7096. int32 pet_id = lua_interface->GetInt32Value(state, 3);
  7097. float x = lua_interface->GetFloatValue(state, 4);
  7098. float y = lua_interface->GetFloatValue(state, 5);
  7099. float z = lua_interface->GetFloatValue(state, 6);
  7100. // Get the spell that this command was called from
  7101. LuaSpell* luaspell = lua_interface->GetCurrentSpell(state);
  7102. lua_interface->ResetFunctionStack(state);
  7103. // Check to make sure the spawn pointer is valid
  7104. if (!spawn) {
  7105. lua_interface->LogError("%s: LUA SummonDumbFirePet command error: Spawn is not valid", lua_interface->GetScriptName(state));
  7106. return 0;
  7107. }
  7108. // Check to make sure the spawn is an entity
  7109. if (!spawn->IsEntity()) {
  7110. lua_interface->LogError("%s: LUA SummonDumbFirePet command error: Spawn is not an entity", lua_interface->GetScriptName(state));
  7111. return 0;
  7112. }
  7113. if (!target) {
  7114. lua_interface->LogError("%s: LUA SummonDumbFirePet command error: target is not valid", lua_interface->GetScriptName(state));
  7115. return 0;
  7116. }
  7117. if (!target->IsEntity()) {
  7118. lua_interface->LogError("%s: LUA SummonDumbFirePet command error: target is not an entity", lua_interface->GetScriptName(state));
  7119. return 0;
  7120. }
  7121. // Check to see if the DB ID for the pet is set
  7122. if (pet_id == 0) {
  7123. lua_interface->LogError("%s: LUA SummonDumbFirePet command error: pet_id can not be set to 0", lua_interface->GetScriptName(state));
  7124. return 0;
  7125. }
  7126. // Check to see if the pointer to the spell is valid
  7127. if (!luaspell) {
  7128. lua_interface->LogError("%s: LUA SummonDumbFirePet command error: valid spell not found, SummonPet can only be used in spell scripts", lua_interface->GetScriptName(state));
  7129. return 0;
  7130. }
  7131. if(luaspell->resisted) {
  7132. return 0;
  7133. }
  7134. // Get a pointer to a spawn with the given DB ID and check if the pointer is valid
  7135. Spawn* pet = spawn->GetZone()->GetSpawn(pet_id);
  7136. if (!pet) {
  7137. lua_interface->LogError("LUA SummonDumbFirePet command error: Could not find spawn with id of %u.", pet_id);
  7138. return 0;
  7139. }
  7140. // Check to make sure the pet is an npc
  7141. if (!pet->IsNPC()) {
  7142. lua_interface->LogError("LUA SummonDumbFirePet command error: id (%u) did not point to a npc", pet_id);
  7143. return 0;
  7144. }
  7145. if (x == 0)
  7146. x = spawn->GetX();
  7147. if (y == 0)
  7148. y = spawn->GetY();
  7149. if (z == 0)
  7150. z = spawn->GetZ();
  7151. // Spawn the pet at the same location as the owner
  7152. pet->SetX(x);
  7153. pet->SetY(y);
  7154. pet->SetZ(z);
  7155. pet->SetLocation(spawn->GetLocation());
  7156. pet->SetHeading(spawn->GetHeading());
  7157. spawn->GetZone()->AddSpawn(pet);
  7158. const char* spawn_script = world.GetSpawnScript(pet_id);
  7159. if(spawn_script && lua_interface->GetSpawnScript(spawn_script) != 0){
  7160. spawn->SetSpawnScript(string(spawn_script));
  7161. spawn->GetZone()->CallSpawnScript(spawn, SPAWN_SCRIPT_SPAWN);
  7162. }
  7163. std::string petName = std::string("");
  7164. if(spawn->IsEntity()) {
  7165. petName = ((Entity*)spawn)->GetInfoStruct()->get_pet_name();
  7166. }
  7167. if(petName.size() < 1) {
  7168. int16 rand_index = MakeRandomInt(0, spawn->GetZone()->pet_names.size() - 1);
  7169. petName = spawn->GetZone()->pet_names.at(rand_index);
  7170. LogWrite(PET__DEBUG, 0, "Pets", "Randomize Pet Name: '%s' (rand: %i)", petName.c_str(), rand_index);
  7171. }
  7172. // Set the pets name
  7173. pet->SetName(petName.c_str());
  7174. // Set the level of the pet to the owners level
  7175. pet->SetLevel(spawn->GetLevel());
  7176. // Set the faction of the pet to the same faction as the owner
  7177. pet->SetFactionID(spawn->GetFactionID());
  7178. // Set the spawn as a pet
  7179. pet->SetPet(true);
  7180. // Give a pointer of the owner to the pet
  7181. ((NPC*)pet)->SetOwner((Entity*)spawn);
  7182. // Set the pet type
  7183. ((NPC*)pet)->SetPetType(PET_TYPE_DUMBFIRE);
  7184. // Set the spell id used to create this pet
  7185. ((NPC*)pet)->SetPetSpellID(luaspell->spell->GetSpellData()->id);
  7186. // Set the spell tier used to create this pet
  7187. ((NPC*)pet)->SetPetSpellTier(luaspell->spell->GetSpellData()->tier);
  7188. // Set the pets spawn type to 6
  7189. pet->SetSpawnType(6);
  7190. // Set the pets brain
  7191. ((NPC*)pet)->SetBrain(new DumbFirePetBrain((NPC*)pet, (Entity*)target, luaspell->spell->GetSpellDuration() * 100));
  7192. // Check to see if the pet has a subtitle
  7193. if (strlen(pet->GetSubTitle()) > 0) {
  7194. // Add the players name to the front of the sub title
  7195. string pet_subtitle;
  7196. pet_subtitle.append(spawn->GetName()).append("'s ").append(pet->GetSubTitle());
  7197. LogWrite(PET__DEBUG, 0, "Pets", "Pet Subtitle: '%s'", pet_subtitle.c_str());
  7198. // Set the pets subtitle to the new one
  7199. pet->SetSubTitle(pet_subtitle.c_str());
  7200. }
  7201. // Set the pet as the return value for this function
  7202. lua_interface->SetSpawnValue(state, pet);
  7203. return 1;
  7204. }
  7205. int EQ2Emu_lua_SpawnMove(lua_State* state) {
  7206. if (!lua_interface)
  7207. return 0;
  7208. Spawn* spawn = lua_interface->GetSpawn(state);
  7209. Spawn* player = lua_interface->GetSpawn(state, 2);
  7210. float max_distance = lua_interface->GetFloatValue(state, 3);
  7211. string type = lua_interface->GetStringValue(state, 4);
  7212. lua_interface->ResetFunctionStack(state);
  7213. if (!spawn || (spawn && spawn->IsPlayer())) {
  7214. lua_interface->LogError("%s: LUA SpawnMove command error: first param spawn is not valid or is player", lua_interface->GetScriptName(state));
  7215. return 0;
  7216. }
  7217. if (!player || !player->IsPlayer()) {
  7218. lua_interface->LogError("%s: LUA SpawnMove command error: second param is not player", lua_interface->GetScriptName(state));
  7219. return 0;
  7220. }
  7221. Client* client = ((Player*)player)->GetClient();
  7222. if (!client) {
  7223. lua_interface->LogError("%s: LUA SpawnMove command error: could not find client", lua_interface->GetScriptName(state));
  7224. return 0;
  7225. }
  7226. //Set max_distance to default if not set or not proper value
  7227. if (max_distance <= 0)
  7228. max_distance = 500;
  7229. PacketStruct* packet = configReader.getStruct("WS_MoveObjectMode", client->GetVersion());
  7230. if (packet) {
  7231. float unknown2_3 = 0;
  7232. int8 placement_mode = 0;
  7233. if (type == "wall") {
  7234. placement_mode = 2;
  7235. unknown2_3 = 150;
  7236. }
  7237. else if (type == "ceiling")
  7238. placement_mode = 1;
  7239. packet->setDataByName("placement_mode", placement_mode);
  7240. packet->setDataByName("spawn_id", ((Player*)player)->GetIDWithPlayerSpawn(spawn));
  7241. packet->setDataByName("model_type", spawn->GetModelType());
  7242. packet->setDataByName("unknown", 1); //size
  7243. packet->setDataByName("unknown2", 1); //size 2
  7244. packet->setDataByName("unknown2", .5, 1); //size 3
  7245. packet->setDataByName("unknown2", 3, 2);
  7246. packet->setDataByName("unknown2", unknown2_3, 3);
  7247. packet->setDataByName("max_distance", max_distance);
  7248. packet->setDataByName("CoEunknown", 0xFFFFFFFF);
  7249. client->QueuePacket(packet->serialize());
  7250. safe_delete(packet);
  7251. }
  7252. return 0;
  7253. }
  7254. int EQ2Emu_lua_GetItemType(lua_State* state) {
  7255. if (!lua_interface)
  7256. return 0;
  7257. Item* item = lua_interface->GetItem(state);
  7258. lua_interface->ResetFunctionStack(state);
  7259. if (!item) {
  7260. lua_interface->LogError("%s: LUA GetItemType command error: item pointer is not valid", lua_interface->GetScriptName(state));
  7261. return 0;
  7262. }
  7263. lua_interface->SetInt32Value(state, item->generic_info.item_type);
  7264. return 1;
  7265. }
  7266. int EQ2Emu_lua_GetItemEffectType(lua_State* state) {
  7267. if (!lua_interface)
  7268. return 0;
  7269. Item* item = lua_interface->GetItem(state);
  7270. lua_interface->ResetFunctionStack(state);
  7271. if (!item) {
  7272. lua_interface->LogError("%s: LUA GetItemEffectType command error: item pointer is not valid", lua_interface->GetScriptName(state));
  7273. return 0;
  7274. }
  7275. lua_interface->SetInt32Value(state, item->effect_type);
  7276. return 1;
  7277. }
  7278. int EQ2Emu_lua_AddTransportSpawn(lua_State* state) {
  7279. if (!lua_interface)
  7280. return 0;
  7281. Spawn* spawn = lua_interface->GetSpawn(state);
  7282. lua_interface->ResetFunctionStack(state);
  7283. if (!spawn) {
  7284. lua_interface->LogError("%s: LUA AddTransportSpawn command error: spawn is not valid", lua_interface->GetScriptName(state));
  7285. return 0;
  7286. }
  7287. if (spawn->GetZone())
  7288. spawn->GetZone()->AddTransportSpawn(spawn);
  7289. return 0;
  7290. }
  7291. int EQ2Emu_lua_IsTransportSpawn(lua_State* state) {
  7292. if (!lua_interface)
  7293. return 0;
  7294. Spawn* spawn = lua_interface->GetSpawn(state);
  7295. lua_interface->ResetFunctionStack(state);
  7296. if (!spawn) {
  7297. lua_interface->LogError("%s: LUA AddTransportSpawn command error: spawn is not valid", lua_interface->GetScriptName(state));
  7298. return 0;
  7299. }
  7300. lua_interface->SetBooleanValue(state, spawn->IsTransportSpawn());
  7301. return 1;
  7302. }
  7303. int EQ2Emu_lua_GetSkillValue(lua_State* state) {
  7304. if (!lua_interface)
  7305. return 0;
  7306. Skill* skill = lua_interface->GetSkill(state);
  7307. lua_interface->ResetFunctionStack(state);
  7308. if (!skill) {
  7309. lua_interface->LogError("%s: LUA GetSkillValue command error: skill is not valid", lua_interface->GetScriptName(state));
  7310. return 0;
  7311. }
  7312. lua_interface->SetInt32Value(state, skill->current_val);
  7313. return 1;
  7314. }
  7315. int EQ2Emu_lua_GetSkillMaxValue(lua_State* state) {
  7316. if (!lua_interface)
  7317. return 0;
  7318. Skill* skill = lua_interface->GetSkill(state);
  7319. lua_interface->ResetFunctionStack(state);
  7320. if (!skill) {
  7321. lua_interface->LogError("%s: LUA GetSkillMaxValue command error: skill is not valid", lua_interface->GetScriptName(state));
  7322. return 0;
  7323. }
  7324. lua_interface->SetInt32Value(state, skill->max_val);
  7325. return 1;
  7326. }
  7327. int EQ2Emu_lua_GetSkillName(lua_State* state) {
  7328. if (!lua_interface)
  7329. return 0;
  7330. Skill* skill = lua_interface->GetSkill(state);
  7331. lua_interface->ResetFunctionStack(state);
  7332. if (!skill) {
  7333. lua_interface->LogError("%s: LUA GetSkillName command error: skill is not valid", lua_interface->GetScriptName(state));
  7334. return 0;
  7335. }
  7336. lua_interface->SetStringValue(state, skill->name.data.c_str());
  7337. return 1;
  7338. }
  7339. int EQ2Emu_lua_SetSkillMaxValue(lua_State* state) {
  7340. if (!lua_interface)
  7341. return 0;
  7342. Skill* skill = lua_interface->GetSkill(state);
  7343. int16 value = lua_interface->GetInt16Value(state, 2);
  7344. lua_interface->ResetFunctionStack(state);
  7345. if (!skill) {
  7346. lua_interface->LogError("%s: LUA SetSkillMaxValue command error: skill is not valid", lua_interface->GetScriptName(state));
  7347. return 0;
  7348. }
  7349. skill->max_val = value;
  7350. if (skill->max_val < skill->current_val)
  7351. skill->current_val = skill->max_val;
  7352. return 0;
  7353. }
  7354. int EQ2Emu_lua_SetSkillValue(lua_State* state) {
  7355. if (!lua_interface)
  7356. return 0;
  7357. Skill* skill = lua_interface->GetSkill(state);
  7358. int16 value = lua_interface->GetInt16Value(state, 2);
  7359. lua_interface->ResetFunctionStack(state);
  7360. if (!skill) {
  7361. lua_interface->LogError("%s: LUA SetSkillValue command error: skill is not valid", lua_interface->GetScriptName(state));
  7362. return 0;
  7363. }
  7364. if (value > skill->max_val)
  7365. skill->current_val = skill->max_val;
  7366. else
  7367. skill->current_val = value;
  7368. return 0;
  7369. }
  7370. int EQ2Emu_lua_HasSkill(lua_State* state) {
  7371. if (!lua_interface)
  7372. return 0;
  7373. Spawn* player = lua_interface->GetSpawn(state);
  7374. int32 skill_id = lua_interface->GetInt32Value(state, 2);
  7375. lua_interface->ResetFunctionStack(state);
  7376. if (skill_id > 0 && player && player->IsPlayer()) {
  7377. lua_interface->SetBooleanValue(state, ((Player*)player)->skill_list.HasSkill(skill_id));
  7378. return 1;
  7379. }
  7380. return 0;
  7381. }
  7382. int EQ2Emu_lua_AddSkill(lua_State* state) {
  7383. if (!lua_interface)
  7384. return 0;
  7385. Spawn* player_spawn = lua_interface->GetSpawn(state);
  7386. int32 skill_id = lua_interface->GetInt32Value(state, 2);
  7387. int16 current_val = lua_interface->GetInt16Value(state, 3);
  7388. int16 max_val = lua_interface->GetInt16Value(state, 4);
  7389. bool more_to_add = lua_interface->GetBooleanValue(state, 5);
  7390. lua_interface->ResetFunctionStack(state);
  7391. if (skill_id > 0 && current_val > 0 && max_val > 0) {
  7392. if (player_spawn && player_spawn->IsPlayer()) {
  7393. Player* player = (Player*)player_spawn;
  7394. bool added = false;
  7395. if (!player->skill_list.HasSkill(skill_id)) {
  7396. player->AddSkill(skill_id, current_val, max_val, true);
  7397. added = true;
  7398. }
  7399. 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
  7400. Client* client = player->GetClient();
  7401. if (client) {
  7402. EQ2Packet* packet = player->GetSkills()->GetSkillPacket(client->GetVersion());
  7403. if (packet)
  7404. client->QueuePacket(packet);
  7405. }
  7406. }
  7407. if (added) {
  7408. lua_interface->SetBooleanValue(state, true);
  7409. return 1;
  7410. }
  7411. }
  7412. else {
  7413. lua_interface->LogError("%s: LUA AddSkill command error: Given spawn is not a player", lua_interface->GetScriptName(state));
  7414. }
  7415. }
  7416. else {
  7417. lua_interface->LogError("%s: LUA AddSkill command error: Required parameters not set", lua_interface->GetScriptName(state));
  7418. }
  7419. lua_interface->SetBooleanValue(state, false);
  7420. return 1;
  7421. }
  7422. int EQ2Emu_lua_RemoveSkill(lua_State* state) {
  7423. if (!lua_interface)
  7424. return 0;
  7425. Spawn* player_spawn = lua_interface->GetSpawn(state);
  7426. int32 skill_id = lua_interface->GetInt32Value(state, 2);
  7427. bool more_to_remove = lua_interface->GetBooleanValue(state, 3);
  7428. lua_interface->ResetFunctionStack(state);
  7429. if (skill_id > 0) {
  7430. if (player_spawn && player_spawn->IsPlayer()) {
  7431. Player* player = (Player*)player_spawn;
  7432. if (player->skill_list.HasSkill(skill_id)) {
  7433. player->RemovePlayerSkill(skill_id);
  7434. if (!more_to_remove) {
  7435. Client* client = player->GetClient();
  7436. if (client) {
  7437. EQ2Packet* packet = player->GetSkills()->GetSkillPacket(client->GetVersion());
  7438. if (packet)
  7439. client->QueuePacket(packet);
  7440. }
  7441. }
  7442. }
  7443. }
  7444. else {
  7445. lua_interface->LogError("%s: LUA RemoveSkill command error: Given spawn is not a player", lua_interface->GetScriptName(state));
  7446. }
  7447. }
  7448. else {
  7449. lua_interface->LogError("%s: LUA RemoveSkill command error: skill_id not set", lua_interface->GetScriptName(state));
  7450. }
  7451. return 0;
  7452. }
  7453. int EQ2Emu_lua_IncreaseSkillCapsByType(lua_State* state) {
  7454. if (!lua_interface)
  7455. return 0;
  7456. Spawn* player_spawn = lua_interface->GetSpawn(state);
  7457. int8 skill_type = lua_interface->GetInt8Value(state, 2);
  7458. int16 amount = lua_interface->GetInt8Value(state, 3);
  7459. bool more_to_increase = lua_interface->GetBooleanValue(state, 4);
  7460. lua_interface->ResetFunctionStack(state);
  7461. if (amount > 0 && skill_type < 100) {
  7462. if (player_spawn && player_spawn->IsPlayer()) {
  7463. Player* player = (Player*)player_spawn;
  7464. player->skill_list.IncreaseSkillCapsByType(skill_type, amount);
  7465. if (!more_to_increase) {
  7466. Client* client = player->GetClient();
  7467. if (client) {
  7468. EQ2Packet* packet = player->GetSkills()->GetSkillPacket(client->GetVersion());
  7469. if (packet)
  7470. client->QueuePacket(packet);
  7471. }
  7472. }
  7473. }
  7474. else {
  7475. lua_interface->LogError("%s: LUA IncreaseSkillCapsByType command error: Given spawn is not a player", lua_interface->GetScriptName(state));
  7476. }
  7477. }
  7478. else {
  7479. lua_interface->LogError("%s: LUA IncreaseSkillCapsByType command error: Invalid parameters", lua_interface->GetScriptName(state));
  7480. }
  7481. return 0;
  7482. }
  7483. int EQ2Emu_lua_GetSkill(lua_State* state) {
  7484. if (!lua_interface)
  7485. return 0;
  7486. Spawn* spawn = lua_interface->GetSpawn(state);
  7487. string name = lua_interface->GetStringValue(state, 2);
  7488. lua_interface->ResetFunctionStack(state);
  7489. if (!spawn) {
  7490. lua_interface->LogError("%s: LUA GetSkill command error: spawn is not valid", lua_interface->GetScriptName(state));
  7491. return 0;
  7492. }
  7493. if (!spawn->IsEntity()) {
  7494. lua_interface->LogError("%s: LUA GetSkill command error: spawn is not a valid entity", lua_interface->GetScriptName(state));
  7495. return 0;
  7496. }
  7497. Skill* skill = ((Entity*)spawn)->GetSkillByName(name.c_str());
  7498. if (skill) {
  7499. lua_interface->SetSkillValue(state, skill);
  7500. return 1;
  7501. }
  7502. return 0;
  7503. }
  7504. int EQ2Emu_lua_AddProc(lua_State* state) {
  7505. if (!lua_interface)
  7506. return 0;
  7507. Spawn* spawn = lua_interface->GetSpawn(state);
  7508. int8 type = lua_interface->GetInt8Value(state, 2);
  7509. float chance = lua_interface->GetFloatValue(state, 3);
  7510. Item* item = lua_interface->GetItem(state, 4);
  7511. bool use_all_spelltargets = (lua_interface->GetInt8Value(state, 5) == 1);
  7512. LuaSpell* spell = 0;
  7513. if (!spawn && (!spell || !use_all_spelltargets)) {
  7514. lua_interface->LogError("%s: LUA AddProc command error: spawn is not valid", lua_interface->GetScriptName(state));
  7515. return 0;
  7516. }
  7517. if ((!spell || use_all_spelltargets) && spawn && !spawn->IsEntity()) {
  7518. lua_interface->LogError("%s: LUA AddProc command error: spawn is not a valid entity", lua_interface->GetScriptName(state));
  7519. return 0;
  7520. }
  7521. if (!item)
  7522. spell = lua_interface->GetCurrentSpell(state);
  7523. if (!item && !spell) {
  7524. lua_interface->LogError("%s: LUA AddProc command error: can only use with an item provided or inside a spell script", lua_interface->GetScriptName(state));
  7525. return 0;
  7526. }
  7527. if(spell && spell->resisted) {
  7528. return 0;
  7529. }
  7530. if (spell && use_all_spelltargets) {
  7531. Spawn* target;
  7532. spell->MSpellTargets.readlock(__FUNCTION__, __LINE__);
  7533. for (int8 i = 0; i < spell->targets.size(); i++) {
  7534. target = spell->caster->GetZone()->GetSpawnByID(spell->targets.at(i));
  7535. if (!target || !target->IsEntity())
  7536. continue;
  7537. ((Entity*)target)->AddProc(type, chance, item, spell);
  7538. }
  7539. spell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
  7540. }
  7541. else
  7542. ((Entity*)spawn)->AddProc(type, chance, item, spell);
  7543. return 0;
  7544. }
  7545. int EQ2Emu_lua_RemoveProc(lua_State* state) {
  7546. if (!lua_interface)
  7547. return 0;
  7548. Spawn* spawn = lua_interface->GetSpawn(state);
  7549. Item* item = lua_interface->GetItem(state, 2);
  7550. LuaSpell* spell = 0;
  7551. if (!spawn) {
  7552. lua_interface->LogError("%s: LUA RemoveProc command error: spawn is not valid", lua_interface->GetScriptName(state));
  7553. lua_interface->ResetFunctionStack(state);
  7554. return 0;
  7555. }
  7556. if (!spawn->IsEntity()) {
  7557. lua_interface->LogError("%s: LUA RemoveProc command error: spawn is not a valid entity", lua_interface->GetScriptName(state));
  7558. lua_interface->ResetFunctionStack(state);
  7559. return 0;
  7560. }
  7561. if (!item)
  7562. spell = lua_interface->GetCurrentSpell(state);
  7563. lua_interface->ResetFunctionStack(state);
  7564. if (!item && !spell) {
  7565. lua_interface->LogError("%s: LUA RemoveProc command error: can only use with an item provided or inside a spell script", lua_interface->GetScriptName(state));
  7566. return 0;
  7567. }
  7568. if (spell) {
  7569. Spawn* target;
  7570. spell->MSpellTargets.readlock(__FUNCTION__, __LINE__);
  7571. for (int8 i = 0; i < spell->targets.size(); i++) {
  7572. target = spell->caster->GetZone()->GetSpawnByID(spell->targets.at(i));
  7573. if (!target || !target->IsEntity())
  7574. continue;
  7575. ((Entity*)target)->RemoveProc(item, spell);
  7576. }
  7577. spell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
  7578. spell->caster->RemoveProc(item, spell);
  7579. }
  7580. else
  7581. ((Entity*)spawn)->RemoveProc(item, spell);
  7582. return 0;
  7583. }
  7584. int EQ2Emu_lua_Knockback(lua_State* state) {
  7585. if (!lua_interface)
  7586. return 0;
  7587. Spawn* target_spawn = lua_interface->GetSpawn(state);
  7588. Spawn* spawn = lua_interface->GetSpawn(state, 2);
  7589. int32 duration = lua_interface->GetInt32Value(state, 3);
  7590. float vertical = lua_interface->GetFloatValue(state, 4);
  7591. float horizontal = lua_interface->GetFloatValue(state, 5);
  7592. bool use_heading = lua_interface->GetInt8Value(state, 6) == 1 ? true : false;
  7593. lua_interface->ResetFunctionStack(state);
  7594. if (!target_spawn) {
  7595. lua_interface->LogError("%s: LUA Knockback command error: target_spawn is not valid", lua_interface->GetScriptName(state));
  7596. return 0;
  7597. }
  7598. if (!spawn) {
  7599. lua_interface->LogError("%s: LUA Knockback command error: spawn is not valid", lua_interface->GetScriptName(state));
  7600. return 0;
  7601. }
  7602. if (spawn->IsPlayer() && (vertical != 0 || horizontal != 0)) {
  7603. Client* client = ((Player*)spawn)->GetClient();
  7604. PacketStruct* packet = configReader.getStruct("WS_PlayerKnockback", client->GetVersion());
  7605. if (packet) {
  7606. packet->setDataByName("target_x", target_spawn->GetX());
  7607. packet->setDataByName("target_y", target_spawn->GetY());
  7608. packet->setDataByName("target_z", target_spawn->GetZ());
  7609. packet->setDataByName("vertical_movement", vertical);
  7610. packet->setDataByName("horizontal_movement", horizontal);
  7611. if (use_heading)
  7612. packet->setDataByName("use_player_heading", 1);
  7613. client->QueuePacket(packet->serialize());
  7614. }
  7615. safe_delete(packet);
  7616. }
  7617. return 0;
  7618. }
  7619. int EQ2Emu_lua_IsEpic(lua_State* state) {
  7620. if (!lua_interface)
  7621. return 0;
  7622. Spawn* spawn = lua_interface->GetSpawn(state);
  7623. lua_interface->ResetFunctionStack(state);
  7624. if (!spawn) {
  7625. lua_interface->LogError("%s: LUA IsEpic command error: spawn is not valid", lua_interface->GetScriptName(state));
  7626. return 0;
  7627. }
  7628. lua_interface->SetBooleanValue(state, (spawn->GetHeroic() >= 2));
  7629. return 1;
  7630. }
  7631. int EQ2Emu_lua_ProcDamage(lua_State* state) {
  7632. if (!lua_interface)
  7633. return 0;
  7634. Spawn* caster = lua_interface->GetSpawn(state);
  7635. Spawn* target = lua_interface->GetSpawn(state, 2);
  7636. string name = lua_interface->GetStringValue(state, 3);
  7637. int8 dmg_type = lua_interface->GetInt8Value(state, 4);
  7638. int32 low_damage = lua_interface->GetInt32Value(state, 5);
  7639. int32 high_damage = lua_interface->GetInt32Value(state, 6);
  7640. string success_msg = lua_interface->GetStringValue(state, 7);
  7641. string effect_msg = lua_interface->GetStringValue(state, 8);
  7642. lua_interface->ResetFunctionStack(state);
  7643. if (!caster) {
  7644. lua_interface->LogError("%s: LUA ProcDamage command error: caster is not a valid spawn", lua_interface->GetScriptName(state));
  7645. return 0;
  7646. }
  7647. if (!caster->IsEntity()) {
  7648. lua_interface->LogError("%s: LUA ProcDamage command error: caster is not an entity", lua_interface->GetScriptName(state));
  7649. return 0;
  7650. }
  7651. if (!target) {
  7652. lua_interface->LogError("%s: LUA ProcDamage command error: target is not a valid spawn", lua_interface->GetScriptName(state));
  7653. return 0;
  7654. }
  7655. if (!target->IsEntity()) {
  7656. lua_interface->LogError("%s: LUA ProcDamage command error: target is not an entity", lua_interface->GetScriptName(state));
  7657. return 0;
  7658. }
  7659. if (name.length() == 0) {
  7660. lua_interface->LogError("%s: LUA ProcDamage command error: name is empty", lua_interface->GetScriptName(state));
  7661. return 0;
  7662. }
  7663. ((Entity*)caster)->ProcAttack(target, dmg_type, low_damage, high_damage, name, success_msg, effect_msg);
  7664. return 0;
  7665. }
  7666. int EQ2Emu_lua_GetSkillIDByName(lua_State* state) {
  7667. if (!lua_interface)
  7668. return 0;
  7669. string name = lua_interface->GetStringValue(state);
  7670. lua_interface->ResetFunctionStack(state);
  7671. if (name.length() == 0) {
  7672. lua_interface->LogError("%s: LUA GetSkillIDByName command error: name param was not set", lua_interface->GetScriptName(state));
  7673. return 0;
  7674. }
  7675. Skill* skill = master_skill_list.GetSkillByName(name.c_str());
  7676. if (!skill) {
  7677. lua_interface->LogError("LUA GetSkillIDByName command error: skill with name of %s not found", name.c_str());
  7678. return 0;
  7679. }
  7680. lua_interface->SetInt32Value(state, skill->skill_id);
  7681. return 1;
  7682. }
  7683. int EQ2Emu_lua_IsHeroic(lua_State* state) {
  7684. if (!lua_interface)
  7685. return 0;
  7686. Spawn* spawn = lua_interface->GetSpawn(state);
  7687. lua_interface->ResetFunctionStack(state);
  7688. if (!spawn) {
  7689. lua_interface->LogError("%s: LUA IsHeroic command error: spawn is not valid", lua_interface->GetScriptName(state));
  7690. return 0;
  7691. }
  7692. lua_interface->SetBooleanValue(state, spawn->GetHeroic() == 1);
  7693. return 1;
  7694. }
  7695. int EQ2Emu_lua_LastSpellAttackHit(lua_State* state) {
  7696. if (!lua_interface)
  7697. return 0;
  7698. LuaSpell* luaspell = lua_interface->GetCurrentSpell(state);
  7699. lua_interface->ResetFunctionStack(state);
  7700. if (!luaspell) {
  7701. lua_interface->LogError("%s: LUA LastSpellAttackHit command error: this must be called from a spellscript", lua_interface->GetScriptName(state));
  7702. return 0;
  7703. }
  7704. lua_interface->SetBooleanValue(state, luaspell->last_spellattack_hit);
  7705. return 1;
  7706. }
  7707. int EQ2Emu_lua_IsBehind(lua_State* state) {
  7708. if (!lua_interface)
  7709. return 0;
  7710. Spawn* spawn = lua_interface->GetSpawn(state);
  7711. Spawn* target = lua_interface->GetSpawn(state, 2);
  7712. lua_interface->ResetFunctionStack(state);
  7713. if (!spawn) {
  7714. lua_interface->LogError("%s: LUA IsBehind command error: spawn is not valid", lua_interface->GetScriptName(state));
  7715. return 0;
  7716. }
  7717. if (!spawn->IsEntity()) {
  7718. lua_interface->LogError("%s: LUA IsBehind command error: spawn is not an entity", lua_interface->GetScriptName(state));
  7719. return 0;
  7720. }
  7721. if (!target) {
  7722. lua_interface->LogError("%s: LUA IsBehind command error: target is not valid", lua_interface->GetScriptName(state));
  7723. return 0;
  7724. }
  7725. lua_interface->SetBooleanValue(state, ((Entity*)spawn)->BehindTarget(target));
  7726. return 1;
  7727. }
  7728. int EQ2Emu_lua_IsFlanking(lua_State* state) {
  7729. if (!lua_interface)
  7730. return 0;
  7731. Spawn* spawn = lua_interface->GetSpawn(state);
  7732. Spawn* target = lua_interface->GetSpawn(state, 2);
  7733. lua_interface->ResetFunctionStack(state);
  7734. if (!spawn) {
  7735. lua_interface->LogError("%s: LUA IsFlanking command error: spawn is not valid", lua_interface->GetScriptName(state));
  7736. return 0;
  7737. }
  7738. if (!spawn->IsEntity()) {
  7739. lua_interface->LogError("%s: LUA IsFlanking command error: spawn is not an entity", lua_interface->GetScriptName(state));
  7740. return 0;
  7741. }
  7742. if (!target) {
  7743. lua_interface->LogError("%s: LUA IsFlanking command error: target is not valid", lua_interface->GetScriptName(state));
  7744. return 0;
  7745. }
  7746. lua_interface->SetBooleanValue(state, ((Entity*)spawn)->FlankingTarget(target));
  7747. return 1;
  7748. }
  7749. int EQ2Emu_lua_GetItemCount(lua_State* state) {
  7750. if (!lua_interface)
  7751. return 0;
  7752. Item* item = lua_interface->GetItem(state);
  7753. lua_interface->ResetFunctionStack(state);
  7754. if (!item) {
  7755. lua_interface->LogError("%s: LUA GetItemCount command error: item not valid", lua_interface->GetScriptName(state));
  7756. return 0;
  7757. }
  7758. lua_interface->SetInt32Value(state, item->details.count);
  7759. return 1;
  7760. }
  7761. int EQ2Emu_lua_SetItemCount(lua_State* state) {
  7762. if (!lua_interface)
  7763. return 0;
  7764. Item* item = lua_interface->GetItem(state);
  7765. Spawn* owner = lua_interface->GetSpawn(state, 2);
  7766. int16 new_count = lua_interface->GetInt32Value(state, 3);
  7767. lua_interface->ResetFunctionStack(state);
  7768. if (!item) {
  7769. lua_interface->LogError("%s: LUA SetItemCount command error: item not valid", lua_interface->GetScriptName(state));
  7770. return 0;
  7771. }
  7772. if (!owner) {
  7773. lua_interface->LogError("%s: LUA SetItemCount command error: spawn not valid", lua_interface->GetScriptName(state));
  7774. return 0;
  7775. }
  7776. if (!owner->IsPlayer()) {
  7777. lua_interface->LogError("%s: LUA SetItemCount command error: spawn is not a player", lua_interface->GetScriptName(state));
  7778. return 0;
  7779. }
  7780. if (item->stack_count < new_count) {
  7781. lua_interface->LogError("%s: LUA SetItemCount command error: new item count cannot be more than max stack count", lua_interface->GetScriptName(state));
  7782. return 0;
  7783. }
  7784. if (new_count > 0) {
  7785. item->details.count = new_count;
  7786. item->save_needed = true;
  7787. }
  7788. else if (((Player*)owner)->GetEquipmentList()->GetItem(item->details.slot_id) == item)
  7789. ((Player*)owner)->GetEquipmentList()->RemoveItem(item->details.slot_id, true);
  7790. else if (((Player*)owner)->GetPlayerItemList()->GetItemFromUniqueID(item->details.unique_id) == item)
  7791. ((Player*)owner)->GetPlayerItemList()->RemoveItem(item, true);
  7792. else
  7793. {
  7794. lua_interface->LogError("%s: LUA SetItemCount command error: could not remove item from player", lua_interface->GetScriptName(state));
  7795. return 0;
  7796. }
  7797. Client* client = ((Player*)owner)->GetClient();
  7798. if (!client)
  7799. return 0;
  7800. ((Player*)owner)->SendInventoryUpdate(client->GetVersion());
  7801. EQ2Packet* app = ((Player*)owner)->GetEquipmentList()->serialize(client->GetVersion(), client->GetPlayer());
  7802. if (app)
  7803. client->QueuePacket(app);
  7804. return 0;
  7805. }
  7806. int EQ2Emu_lua_AddSpellTimer(lua_State* state) {
  7807. if (!lua_interface)
  7808. return 0;
  7809. int32 time = lua_interface->GetInt32Value(state);
  7810. string function = lua_interface->GetStringValue(state, 2);
  7811. Spawn* caster = lua_interface->GetSpawn(state, 3);
  7812. Spawn* target = lua_interface->GetSpawn(state, 4);
  7813. LuaSpell* spell = lua_interface->GetCurrentSpell(state);
  7814. lua_interface->ResetFunctionStack(state);
  7815. if (time == 0) {
  7816. lua_interface->LogError("%s: LUA AddSpellTimer command error: time must be set", lua_interface->GetScriptName(state));
  7817. return 0;
  7818. }
  7819. if (function.length() == 0) {
  7820. lua_interface->LogError("%s: LUA AddSpellTimer command error: function name must be set", lua_interface->GetScriptName(state));
  7821. return 0;
  7822. }
  7823. if (!spell) {
  7824. lua_interface->LogError("%s: LUA AddSpellTimer command error: spell not found, AddSpellTimer must be used in a spell script", lua_interface->GetScriptName(state));
  7825. return 0;
  7826. }
  7827. SpellScriptTimer* timer = new SpellScriptTimer;
  7828. /* //Google tells me memsetting a string is bad, manually setting just in case - Foof
  7829. #ifdef WIN32
  7830. ZeroMemory(timer, sizeof(SpellScriptTimer));
  7831. #else
  7832. bzero(timer, sizeof(SpellScriptTimer));
  7833. #endif*/
  7834. timer->caster = 0;
  7835. timer->deleteWhenDone = false;
  7836. timer->target = 0;
  7837. timer->time = Timer::GetCurrentTime2() + time;
  7838. timer->customFunction = function;
  7839. timer->spell = spell;
  7840. if (caster)
  7841. timer->caster = caster->GetID();
  7842. if (target)
  7843. timer->target = target->GetID();
  7844. spell->caster->GetZone()->GetSpellProcess()->AddSpellScriptTimer(timer);
  7845. return 0;
  7846. }
  7847. int EQ2Emu_lua_Resurrect(lua_State* state) {
  7848. if (!lua_interface)
  7849. return 0;
  7850. float hp_perc = lua_interface->GetFloatValue(state);
  7851. float power_perc = lua_interface->GetFloatValue(state, 2);
  7852. bool send_window = lua_interface->GetInt32Value(state, 3) == 1;
  7853. Spawn* target = lua_interface->GetSpawn(state, 4);
  7854. string heal_name = lua_interface->GetStringValue(state, 5);
  7855. int8 crit_mod = lua_interface->GetInt32Value(state, 6);
  7856. bool no_calcs = lua_interface->GetInt32Value(state, 7) == 1;
  7857. LuaSpell* spell = lua_interface->GetCurrentSpell(state);
  7858. lua_interface->ResetFunctionStack(state);
  7859. if (!spell) {
  7860. lua_interface->LogError("%s: LUA command error: this function must be used in a spellscript", lua_interface->GetScriptName(state));
  7861. return 0;
  7862. }
  7863. Entity* caster = spell->caster;
  7864. if (!caster) {
  7865. lua_interface->LogError("%s: LUA command error: could not find caster", lua_interface->GetScriptName(state));
  7866. return 0;
  7867. }
  7868. Client* client = 0;
  7869. PendingResurrection* rez = 0;
  7870. ZoneServer* zone = spell->caster->GetZone();
  7871. if (!target) {
  7872. spell->MSpellTargets.readlock(__FUNCTION__, __LINE__);
  7873. if (spell->targets.size() > 0) {
  7874. vector<int32> spell_targets = spell->targets;
  7875. for (int8 i = 0; i < spell_targets.size(); i++) {
  7876. target = zone->GetSpawnByID(spell_targets.at(i));
  7877. if (!target)
  7878. continue;
  7879. if (!target->IsPlayer())
  7880. continue;
  7881. client = ((Player*)target)->GetClient();
  7882. if (!client)
  7883. continue;
  7884. rez = client->GetCurrentRez();
  7885. if (rez->active)
  7886. continue;
  7887. client->GetResurrectMutex()->writelock(__FUNCTION__, __LINE__);
  7888. rez->active = true;
  7889. rez->caster = caster;
  7890. rez->expire_timer = new Timer;
  7891. int32 duration = spell->spell->GetSpellDuration();
  7892. rez->expire_timer->Start(duration * 100);
  7893. rez->hp_perc = hp_perc;
  7894. rez->mp_perc = power_perc;
  7895. rez->range = spell->spell->GetSpellData()->range;
  7896. rez->spell_name = spell->spell->GetName();
  7897. if (heal_name.length() > 0)
  7898. rez->heal_name = heal_name;
  7899. else
  7900. rez->heal_name = rez->spell_name;
  7901. rez->no_calcs = no_calcs;
  7902. rez->crit_mod = crit_mod;
  7903. rez->spell_visual = spell->spell->GetSpellData()->spell_visual;
  7904. if (send_window)
  7905. client->SendResurrectionWindow();
  7906. else {
  7907. target->GetZone()->ResurrectSpawn(target, client);
  7908. rez->should_delete = true;
  7909. }
  7910. client->GetResurrectMutex()->releasewritelock(__FUNCTION__, __LINE__);
  7911. }
  7912. }
  7913. spell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
  7914. }
  7915. else {
  7916. if(!target->IsPlayer())
  7917. return 0;
  7918. client = ((Player*)target)->GetClient();
  7919. if (!client)
  7920. return 0;
  7921. rez = client->GetCurrentRez();
  7922. if (rez->active)
  7923. return 0;
  7924. client->GetResurrectMutex()->writelock(__FUNCTION__, __LINE__);
  7925. rez->active = true;
  7926. rez->caster = caster;
  7927. rez->expire_timer = new Timer;
  7928. int32 duration = spell->spell->GetSpellDuration();
  7929. rez->expire_timer->Start(duration * 100);
  7930. rez->hp_perc = hp_perc;
  7931. rez->mp_perc = power_perc;
  7932. rez->range = spell->spell->GetSpellData()->range;
  7933. rez->spell_name = spell->spell->GetName();
  7934. if (heal_name.length() > 0)
  7935. rez->heal_name = heal_name;
  7936. else
  7937. rez->heal_name = rez->spell_name;
  7938. rez->no_calcs = no_calcs;
  7939. rez->crit_mod = crit_mod;
  7940. rez->spell_visual = spell->spell->GetSpellData()->spell_visual;
  7941. if (send_window)
  7942. client->SendResurrectionWindow();
  7943. else {
  7944. target->GetZone()->ResurrectSpawn(target, client);
  7945. rez->should_delete = true;
  7946. }
  7947. client->GetResurrectMutex()->releasewritelock(__FUNCTION__, __LINE__);
  7948. }
  7949. return 0;
  7950. }
  7951. int EQ2Emu_lua_SetVision(lua_State* state) {
  7952. if (!lua_interface)
  7953. return 0;
  7954. Spawn* spawn = lua_interface->GetSpawn(state);
  7955. int32 vision = lua_interface->GetInt32Value(state, 2);
  7956. LuaSpell* spell = lua_interface->GetCurrentSpell(state);
  7957. lua_interface->ResetFunctionStack(state);
  7958. if (!spawn) {
  7959. lua_interface->LogError("%s: LUA SetVision command error: spawn is not valid", lua_interface->GetScriptName(state));
  7960. return 0;
  7961. }
  7962. if (!spawn->IsEntity()) {
  7963. lua_interface->LogError("%s: LUA SetVision command error: spawn is not an entity", lua_interface->GetScriptName(state));
  7964. return 0;
  7965. }
  7966. if (spell && spell->targets.size() > 0) {
  7967. ZoneServer* zone = spell->caster->GetZone();
  7968. for (int8 i = 0; i < spell->targets.size(); i++) {
  7969. Spawn* target = zone->GetSpawnByID(spell->targets.at(i));
  7970. if (target && target->IsEntity()) {
  7971. ((Entity*)target)->GetInfoStruct()->set_vision(vision);
  7972. if (target->IsPlayer())
  7973. ((Player*)target)->SetCharSheetChanged(true);
  7974. }
  7975. }
  7976. }
  7977. else {
  7978. ((Entity*)spawn)->GetInfoStruct()->set_vision(vision);
  7979. if (spawn->IsPlayer())
  7980. ((Player*)spawn)->SetCharSheetChanged(true);
  7981. }
  7982. return 0;
  7983. }
  7984. int EQ2Emu_lua_BlurVision(lua_State* state) {
  7985. if (!lua_interface)
  7986. return 0;
  7987. Spawn* spawn = lua_interface->GetSpawn(state);
  7988. float intensity = lua_interface->GetFloatValue(state, 2);
  7989. LuaSpell* spell = lua_interface->GetCurrentSpell(state);
  7990. lua_interface->ResetFunctionStack(state);
  7991. if (!spawn) {
  7992. lua_interface->LogError("%s: LUA BlurVision command error: spawn is not valid", lua_interface->GetScriptName(state));
  7993. return 0;
  7994. }
  7995. if (!spawn->IsEntity()) {
  7996. lua_interface->LogError("%s: LUA BlurVision command error: spawn is not an entity", lua_interface->GetScriptName(state));
  7997. return 0;
  7998. }
  7999. if (spell && spell->targets.size() > 0) {
  8000. ZoneServer* zone = spell->caster->GetZone();
  8001. for (int8 i = 0; i < spell->targets.size(); i++) {
  8002. Spawn* target = zone->GetSpawnByID(spell->targets.at(i));
  8003. if (target && target->IsEntity()) {
  8004. ((Entity*)target)->GetInfoStruct()->set_drunk(intensity);
  8005. if (target->IsPlayer())
  8006. ((Player*)target)->SetCharSheetChanged(true);
  8007. }
  8008. }
  8009. }
  8010. else {
  8011. ((Entity*)spawn)->GetInfoStruct()->set_drunk(intensity);
  8012. if (spawn->IsPlayer())
  8013. ((Player*)spawn)->SetCharSheetChanged(true);
  8014. }
  8015. return 0;
  8016. }
  8017. int EQ2Emu_lua_BreatheUnderwater(lua_State* state) {
  8018. if (!lua_interface)
  8019. return 0;
  8020. Spawn* spawn = lua_interface->GetSpawn(state);
  8021. bool breatheUnderwater = lua_interface->GetBooleanValue(state, 2);
  8022. LuaSpell* spell = lua_interface->GetCurrentSpell(state);
  8023. lua_interface->ResetFunctionStack(state);
  8024. if (!spawn) {
  8025. lua_interface->LogError("%s: LUA BreathUnderwater command error: spawn is not valid", lua_interface->GetScriptName(state));
  8026. return 0;
  8027. }
  8028. if (!spawn->IsEntity()) {
  8029. lua_interface->LogError("%s: LUA BreathUnderwater command error: spawn is not en entity", lua_interface->GetScriptName(state));
  8030. return 0;
  8031. }
  8032. if (spell && spell->targets.size() > 0) {
  8033. ZoneServer* zone = spell->caster->GetZone();
  8034. for (int8 i = 0; i < spell->targets.size(); i++) {
  8035. Spawn* target = zone->GetSpawnByID(spell->targets.at(i));
  8036. if (target && target->IsEntity()) {
  8037. ((Entity*)target)->GetInfoStruct()->set_breathe_underwater(breatheUnderwater);
  8038. if (target->IsPlayer())
  8039. ((Player*)target)->SetCharSheetChanged(true);
  8040. }
  8041. }
  8042. }
  8043. else {
  8044. ((Entity*)spawn)->GetInfoStruct()->set_breathe_underwater(breatheUnderwater);
  8045. if (spawn->IsPlayer())
  8046. ((Player*)spawn)->SetCharSheetChanged(true);
  8047. }
  8048. return 0;
  8049. }
  8050. int EQ2Emu_lua_GetItemSkillReq(lua_State* state) {
  8051. if (!lua_interface)
  8052. return 0;
  8053. Item* item = lua_interface->GetItem(state);
  8054. int8 type = lua_interface->GetInt32Value(state, 2);
  8055. lua_interface->ResetFunctionStack(state);
  8056. if (!item) {
  8057. lua_interface->LogError("%s: LUA GetItemSkillReq command error: item not valid", lua_interface->GetScriptName(state));
  8058. return 0;
  8059. }
  8060. if (type == 1)
  8061. lua_interface->SetInt32Value(state, item->generic_info.skill_req1);
  8062. else if (type == 2)
  8063. lua_interface->SetInt32Value(state, item->generic_info.skill_req2);
  8064. return 1;
  8065. }
  8066. int EQ2Emu_lua_SetSpeedMultiplier(lua_State* state) {
  8067. if (!lua_interface)
  8068. return 0;
  8069. Spawn* target = lua_interface->GetSpawn(state);
  8070. float val = lua_interface->GetFloatValue(state, 2);
  8071. LuaSpell* spell = lua_interface->GetCurrentSpell(state);
  8072. lua_interface->ResetFunctionStack(state);
  8073. // Added from Gangrenous post
  8074. if (spell && spell->resisted)
  8075. return 0;
  8076. // if its a percentage of 100 its a slow, we want to go at a fraction of the speed
  8077. if (val > 1.0f)
  8078. val = 1.0f - (val / 100.0f);
  8079. if (spell && spell->spell && spell->targets.size() > 0) {
  8080. ZoneServer* zone = spell->caster->GetZone();
  8081. for (int32 i = 0; i != spell->targets.size(); i++) {
  8082. Spawn* spawn = zone->GetSpawnByID(spell->targets.at(i));
  8083. if (spawn && spawn->IsEntity()) {
  8084. ((Entity*)spawn)->SetSpeedMultiplier(val);
  8085. if (spawn->IsPlayer())
  8086. ((Player*)spawn)->SetCharSheetChanged(true);
  8087. }
  8088. }
  8089. }
  8090. else {
  8091. if (target && target->IsEntity()) {
  8092. ((Entity*)target)->SetSpeedMultiplier(val);
  8093. if (target->IsPlayer())
  8094. ((Player*)target)->SetCharSheetChanged(true);
  8095. }
  8096. }
  8097. return 0;
  8098. }
  8099. int EQ2Emu_lua_SetIllusion(lua_State* state) {
  8100. if (!lua_interface)
  8101. return 0;
  8102. Spawn* spawn = lua_interface->GetSpawn(state);
  8103. int16 model = lua_interface->GetInt16Value(state, 2);
  8104. LuaSpell* spell = lua_interface->GetCurrentSpell(state);
  8105. lua_interface->ResetFunctionStack(state);
  8106. if (spell && spell->spell && spell->targets.size() > 0) {
  8107. ZoneServer* zone = spell->caster->GetZone();
  8108. for (int32 i = 0; i < spell->targets.size(); i++) {
  8109. Spawn* target = zone->GetSpawnByID(spell->targets.at(i));
  8110. if (target)
  8111. target->SetIllusionModel(model);
  8112. }
  8113. }
  8114. else {
  8115. if (!spawn) {
  8116. lua_interface->LogError("%s: LUA SetIllusion command error: spawn is not valid", lua_interface->GetScriptName(state));
  8117. return 0;
  8118. }
  8119. spawn->SetIllusionModel(model);
  8120. }
  8121. return 0;
  8122. }
  8123. int EQ2Emu_lua_ResetIllusion(lua_State* state) {
  8124. if (!lua_interface)
  8125. return 0;
  8126. Spawn* spawn = lua_interface->GetSpawn(state);
  8127. LuaSpell* spell = lua_interface->GetCurrentSpell(state);
  8128. lua_interface->ResetFunctionStack(state);
  8129. if (spell && spell->spell && spell->targets.size() > 0) {
  8130. ZoneServer* zone = spell->caster->GetZone();
  8131. for (int32 i = 0; i < spell->targets.size(); i++) {
  8132. Spawn* target = zone->GetSpawnByID(spell->targets.at(i));
  8133. if (target)
  8134. target->SetIllusionModel(0);
  8135. }
  8136. }
  8137. else {
  8138. if (!spawn) {
  8139. lua_interface->LogError("%s: LUA ResetIllusion command error: spawn is not valid", lua_interface->GetScriptName(state));
  8140. return 0;
  8141. }
  8142. spawn->SetIllusionModel(0);
  8143. }
  8144. return 0;
  8145. }
  8146. int EQ2Emu_lua_AddThreatTransfer(lua_State* state) {
  8147. if (!lua_interface)
  8148. return 0;
  8149. Spawn* caster = lua_interface->GetSpawn(state);
  8150. Spawn* target = lua_interface->GetSpawn(state, 2);
  8151. float chance = lua_interface->GetFloatValue(state, 3);
  8152. LuaSpell* spell = lua_interface->GetCurrentSpell(state);
  8153. lua_interface->ResetFunctionStack(state);
  8154. if (!caster) {
  8155. lua_interface->LogError("%s: LUA AddThreatTransfer command error: caster is not a valid spawn", lua_interface->GetScriptName(state));
  8156. return 0;
  8157. }
  8158. if (!caster->IsEntity()) {
  8159. lua_interface->LogError("%s: LUA AddThreatTransfer command error: caster is not an entity", lua_interface->GetScriptName(state));
  8160. return 0;
  8161. }
  8162. if (!target) {
  8163. lua_interface->LogError("%s: LUA AddThreatTransfer command error: target is not a valid spawn", lua_interface->GetScriptName(state));
  8164. return 0;
  8165. }
  8166. if (!target->IsEntity()) {
  8167. lua_interface->LogError("%s: LUA AddThreatTransfer command error: target is not an entity", lua_interface->GetScriptName(state));
  8168. return 0;
  8169. }
  8170. if (chance <= 0) {
  8171. lua_interface->LogError("%s: LUA AddThreatTransfer command error: chance must be greater then 0%", lua_interface->GetScriptName(state));
  8172. return 0;
  8173. }
  8174. if (!spell) {
  8175. lua_interface->LogError("%s: LUA AddThreatTransfer command error: can only be used in a spell script", lua_interface->GetScriptName(state));
  8176. return 0;
  8177. }
  8178. if(spell->resisted) {
  8179. return 0;
  8180. }
  8181. if (((Entity*)caster)->GetThreatTransfer()) {
  8182. return 0;
  8183. }
  8184. ThreatTransfer* transfer = new ThreatTransfer;
  8185. transfer->Target = target->GetID();
  8186. transfer->Amount = chance;
  8187. transfer->Spell = spell;
  8188. ((Entity*)caster)->SetThreatTransfer(transfer);
  8189. return 0;
  8190. }
  8191. int EQ2Emu_lua_RemoveThreatTransfer(lua_State* state) {
  8192. if (!lua_interface)
  8193. return 0;
  8194. Spawn* spawn = lua_interface->GetSpawn(state);
  8195. LuaSpell* spell = lua_interface->GetCurrentSpell(state);
  8196. lua_interface->ResetFunctionStack(state);
  8197. if (!spawn) {
  8198. lua_interface->LogError("%s: LUA RemoveThreatTransfer command error: spawn is not valid", lua_interface->GetScriptName(state));
  8199. return 0;
  8200. }
  8201. if (!spell) {
  8202. lua_interface->LogError("%s: LUA RemoveThreatTransfer command error: can only be used in a spell script", lua_interface->GetScriptName(state));
  8203. return 0;
  8204. }
  8205. if (((Entity*)spawn)->GetThreatTransfer() && ((Entity*)spawn)->GetThreatTransfer()->Spell == spell) {
  8206. ThreatTransfer* transfer = ((Entity*)spawn)->GetThreatTransfer();
  8207. if(transfer && transfer->Spell != spell) {
  8208. lua_interface->LogError("%s: LUA RemoveThreatTransfer called, but there was a different spell set for the threat transfer.", lua_interface->GetScriptName(state));
  8209. return 0;
  8210. }
  8211. ((Entity*)spawn)->SetThreatTransfer(nullptr);
  8212. }
  8213. return 0;
  8214. }
  8215. int EQ2Emu_lua_CureByType(lua_State* state) {
  8216. if (!lua_interface)
  8217. return 0;
  8218. LuaSpell* spell = lua_interface->GetCurrentSpell(state);
  8219. int8 cure_count = lua_interface->GetInt8Value(state);
  8220. int8 cure_type = lua_interface->GetInt8Value(state, 2);
  8221. string cure_name = lua_interface->GetStringValue(state, 3);
  8222. int8 cure_level = lua_interface->GetInt8Value(state, 4);
  8223. Spawn* target = lua_interface->GetSpawn(state, 5);
  8224. Spawn* caster = lua_interface->GetSpawn(state, 6); // optional
  8225. lua_interface->ResetFunctionStack(state);
  8226. if(spell && spell->resisted) {
  8227. return 0;
  8228. }
  8229. if (target) {
  8230. if (!target->IsEntity()) {
  8231. lua_interface->LogError("%s: LUA CureByType command error: spawn override must be entity if used", lua_interface->GetScriptName(state));
  8232. return 0;
  8233. }
  8234. if (((Entity*)target)->GetDetTypeCount(cure_type) > 0) {
  8235. std::string alternate_name = "item";
  8236. if(spell)
  8237. alternate_name = std::string(spell->spell->GetName());
  8238. if(!caster && spell)
  8239. caster = (Spawn*)spell->caster;
  8240. ((Entity*)target)->CureDetrimentByType(cure_count, cure_type, cure_name.length() > 0 ? cure_name : alternate_name, (Entity*)caster, cure_level);
  8241. }
  8242. }
  8243. else {
  8244. ZoneServer* zone = spell->caster->GetZone();
  8245. vector<int32> targets = spell->targets;
  8246. vector<Entity*> targets_to_cure;
  8247. spell->MSpellTargets.readlock(__FUNCTION__, __LINE__);
  8248. for (int8 i = 0; i < targets.size(); i++) {
  8249. target = zone->GetSpawnByID(targets.at(i));
  8250. if (!target || !target->IsEntity())
  8251. continue;
  8252. if (((Entity*)target)->GetDetTypeCount(cure_type) > 0) {
  8253. targets_to_cure.push_back((Entity*)target);
  8254. }
  8255. }
  8256. spell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
  8257. vector<Entity*>::iterator itr;
  8258. for(itr = targets_to_cure.begin(); itr != targets_to_cure.end(); itr++) {
  8259. ((Entity*)*itr)->CureDetrimentByType(cure_count, cure_type, cure_name.length() > 0 ? cure_name : (string)spell->spell->GetName(), spell->caster, cure_level);
  8260. }
  8261. }
  8262. return 0;
  8263. }
  8264. int EQ2Emu_lua_CureByControlEffect(lua_State* state) {
  8265. if (!lua_interface)
  8266. return 0;
  8267. LuaSpell* spell = lua_interface->GetCurrentSpell(state);
  8268. if (!spell) {
  8269. lua_interface->LogError("%s: LUA CureByControlEffect command error: can only be used in a spell script", lua_interface->GetScriptName(state));
  8270. lua_interface->ResetFunctionStack(state);
  8271. return 0;
  8272. }
  8273. if(spell->resisted) {
  8274. lua_interface->ResetFunctionStack(state);
  8275. return 0;
  8276. }
  8277. int8 cure_count = lua_interface->GetInt8Value(state);
  8278. int8 cure_type = lua_interface->GetInt8Value(state, 2);
  8279. string cure_name = lua_interface->GetStringValue(state, 3);
  8280. int8 cure_level = lua_interface->GetInt8Value(state, 4);
  8281. Spawn* target = lua_interface->GetSpawn(state, 5);
  8282. lua_interface->ResetFunctionStack(state);
  8283. if (target) {
  8284. if (!target->IsEntity()) {
  8285. lua_interface->LogError("%s: LUA CureByControlEffect command error: spawn override must be entity if used", lua_interface->GetScriptName(state));
  8286. return 0;
  8287. }
  8288. if (((Entity*)target)->GetDetCount() > 0)
  8289. ((Entity*)target)->CureDetrimentByControlEffect(cure_count, cure_type, cure_name.length() > 0 ? cure_name : (string)spell->spell->GetName(), spell->caster, cure_level);
  8290. }
  8291. else {
  8292. ZoneServer* zone = spell->caster->GetZone();
  8293. vector<int32> targets = spell->targets;
  8294. spell->MSpellTargets.readlock(__FUNCTION__, __LINE__);
  8295. for (int8 i = 0; i < targets.size(); i++) {
  8296. target = zone->GetSpawnByID(targets.at(i));
  8297. if (!target || !target->IsEntity())
  8298. continue;
  8299. if (((Entity*)target)->GetDetCount() > 0)
  8300. ((Entity*)target)->CureDetrimentByControlEffect(cure_count, cure_type, cure_name.length() > 0 ? cure_name : (string)spell->spell->GetName(), spell->caster, cure_level);
  8301. }
  8302. spell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
  8303. }
  8304. return 0;
  8305. }
  8306. int EQ2Emu_lua_CancelSpell(lua_State* state) {
  8307. if (!lua_interface)
  8308. return 0;
  8309. LuaSpell* spell = lua_interface->GetCurrentSpell(state);
  8310. lua_interface->ResetFunctionStack(state);
  8311. if (!spell) {
  8312. lua_interface->LogError("%s: LUA CancelSpell command error: can only be use in a spell script", lua_interface->GetScriptName(state));
  8313. return 0;
  8314. }
  8315. if (!spell->caster) {
  8316. lua_interface->LogError("%s: LUA CancelSpell command error: unable to get the caster of the spell", lua_interface->GetScriptName(state));
  8317. return 0;
  8318. }
  8319. if (!spell->caster->GetZone()) {
  8320. lua_interface->LogError("%s: LUA CancelSpell command error: unable to get the zone of the caster", lua_interface->GetScriptName(state));
  8321. return 0;
  8322. }
  8323. spell->caster->GetZone()->GetSpellProcess()->AddSpellCancel(spell);
  8324. return 0;
  8325. }
  8326. int EQ2Emu_lua_RemoveStealth(lua_State* state) {
  8327. if (!lua_interface)
  8328. return 0;
  8329. Spawn* spawn = lua_interface->GetSpawn(state);
  8330. LuaSpell* spell = lua_interface->GetCurrentSpell(state);
  8331. lua_interface->ResetFunctionStack(state);
  8332. if (!spell) {
  8333. lua_interface->LogError("%s: LUA RemoveStealth command error: must be used from spell script", lua_interface->GetScriptName(state));
  8334. return 0;
  8335. }
  8336. if (spawn && spawn->IsEntity())
  8337. ((Entity*)spawn)->RemoveStealthSpell(spell);
  8338. else {
  8339. ZoneServer* zone = spell->caster->GetZone();
  8340. spell->MSpellTargets.readlock(__FUNCTION__, __LINE__);
  8341. for (int32 i = 0; i < spell->targets.size(); i++) {
  8342. spawn = zone->GetSpawnByID(spell->targets.at(i));
  8343. if (!spawn || !spawn->IsEntity())
  8344. continue;
  8345. ((Entity*)spawn)->RemoveStealthSpell(spell);
  8346. }
  8347. spell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
  8348. }
  8349. return 0;
  8350. }
  8351. int EQ2Emu_lua_RemoveInvis(lua_State* state) {
  8352. if (!lua_interface)
  8353. return 0;
  8354. Spawn* spawn = lua_interface->GetSpawn(state);
  8355. LuaSpell* spell = lua_interface->GetCurrentSpell(state);
  8356. lua_interface->ResetFunctionStack(state);
  8357. if (!spell) {
  8358. lua_interface->LogError("%s: LUA RemoveInvis command error: must be used from spell script", lua_interface->GetScriptName(state));
  8359. return 0;
  8360. }
  8361. if (spawn && spawn->IsEntity())
  8362. ((Entity*)spawn)->RemoveInvisSpell(spell);
  8363. else {
  8364. ZoneServer* zone = spell->caster->GetZone();
  8365. spell->MSpellTargets.readlock(__FUNCTION__, __LINE__);
  8366. for (int32 i = 0; i < spell->targets.size(); i++) {
  8367. spawn = zone->GetSpawnByID(spell->targets.at(i));
  8368. if (!spawn || !spawn->IsEntity())
  8369. continue;
  8370. ((Entity*)spawn)->RemoveInvisSpell(spell);
  8371. }
  8372. spell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
  8373. }
  8374. return 0;
  8375. }
  8376. int EQ2Emu_lua_StartHeroicOpportunity(lua_State* state) {
  8377. if (!lua_interface)
  8378. return 0;
  8379. Spawn* caster = lua_interface->GetSpawn(state);
  8380. int8 class_id = lua_interface->GetInt8Value(state, 2);
  8381. lua_interface->ResetFunctionStack(state);
  8382. if (!caster) {
  8383. lua_interface->LogError("%s: LUA StartHeroicOpportunity command error: caster is not valid", lua_interface->GetScriptName(state));
  8384. return 0;
  8385. }
  8386. if (!caster->IsPlayer()) {
  8387. lua_interface->LogError("%s: LUA StartHeroicOpportunity command error: caster must be a player", lua_interface->GetScriptName(state));
  8388. return 0;
  8389. }
  8390. Spawn* target = caster->GetTarget();
  8391. if (!target) {
  8392. lua_interface->LogError("%s: LUA StartHeroicOpportunity command error: target is not valid", lua_interface->GetScriptName(state));
  8393. return 0;
  8394. }
  8395. Client* client = ((Player*)caster)->GetClient();
  8396. if (!client) {
  8397. lua_interface->LogError("%s: LUA StartHeroicOpportunity command error: unable to get a client for the given caster", lua_interface->GetScriptName(state));
  8398. return 0;
  8399. }
  8400. HeroicOP* ho = master_ho_list.GetHeroicOP(class_id);
  8401. if (ho) {
  8402. ho->SetTarget(target->GetID());
  8403. LogWrite(SPELL__ERROR, 0, "HO", "caster: %u", caster->GetID());
  8404. LogWrite(SPELL__ERROR, 0, "HO", "target: %u", target->GetID());
  8405. if (((Entity*)caster)->GetGroupMemberInfo()) {
  8406. if (caster->GetZone()->GetSpellProcess()->AddHO(client, ho)) {
  8407. world.GetGroupManager()->GroupLock(__FUNCTION__, __LINE__);
  8408. deque<GroupMemberInfo*>::iterator itr;
  8409. PlayerGroup* group = world.GetGroupManager()->GetGroup(((Entity*)caster)->GetGroupMemberInfo()->group_id);
  8410. if (group)
  8411. {
  8412. group->MGroupMembers.readlock(__FUNCTION__, __LINE__);
  8413. deque<GroupMemberInfo*>* members = group->GetMembers();
  8414. for (itr = members->begin(); itr != members->end(); itr++) {
  8415. if ((*itr)->client)
  8416. ClientPacketFunctions::SendHeroicOPUpdate((*itr)->client, ho);
  8417. }
  8418. group->MGroupMembers.releasereadlock(__FUNCTION__, __LINE__);
  8419. }
  8420. world.GetGroupManager()->ReleaseGroupLock(__FUNCTION__, __LINE__);
  8421. }
  8422. else
  8423. safe_delete(ho);
  8424. }
  8425. else {
  8426. if (caster->GetZone()->GetSpellProcess()->AddHO(client, ho)) {
  8427. ClientPacketFunctions::SendHeroicOPUpdate(client, ho);
  8428. }
  8429. else
  8430. safe_delete(ho);
  8431. }
  8432. }
  8433. return 0;
  8434. }
  8435. int EQ2Emu_lua_SetSpellTriggerCount(lua_State* state) {
  8436. if (!lua_interface)
  8437. return 0;
  8438. LuaSpell* spell = lua_interface->GetCurrentSpell(state);
  8439. if (!spell) {
  8440. lua_interface->LogError("%s: LUA SetSpellTriggerCount command error: you must use this function in a spellscript!", lua_interface->GetScriptName(state));
  8441. return 0;
  8442. }
  8443. int16 triggerCount = lua_interface->GetInt16Value(state);
  8444. bool cancel_after_triggers = (lua_interface->GetInt8Value(state, 2) == 1);
  8445. if (!triggerCount) {
  8446. lua_interface->LogError("%s: LUA SetSpellTriggerCount command error: used trigger value equals zero!", lua_interface->GetScriptName(state));
  8447. return 0;
  8448. }
  8449. spell->num_triggers = triggerCount;
  8450. spell->had_triggers = true;
  8451. spell->cancel_after_all_triggers = cancel_after_triggers;
  8452. return 0;
  8453. }
  8454. int EQ2Emu_lua_GetSpellTriggerCount(lua_State* state) {
  8455. if (!lua_interface)
  8456. return 0;
  8457. LuaSpell* spell = lua_interface->GetCurrentSpell(state);
  8458. lua_interface->ResetFunctionStack(state);
  8459. if (!spell) {
  8460. lua_interface->LogError("%s: LUA GetSpellTriggerCount command error: you must use this function in a spellscript!", lua_interface->GetScriptName(state));
  8461. return 0;
  8462. }
  8463. lua_interface->SetInt32Value(state, spell->num_triggers);
  8464. return 1;
  8465. }
  8466. int EQ2Emu_lua_RemoveTriggerFromSpell(lua_State* state) {
  8467. if (!lua_interface)
  8468. return 0;
  8469. LuaSpell* spell = lua_interface->GetCurrentSpell(state);
  8470. if (!spell) {
  8471. lua_interface->LogError("%s: LUA RemoveTriggerFromSpell command error: you must use this function in a spellscript!", lua_interface->GetScriptName(state));
  8472. lua_interface->ResetFunctionStack(state);
  8473. return 0;
  8474. }
  8475. int16 remove_count = lua_interface->GetInt16Value(state);
  8476. lua_interface->ResetFunctionStack(state);
  8477. if (!remove_count)
  8478. remove_count = 1;
  8479. if (remove_count >= spell->num_triggers) {
  8480. spell->num_triggers = 0;
  8481. if (spell->cancel_after_all_triggers)
  8482. spell->caster->GetZone()->GetSpellProcess()->AddSpellCancel(spell);
  8483. }
  8484. else {
  8485. spell->num_triggers -= remove_count;
  8486. Client* client = spell->caster->IsPlayer() ? ((Player*)spell->caster)->GetClient() : nullptr;
  8487. ClientPacketFunctions::SendMaintainedExamineUpdate(client, spell->slot_pos, spell->num_triggers, 0);
  8488. }
  8489. return 0;
  8490. }
  8491. int EQ2Emu_lua_CopySpawnAppearance(lua_State* state) {
  8492. if (!lua_interface)
  8493. return 0;
  8494. Spawn* spawn = lua_interface->GetSpawn(state);
  8495. Spawn* copy_spawn = lua_interface->GetSpawn(state, 2);
  8496. lua_interface->ResetFunctionStack(state);
  8497. if (!spawn) {
  8498. lua_interface->LogError("%s: LUA CopySpawnAppearance command error: the first spawn used was not valid!", lua_interface->GetScriptName(state));
  8499. return 0;
  8500. }
  8501. if (!copy_spawn) {
  8502. lua_interface->LogError("%s: LUA CopySpawnAppearance command error: the second spawn used was not valid!", lua_interface->GetScriptName(state));
  8503. return 0;
  8504. }
  8505. spawn->CopySpawnAppearance(copy_spawn);
  8506. return 0;
  8507. }
  8508. int EQ2Emu_lua_HasSpellImmunity(lua_State* state) {
  8509. Spawn* spawn = lua_interface->GetSpawn(state);
  8510. int8 type = lua_interface->GetInt8Value(state, 2);
  8511. lua_interface->ResetFunctionStack(state);
  8512. if (!spawn) {
  8513. lua_interface->LogError("%s: LUA HasSpellImmunity command error: spawn does not exist.", lua_interface->GetScriptName(state));
  8514. return 0;
  8515. }
  8516. else if (!spawn->IsEntity()) {
  8517. lua_interface->LogError("%s: LUA HasSpellImmunity command error: spawn %s is not an entity.", lua_interface->GetScriptName(state), spawn->GetName());
  8518. return 0;
  8519. }
  8520. lua_interface->SetBooleanValue(state, ((Entity*)spawn)->IsImmune(type));
  8521. return 1;
  8522. }
  8523. int EQ2Emu_lua_AddImmunitySpell(lua_State* state) {
  8524. if (!lua_interface)
  8525. return 0;
  8526. LuaSpell* spell = lua_interface->GetCurrentSpell(state);
  8527. int8 type = lua_interface->GetInt8Value(state);
  8528. Spawn* spawn = lua_interface->GetSpawn(state, 2);
  8529. lua_interface->ResetFunctionStack(state);
  8530. if (!spell) {
  8531. lua_interface->LogError("%s: LUA AddImmunitySpell command error: This must be used in a spellscript", lua_interface->GetScriptName(state));
  8532. return 0;
  8533. }
  8534. if(spell->resisted) {
  8535. return 0;
  8536. }
  8537. if (spawn) {
  8538. if (!spawn->IsEntity()) {
  8539. lua_interface->LogError("%s: LUA AddImmunitySpell command error: The spawn provided is not an entity", lua_interface->GetScriptName(state));
  8540. return 0;
  8541. }
  8542. Entity* entity = ((Entity*)spawn);
  8543. entity->AddImmunity(spell, type);
  8544. }
  8545. else {
  8546. spell->MSpellTargets.readlock(__FUNCTION__, __LINE__);
  8547. for (int8 i = 0; i < spell->targets.size(); i++) {
  8548. spawn = spell->caster->GetZone()->GetSpawnByID(spell->targets.at(i));
  8549. if (!spawn || !spawn->IsEntity())
  8550. continue;
  8551. Entity* entity = ((Entity*)spawn);
  8552. entity->AddImmunity(spell, type);
  8553. }
  8554. spell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
  8555. }
  8556. return 0;
  8557. }
  8558. int EQ2Emu_lua_RemoveImmunitySpell(lua_State* state) {
  8559. if (!lua_interface)
  8560. return 0;
  8561. LuaSpell* spell = lua_interface->GetCurrentSpell(state);
  8562. int8 type = lua_interface->GetInt8Value(state);
  8563. Spawn* spawn = lua_interface->GetSpawn(state, 2);
  8564. lua_interface->ResetFunctionStack(state);
  8565. if (!spell) {
  8566. lua_interface->LogError("%s: LUA RemoveImmunitySpell command error: This must be used in a spellscript", lua_interface->GetScriptName(state));
  8567. return 0;
  8568. }
  8569. if (spawn) {
  8570. if (!spawn->IsEntity()) {
  8571. lua_interface->LogError("%s: LUA RemoveImmunitySpell command error: The spawn provided is not an entity", lua_interface->GetScriptName(state));
  8572. return 0;
  8573. }
  8574. Entity* entity = ((Entity*)spawn);
  8575. entity->RemoveImmunity(spell, type);
  8576. }
  8577. else {
  8578. spell->MSpellTargets.readlock(__FUNCTION__, __LINE__);
  8579. for (int8 i = 0; i < spell->targets.size(); i++) {
  8580. spawn = spell->caster->GetZone()->GetSpawnByID(spell->targets.at(i));
  8581. if (!spawn || !spawn->IsEntity())
  8582. continue;
  8583. Entity* entity = ((Entity*)spawn);
  8584. entity->RemoveImmunity(spell, type);
  8585. }
  8586. spell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
  8587. }
  8588. return 0;
  8589. }
  8590. int EQ2Emu_lua_SetSpellSnareValue(lua_State* state) {
  8591. if (!lua_interface)
  8592. return 0;
  8593. LuaSpell* spell = lua_interface->GetCurrentSpell(state);
  8594. if (!spell) {
  8595. lua_interface->LogError("%s: LUA SetSpellSnareValue command error: This can only be used in a spell script!", lua_interface->GetScriptName(state));
  8596. lua_interface->ResetFunctionStack(state);
  8597. return 0;
  8598. }
  8599. if(spell->resisted) {
  8600. lua_interface->ResetFunctionStack(state);
  8601. return 0;
  8602. }
  8603. float snare = lua_interface->GetFloatValue(state);
  8604. Spawn* spawn = lua_interface->GetSpawn(state, 2);
  8605. lua_interface->ResetFunctionStack(state);
  8606. // convert the val to the speed multipler value (100 - val)
  8607. float val = 100.0 - snare;
  8608. val /= 100.0;
  8609. if (spawn) {
  8610. if (!spawn->IsEntity()) {
  8611. lua_interface->LogError("%s: LUA SetSpellSnareValue command error: spawn must be an entity.", lua_interface->GetScriptName(state));
  8612. return 0;
  8613. }
  8614. ((Entity*)spawn)->SetSnareValue(spell, val);
  8615. }
  8616. else {
  8617. spell->MSpellTargets.readlock(__FUNCTION__, __LINE__);
  8618. for (int8 i = 0; i < spell->targets.size(); i++) {
  8619. spawn = spell->caster->GetZone()->GetSpawnByID(spell->targets.at(i));
  8620. if (!spawn || !spawn->IsEntity())
  8621. continue;
  8622. ((Entity*)spawn)->SetSnareValue(spell, val);
  8623. }
  8624. spell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
  8625. }
  8626. return 0;
  8627. }
  8628. int EQ2Emu_lua_CheckRaceType(lua_State* state) {
  8629. if (!lua_interface)
  8630. return 0;
  8631. Spawn* spawn = lua_interface->GetSpawn(state);
  8632. int16 race_id = lua_interface->GetInt16Value(state, 2);
  8633. lua_interface->ResetFunctionStack(state);
  8634. if (!spawn) {
  8635. lua_interface->LogError("%s: LUA CheckRaceType command error: spawn is not valid", lua_interface->GetScriptName(state));
  8636. return 0;
  8637. }
  8638. if (race_id == 0) {
  8639. lua_interface->LogError("%s: LUA CheckRaceType command error: race id must be set", lua_interface->GetScriptName(state));
  8640. return 0;
  8641. }
  8642. lua_interface->SetBooleanValue(state, (race_id == race_types_list.GetRaceType(spawn->GetModelType()) || race_id == race_types_list.GetRaceBaseType(spawn->GetModelType())));
  8643. return 1;
  8644. }
  8645. int EQ2Emu_lua_GetRaceType(lua_State* state) {
  8646. if (!lua_interface)
  8647. return 0;
  8648. Spawn* spawn = lua_interface->GetSpawn(state);
  8649. lua_interface->ResetFunctionStack(state);
  8650. if (!spawn) {
  8651. lua_interface->LogError("%s: LUA GetRaceType command error: spawn is not valid", lua_interface->GetScriptName(state));
  8652. return 0;
  8653. }
  8654. lua_interface->SetInt32Value(state, race_types_list.GetRaceType(spawn->GetModelType()));
  8655. return 1;
  8656. }
  8657. int EQ2Emu_lua_GetRaceBaseType(lua_State* state) {
  8658. if (!lua_interface)
  8659. return 0;
  8660. Spawn* spawn = lua_interface->GetSpawn(state);
  8661. lua_interface->ResetFunctionStack(state);
  8662. if (!spawn) {
  8663. lua_interface->LogError("%s: LUA GetRaceBaseType command error: spawn is not valid", lua_interface->GetScriptName(state));
  8664. return 0;
  8665. }
  8666. lua_interface->SetInt32Value(state, race_types_list.GetRaceBaseType(spawn->GetModelType()));
  8667. return 1;
  8668. }
  8669. int EQ2Emu_lua_GetSpellName(lua_State* state) {
  8670. if (!lua_interface)
  8671. return 0;
  8672. LuaSpell* spell = lua_interface->GetCurrentSpell(state);
  8673. lua_interface->ResetFunctionStack(state);
  8674. if (!spell) {
  8675. lua_interface->LogError("%s: LUA GetSpellName command error: this function must be used from a spell script!", lua_interface->GetScriptName(state));
  8676. return 0;
  8677. }
  8678. lua_interface->SetStringValue(state, spell->spell->GetName());
  8679. return 1;
  8680. }
  8681. int EQ2Emu_lua_GetQuestFlags(lua_State* state) {
  8682. if (!lua_interface)
  8683. return 0;
  8684. Quest* quest = lua_interface->GetQuest(state);
  8685. lua_interface->ResetFunctionStack(state);
  8686. if (!quest) {
  8687. lua_interface->LogError("%s: LUA GetQuestFlags command error: quest is not valid.", lua_interface->GetScriptName(state));
  8688. return 0;
  8689. }
  8690. lua_interface->SetInt32Value(state, quest->GetQuestFlags());
  8691. return 1;
  8692. }
  8693. int EQ2Emu_lua_SetQuestFlags(lua_State* state) {
  8694. if (!lua_interface)
  8695. return 0;
  8696. Quest* quest = lua_interface->GetQuest(state);
  8697. int32 flags = lua_interface->GetInt32Value(state, 2);
  8698. lua_interface->ResetFunctionStack(state);
  8699. if (!quest) {
  8700. lua_interface->LogError("%s: LUA SetQuestFlags command error: quest is not valid.", lua_interface->GetScriptName(state));
  8701. return 0;
  8702. }
  8703. quest->SetQuestFlags(flags);
  8704. return 0;
  8705. }
  8706. int EQ2Emu_lua_SetQuestTimer(lua_State* state) {
  8707. if (!lua_interface)
  8708. return 0;
  8709. Quest* quest = lua_interface->GetQuest(state);
  8710. Spawn* player = lua_interface->GetSpawn(state, 2);
  8711. int32 step = lua_interface->GetInt32Value(state, 3);
  8712. int32 duration = lua_interface->GetInt32Value(state, 4);
  8713. string action = lua_interface->GetStringValue(state, 5);
  8714. lua_interface->ResetFunctionStack(state);
  8715. if (!quest) {
  8716. lua_interface->LogError("%s: LUA SetQuestTimer command error: quest is not valid.", lua_interface->GetScriptName(state));
  8717. return 0;
  8718. }
  8719. if (!player) {
  8720. lua_interface->LogError("%s: LUA SetQuestTimer command error: player is not a valid spawn.", lua_interface->GetScriptName(state));
  8721. return 0;
  8722. }
  8723. if (!player->IsPlayer()) {
  8724. lua_interface->LogError("%s: LUA SetQuestTimer command error: player is not a valid player.", lua_interface->GetScriptName(state));
  8725. return 0;
  8726. }
  8727. if (step == 0) {
  8728. lua_interface->LogError("%s: LUA SetQuestTimer command error: step must be set.", lua_interface->GetScriptName(state));
  8729. return 0;
  8730. }
  8731. if (duration == 0) {
  8732. lua_interface->LogError("%s: LUA SetQuestTimer command error: duration must be set.", lua_interface->GetScriptName(state));
  8733. return 0;
  8734. }
  8735. if (action.length() == 0) {
  8736. lua_interface->LogError("%s: LUA SetQuestTimer command error: failed action must be set.", lua_interface->GetScriptName(state));
  8737. return 0;
  8738. }
  8739. Client* client = ((Player*)player)->GetClient();
  8740. if (!client) {
  8741. lua_interface->LogError("%s: LUA SetQuestTimer command error: failed to get a valid client pointer for the given player", lua_interface->GetScriptName(state));
  8742. return 0;
  8743. }
  8744. quest->SetTimerStep(step);
  8745. quest->AddFailedAction(step, action);
  8746. quest->SetStepTimer(duration);
  8747. client->AddQuestTimer(quest->GetQuestID());
  8748. return 0;
  8749. }
  8750. int EQ2Emu_lua_SetQuestTimerComplete(lua_State* state) {
  8751. if (!lua_interface)
  8752. return 0;
  8753. Quest* quest = lua_interface->GetQuest(state);
  8754. Spawn* player = lua_interface->GetSpawn(state, 2);
  8755. lua_interface->ResetFunctionStack(state);
  8756. if (!quest) {
  8757. lua_interface->LogError("%s: LUA SetQuestTimerComplete command error: quest is not valid.", lua_interface->GetScriptName(state));
  8758. return 0;
  8759. }
  8760. if (!player) {
  8761. lua_interface->LogError("%s: LUA SetQuestTimerComplete command error: player is not a valid spawn.", lua_interface->GetScriptName(state));
  8762. return 0;
  8763. }
  8764. if (!player->IsPlayer()) {
  8765. lua_interface->LogError("%s: LUA SetQuestTimerComplete command error: player is not a valid player.", lua_interface->GetScriptName(state));
  8766. return 0;
  8767. }
  8768. Client* client = ((Player*)player)->GetClient();
  8769. if (!client) {
  8770. lua_interface->LogError("%s: LUA SetQuestTimerComplete command error: failed to get a valid client pointer for the given player", lua_interface->GetScriptName(state));
  8771. return 0;
  8772. }
  8773. quest->SetTimerStep(0);
  8774. quest->SetStepTimer(0);
  8775. client->RemoveQuestTimer(quest->GetQuestID());
  8776. return 0;
  8777. }
  8778. int EQ2Emu_lua_RemoveQuestStep(lua_State* state) {
  8779. if (!lua_interface)
  8780. return 0;
  8781. Spawn* player = lua_interface->GetSpawn(state);
  8782. Quest* quest = lua_interface->GetQuest(state, 2);
  8783. int32 step = lua_interface->GetInt32Value(state, 3);
  8784. lua_interface->ResetFunctionStack(state);
  8785. if (!player) {
  8786. lua_interface->LogError("%s: LUA RemoveQuestStep command error: player is not a valid spawn.", lua_interface->GetScriptName(state));
  8787. return 0;
  8788. }
  8789. if (!player->IsPlayer()) {
  8790. lua_interface->LogError("%s: LUA RemoveQuestStep command error: player is not a valid player.", lua_interface->GetScriptName(state));
  8791. return 0;
  8792. }
  8793. if (!quest) {
  8794. lua_interface->LogError("%s: LUA RemoveQuestStep command error: quest is not valid.", lua_interface->GetScriptName(state));
  8795. return 0;
  8796. }
  8797. if (step == 0) {
  8798. lua_interface->LogError("%s: LUA RemoveQuestStep command error: step must be set.", lua_interface->GetScriptName(state));
  8799. return 0;
  8800. }
  8801. Client* client = ((Player*)player)->GetClient();
  8802. if (!client) {
  8803. lua_interface->LogError("%s: LUA RemoveQuestStep command error: unable to get a valid client pointer from the given player.", lua_interface->GetScriptName(state));
  8804. return 0;
  8805. }
  8806. if (quest->RemoveQuestStep(step, client)) {
  8807. client->QueuePacket(quest->QuestJournalReply(client->GetVersion(), client->GetNameCRC(), (Player*)player, 0, 0, 0, true));
  8808. client->GetCurrentZone()->SendQuestUpdates(client);
  8809. }
  8810. else
  8811. lua_interface->LogError("LUA RemoveQuestStep command error: unable to remove the step (%u) from the quest (%s).", step, quest->GetName());
  8812. return 0;
  8813. }
  8814. int EQ2Emu_lua_ResetQuestStep(lua_State* state) {
  8815. if (!lua_interface)
  8816. return 0;
  8817. Quest* quest = lua_interface->GetQuest(state, 1);
  8818. int32 step = lua_interface->GetInt32Value(state, 2);
  8819. string desc = lua_interface->GetStringValue(state, 3);
  8820. string task_group = lua_interface->GetStringValue(state, 4);
  8821. lua_interface->ResetFunctionStack(state);
  8822. if (!quest) {
  8823. lua_interface->LogError("%s: LUA ResetQuestStep command error: quest is not valid.", lua_interface->GetScriptName(state));
  8824. return 0;
  8825. }
  8826. if (step == 0) {
  8827. lua_interface->LogError("%s: LUA ResetQuestStep command error: step must be set.", lua_interface->GetScriptName(state));
  8828. return 0;
  8829. }
  8830. QuestStep* quest_step = quest->GetQuestStep(step);
  8831. if (!quest_step) {
  8832. lua_interface->LogError("%s: LUA ResetQuestStep command error: unable to get a valid quest step.", lua_interface->GetScriptName(state));
  8833. return 0;
  8834. }
  8835. quest_step->SetStepProgress(0);
  8836. quest_step->SetTaskGroup(task_group);
  8837. quest_step->SetDescription(desc);
  8838. return 0;
  8839. }
  8840. int EQ2Emu_lua_AddQuestStepFailureAction(lua_State* state) {
  8841. if (!lua_interface)
  8842. return 0;
  8843. Quest* quest = lua_interface->GetQuest(state);
  8844. int32 step = lua_interface->GetInt32Value(state, 2);
  8845. string action = lua_interface->GetStringValue(state, 3);
  8846. lua_interface->ResetFunctionStack(state);
  8847. if (!quest) {
  8848. lua_interface->LogError("%s: LUA AddQuestStepFailureAction command error: quest is not valid.", lua_interface->GetScriptName(state));
  8849. return 0;
  8850. }
  8851. if (step == 0) {
  8852. lua_interface->LogError("%s: LUA AddQuestStepFailureAction command error: step must be set.", lua_interface->GetScriptName(state));
  8853. return 0;
  8854. }
  8855. if (action.length() == 0) {
  8856. lua_interface->LogError("%s: LUA AddQuestStepFailureAction command error: action must be set.", lua_interface->GetScriptName(state));
  8857. return 0;
  8858. }
  8859. quest->AddFailedAction(step, action);
  8860. return 0;
  8861. }
  8862. int EQ2Emu_lua_SetStepFailed(lua_State* state) {
  8863. if (!lua_interface)
  8864. return 0;
  8865. Spawn* player = lua_interface->GetSpawn(state);
  8866. int32 quest_id = lua_interface->GetInt32Value(state, 2);
  8867. int32 step = lua_interface->GetInt32Value(state, 3);
  8868. lua_interface->ResetFunctionStack(state);
  8869. if (!player) {
  8870. lua_interface->LogError("%s: LUA SetStepFailed command error: player is not a valid spawn.", lua_interface->GetScriptName(state));
  8871. return 0;
  8872. }
  8873. if (!player->IsPlayer()) {
  8874. lua_interface->LogError("%s: LUA SetStepFailed command error: player is not a valid player.", lua_interface->GetScriptName(state));
  8875. return 0;
  8876. }
  8877. if (quest_id == 0) {
  8878. lua_interface->LogError("%s: LUA SetStepFailed command error: quest_id must be set.", lua_interface->GetScriptName(state));
  8879. return 0;
  8880. }
  8881. if (step == 0) {
  8882. lua_interface->LogError("%s: LUA SetStepFailed command error: step must be set.", lua_interface->GetScriptName(state));
  8883. return 0;
  8884. }
  8885. Quest* quest = ((Player*)player)->GetQuest(quest_id);
  8886. if (!quest) {
  8887. lua_interface->LogError("LUA SetStepFailed command error: unable to get a valid quest from the given id (%u).", quest_id);
  8888. return 0;
  8889. }
  8890. quest->StepFailed(step);
  8891. return 0;
  8892. }
  8893. int EQ2Emu_lua_GetQuestCompleteCount(lua_State* state) {
  8894. if (!lua_interface)
  8895. return 0;
  8896. Spawn* player = lua_interface->GetSpawn(state);
  8897. int32 quest_id = lua_interface->GetInt32Value(state, 2);
  8898. lua_interface->ResetFunctionStack(state);
  8899. if (!player) {
  8900. lua_interface->LogError("%s: LUA GetQuestCompleteCount command error: player is not a valid spawn", lua_interface->GetScriptName(state));
  8901. return 0;
  8902. }
  8903. if (!player->IsPlayer()) {
  8904. lua_interface->LogError("%s: LUA GetQuestCompleteCount command error: player is not a valid player", lua_interface->GetScriptName(state));
  8905. return 0;
  8906. }
  8907. if (quest_id == 0) {
  8908. lua_interface->LogError("%s: LUA GetQuestCompleteCount command error: quest id is not valid", lua_interface->GetScriptName(state));
  8909. return 0;
  8910. }
  8911. Quest* quest = ((Player*)player)->GetCompletedQuest(quest_id);
  8912. if (!quest) {
  8913. lua_interface->SetInt32Value(state, 0);
  8914. return 1;
  8915. }
  8916. lua_interface->SetInt32Value(state, quest->GetCompleteCount());
  8917. return 1;
  8918. }
  8919. int EQ2Emu_lua_SetServerVariable(lua_State* state) {
  8920. if (!lua_interface)
  8921. return 0;
  8922. string name = lua_interface->GetStringValue(state);
  8923. string value = lua_interface->GetStringValue(state, 2);
  8924. string comment = lua_interface->GetStringValue(state, 3);
  8925. lua_interface->ResetFunctionStack(state);
  8926. if (name.length() == 0) {
  8927. lua_interface->LogError("%s: LUA SetServerVariable command error: name is not valid", lua_interface->GetScriptName(state));
  8928. return 0;
  8929. }
  8930. if (value.length() == 0) {
  8931. lua_interface->LogError("%s: LUA SetServerVariable command error: value is not valid", lua_interface->GetScriptName(state));
  8932. return 0;
  8933. }
  8934. string varname = string("lua_").append(name);
  8935. Variable* var = variables.FindVariable(varname);
  8936. if (var)
  8937. var->SetValue(value.c_str());
  8938. else {
  8939. var = new Variable(varname.c_str(), value.c_str(), comment.c_str());
  8940. variables.AddVariable(var);
  8941. }
  8942. database.SaveVariable(var->GetName(), var->GetValue(), var->GetComment());
  8943. return 0;
  8944. }
  8945. int EQ2Emu_lua_GetServerVariable(lua_State* state) {
  8946. if (!lua_interface)
  8947. return 0;
  8948. string name = lua_interface->GetStringValue(state);
  8949. lua_interface->ResetFunctionStack(state);
  8950. if (name.length() == 0) {
  8951. lua_interface->LogError("%s: LUA GetServerVariable command error: name is not valid", lua_interface->GetScriptName(state));
  8952. return 0;
  8953. }
  8954. string varname = string("lua_").append(name);
  8955. Variable* var = variables.FindVariable(varname);
  8956. if (var)
  8957. lua_interface->SetStringValue(state, var->GetValue());
  8958. else
  8959. lua_interface->SetStringValue(state, "NULL");
  8960. return 1;
  8961. }
  8962. int EQ2Emu_lua_HasLanguage(lua_State* state) {
  8963. if (!lua_interface)
  8964. return 0;
  8965. Spawn* player = lua_interface->GetSpawn(state);
  8966. int32 language_id = lua_interface->GetInt32Value(state, 2);
  8967. lua_interface->ResetFunctionStack(state);
  8968. if (!player) {
  8969. lua_interface->LogError("%s: LUA HasLanguage command error: player is not valid", lua_interface->GetScriptName(state));
  8970. return 0;
  8971. }
  8972. if (!player->IsPlayer()) {
  8973. lua_interface->LogError("%s: LUA HasLanguage command error: player is not a valid player", lua_interface->GetScriptName(state));
  8974. return 0;
  8975. }
  8976. lua_interface->SetBooleanValue(state, ((Player*)player)->HasLanguage(language_id));
  8977. return 1;
  8978. }
  8979. int EQ2Emu_lua_AddLanguage(lua_State* state) {
  8980. if (!lua_interface)
  8981. return 0;
  8982. Spawn* player = lua_interface->GetSpawn(state);
  8983. int32 language_id = lua_interface->GetInt32Value(state, 2);
  8984. lua_interface->ResetFunctionStack(state);
  8985. if (!player) {
  8986. lua_interface->LogError("%s: LUA AddLanguage command error: player is not valid", lua_interface->GetScriptName(state));
  8987. return 0;
  8988. }
  8989. if (!player->IsPlayer()) {
  8990. lua_interface->LogError("%s: LUA AddLanguage command error: player is not a valid player", lua_interface->GetScriptName(state));
  8991. return 0;
  8992. }
  8993. Language* language = master_languages_list.GetLanguage(language_id);
  8994. if (language)
  8995. {
  8996. ((Player*)player)->AddLanguage(language->GetID(), language->GetName(), true);
  8997. ((Player*)player)->GetClient()->SendLanguagesUpdate(language->GetID(), 0);
  8998. }
  8999. return 0;
  9000. }
  9001. int EQ2Emu_lua_IsNight(lua_State* state) {
  9002. if (!lua_interface)
  9003. return 0;
  9004. ZoneServer* zone = lua_interface->GetZone(state);
  9005. lua_interface->ResetFunctionStack(state);
  9006. if (!zone) {
  9007. lua_interface->LogError("%s: LUA IsNight command error: zone is not valid", lua_interface->GetScriptName(state));
  9008. return 0;
  9009. }
  9010. lua_interface->SetBooleanValue(state, zone->IsDusk());
  9011. return 1;
  9012. }
  9013. int EQ2Emu_lua_AddMultiFloorLift(lua_State* state) {
  9014. if (!lua_interface)
  9015. return 0;
  9016. Spawn* spawn = lua_interface->GetSpawn(state);
  9017. lua_interface->ResetFunctionStack(state);
  9018. if (!spawn) {
  9019. lua_interface->LogError("%s: LUA AddMultiFloorLift command error: spawn is not valid", lua_interface->GetScriptName(state));
  9020. return 0;
  9021. }
  9022. if (!spawn->IsWidget()) {
  9023. lua_interface->LogError("%s: LUA AddMultiFloorLift command error: spawn is not a widget", lua_interface->GetScriptName(state));
  9024. return 0;
  9025. }
  9026. ((Widget*)spawn)->SetMultiFloorLift(true);
  9027. if (spawn->GetZone())
  9028. spawn->GetZone()->AddTransportSpawn(spawn);
  9029. return 0;
  9030. }
  9031. int EQ2Emu_lua_StartAutoMount(lua_State* state) {
  9032. if (!lua_interface)
  9033. return 0;
  9034. Spawn* player = lua_interface->GetSpawn(state);
  9035. int32 path = lua_interface->GetInt32Value(state, 2);
  9036. lua_interface->ResetFunctionStack(state);
  9037. if (!player) {
  9038. lua_interface->LogError("%s: LUA StartAutoMount command error: spawn is not valid", lua_interface->GetScriptName(state));
  9039. return 0;
  9040. }
  9041. if (!player->IsPlayer()) {
  9042. lua_interface->LogError("%s: LUA StartAutoMount command error: spawn is not a player", lua_interface->GetScriptName(state));
  9043. return 0;
  9044. }
  9045. if (path == 0) {
  9046. lua_interface->LogError("%s: LUA StartAutoMount command error: path must be greater then zero", lua_interface->GetScriptName(state));
  9047. return 0;
  9048. }
  9049. Client* client = ((Player*)player)->GetClient();
  9050. if (!client) {
  9051. lua_interface->LogError("%s: LUA StartAutoMount command error: unable to get a client from the given player", lua_interface->GetScriptName(state));
  9052. return 0;
  9053. }
  9054. client->SendFlightAutoMount(path);
  9055. return 0;
  9056. }
  9057. int EQ2Emu_lua_EndAutoMount(lua_State* state) {
  9058. if (!lua_interface)
  9059. return 0;
  9060. Spawn* player = lua_interface->GetSpawn(state);
  9061. if (!player) {
  9062. lua_interface->LogError("%s: LUA EndAutoMount command error: spawn is not valid", lua_interface->GetScriptName(state));
  9063. return 0;
  9064. }
  9065. if (!player->IsPlayer()) {
  9066. lua_interface->LogError("%s: LUA EndAutoMount command error: spawn is not a player", lua_interface->GetScriptName(state));
  9067. return 0;
  9068. }
  9069. Client* client = ((Player*)player)->GetClient();
  9070. if (!client) {
  9071. lua_interface->LogError("%s: LUA EndAutoMount command error: unable to get a client from the given player", lua_interface->GetScriptName(state));
  9072. return 0;
  9073. }
  9074. client->EndAutoMount();
  9075. return 0;
  9076. }
  9077. int EQ2Emu_lua_IsOnAutoMount(lua_State* state) {
  9078. if (!lua_interface)
  9079. return 0;
  9080. Spawn* player = lua_interface->GetSpawn(state);
  9081. lua_interface->ResetFunctionStack(state);
  9082. if (!player) {
  9083. lua_interface->LogError("%s: LUA IsOnAutoMount command error: spawn in not valid", lua_interface->GetScriptName(state));
  9084. return 0;
  9085. }
  9086. if (!player->IsPlayer()) {
  9087. lua_interface->LogError("%s: LUA IsOnAutoMount command error: spawn is not a player", lua_interface->GetScriptName(state));
  9088. return 0;
  9089. }
  9090. Client* client = ((Player*)player)->GetClient();
  9091. if (!client) {
  9092. lua_interface->LogError("%s: LUA IsOnAutoMount command error: unable to get a client from the given player", lua_interface->GetScriptName(state));
  9093. return 0;
  9094. }
  9095. lua_interface->SetBooleanValue(state, client->GetOnAutoMount());
  9096. return 1;
  9097. }
  9098. int EQ2Emu_lua_SetPlayerHistory(lua_State* state) {
  9099. if (!lua_interface)
  9100. return 0;
  9101. Spawn* player = lua_interface->GetSpawn(state);
  9102. int32 event_id = lua_interface->GetInt32Value(state, 2);
  9103. int32 value = lua_interface->GetInt32Value(state, 3);
  9104. int32 value2 = lua_interface->GetInt32Value(state, 4);
  9105. lua_interface->ResetFunctionStack(state);
  9106. if (!player) {
  9107. lua_interface->LogError("%s: LUA SetPlayerHistory command error: spawn is not valid", lua_interface->GetScriptName(state));
  9108. return 0;
  9109. }
  9110. if (!player->IsPlayer()) {
  9111. lua_interface->LogError("%s: LUA SetPlayerHistory command error: spawn is not a player", lua_interface->GetScriptName(state));
  9112. return 0;
  9113. }
  9114. ((Player*)player)->UpdateLUAHistory(event_id, value, value2);
  9115. return 0;
  9116. }
  9117. int EQ2Emu_lua_GetPlayerHistory(lua_State* state) {
  9118. if (!lua_interface)
  9119. return 0;
  9120. Spawn* player = lua_interface->GetSpawn(state);
  9121. int32 event_id = lua_interface->GetInt32Value(state, 2);
  9122. lua_interface->ResetFunctionStack(state);
  9123. if (!player) {
  9124. lua_interface->LogError("%s: LUA GetPlayerHistory command error: spawn is not valid", lua_interface->GetScriptName(state));
  9125. return 0;
  9126. }
  9127. if (!player->IsPlayer()) {
  9128. lua_interface->LogError("%s: LUA GetPlayerHistory command error: spawn is not a player", lua_interface->GetScriptName(state));
  9129. return 0;
  9130. }
  9131. LUAHistory* hd = ((Player*)player)->GetLUAHistory(event_id);
  9132. if (!hd)
  9133. return 0;
  9134. lua_interface->SetInt32Value(state, hd->Value);
  9135. lua_interface->SetInt32Value(state, hd->Value2);
  9136. return 2;
  9137. }
  9138. int EQ2Emu_lua_SetGridID(lua_State* state) {
  9139. if (!lua_interface)
  9140. return 0;
  9141. Spawn* spawn = lua_interface->GetSpawn(state);
  9142. int32 grid = lua_interface->GetInt32Value(state, 2);
  9143. lua_interface->ResetFunctionStack(state);
  9144. if (!spawn) {
  9145. lua_interface->LogError("%s: LUA SetGridID command error: spawn is not valid", lua_interface->GetScriptName(state));
  9146. return 0;
  9147. }
  9148. if (grid == 0) {
  9149. lua_interface->LogError("%s: LUA SetGridID command error: grid is not valid", lua_interface->GetScriptName(state));
  9150. return 0;
  9151. }
  9152. spawn->SetLocation(grid);
  9153. return 0;
  9154. }
  9155. int EQ2Emu_lua_SetRequiredHistory(lua_State* state) {
  9156. if (!lua_interface)
  9157. return 0;
  9158. Spawn* spawn = lua_interface->GetSpawn(state);
  9159. int32 event_id = lua_interface->GetInt32Value(state, 2);
  9160. int32 value1 = lua_interface->GetInt32Value(state, 3);
  9161. int32 value2 = lua_interface->GetInt32Value(state, 4);
  9162. bool private_spawn = (lua_interface->GetInt8Value(state, 5) == 1);
  9163. int16 flag_override = lua_interface->GetInt16Value(state, 6);
  9164. lua_interface->ResetFunctionStack(state);
  9165. if (!spawn) {
  9166. lua_interface->LogError("%s: LUA SetRequiredHistory command error: spawn is not valid", lua_interface->GetScriptName(state));
  9167. return 0;
  9168. }
  9169. //Add this quest to the list of required quests for this spawn
  9170. spawn->SetRequiredHistory(event_id, value1, value2);
  9171. //If private spawn value set
  9172. if (private_spawn) {
  9173. //Set the spawn to be private when not granted access via history
  9174. spawn->AddAllowAccessSpawn(spawn);
  9175. spawn->SetPrivateQuestSpawn(true);
  9176. }
  9177. //This value will override vis_flags in the vis packet
  9178. if (flag_override > 0)
  9179. spawn->SetQuestsRequiredOverride(flag_override);
  9180. return 0;
  9181. }
  9182. int EQ2Emu_lua_GetQuestStepProgress(lua_State* state) {
  9183. if (!lua_interface)
  9184. return 0;
  9185. Spawn* player = lua_interface->GetSpawn(state);
  9186. int32 quest_id = lua_interface->GetInt32Value(state, 2);
  9187. int32 step_id = lua_interface->GetInt32Value(state, 3);
  9188. lua_interface->ResetFunctionStack(state);
  9189. if (!player) {
  9190. lua_interface->LogError("%s: LUA GetQuestStepProgress command error: spawn is not valid", lua_interface->GetScriptName(state));
  9191. return 0;
  9192. }
  9193. if (!player->IsPlayer()) {
  9194. lua_interface->LogError("%s: LUA GetQuestStepProgress command error: spawn is not a player", lua_interface->GetScriptName(state));
  9195. return 0;
  9196. }
  9197. lua_interface->SetInt32Value(state, ((Player*)player)->GetStepProgress(quest_id, step_id));
  9198. return 1;
  9199. }
  9200. int EQ2Emu_lua_SetPlayerLevel(lua_State* state) {
  9201. if (!lua_interface)
  9202. return 0;
  9203. Spawn* player = lua_interface->GetSpawn(state);
  9204. int8 level = lua_interface->GetInt8Value(state, 2);
  9205. lua_interface->ResetFunctionStack(state);
  9206. if (!player) {
  9207. lua_interface->LogError("%s: LUA SetPlayerLevel command error: spawn is not valid", lua_interface->GetScriptName(state));
  9208. return 0;
  9209. }
  9210. if (!player->IsPlayer()) {
  9211. lua_interface->LogError("%s: LUA SetPlayerLevel command error: spawn is not a player", lua_interface->GetScriptName(state));
  9212. return 0;
  9213. }
  9214. if (level == 0) {
  9215. lua_interface->LogError("%s: LUA SetPlayerLevel command error: new level can't be 0", lua_interface->GetScriptName(state));
  9216. return 0;
  9217. }
  9218. Client* client = ((Player*)player)->GetClient();
  9219. if (!client) {
  9220. lua_interface->LogError("%s: LUA SetPlayerLevel command error: unable to get a client from the given spawn", lua_interface->GetScriptName(state));
  9221. return 0;
  9222. }
  9223. client->ChangeLevel(client->GetPlayer()->GetLevel(), level);
  9224. return 0;
  9225. }
  9226. int EQ2Emu_lua_AddCoin(lua_State* state) {
  9227. if (!lua_interface)
  9228. return 0;
  9229. Spawn* player = lua_interface->GetSpawn(state);
  9230. int32 amount = lua_interface->GetInt32Value(state, 2);
  9231. lua_interface->ResetFunctionStack(state);
  9232. if (!player) {
  9233. lua_interface->LogError("%s: LUA AddCoin command error: spawn is not valid", lua_interface->GetScriptName(state));
  9234. return 0;
  9235. }
  9236. if (!player->IsPlayer()) {
  9237. lua_interface->LogError("%s: LUA AddCoin command error: spawn is not a player", lua_interface->GetScriptName(state));
  9238. return 0;
  9239. }
  9240. if (amount == 0) {
  9241. lua_interface->LogError("%s: LUA AddCoin command error: amount must be greater then 0", lua_interface->GetScriptName(state));
  9242. return 0;
  9243. }
  9244. ((Player*)player)->AddCoins(amount);
  9245. return 0;
  9246. }
  9247. int EQ2Emu_lua_RemoveCoin(lua_State* state) {
  9248. if (!lua_interface)
  9249. return 0;
  9250. Spawn* player = lua_interface->GetSpawn(state);
  9251. int32 amount = lua_interface->GetInt32Value(state, 2);
  9252. lua_interface->ResetFunctionStack(state);
  9253. if (!player) {
  9254. lua_interface->LogError("%s: LUA RemoveCoin command error: spawn is not valid", lua_interface->GetScriptName(state));
  9255. return 0;
  9256. }
  9257. if (!player->IsPlayer()) {
  9258. lua_interface->LogError("%s: LUA RemoveCoin command error: spawn is not a player", lua_interface->GetScriptName(state));
  9259. return 0;
  9260. }
  9261. if (amount == 0) {
  9262. lua_interface->LogError("%s: LUA RemoveCoin command error: amount must be greater then 0", lua_interface->GetScriptName(state));
  9263. return 0;
  9264. }
  9265. lua_interface->SetBooleanValue(state, ((Player*)player)->RemoveCoins(amount));
  9266. return 1;
  9267. }
  9268. int EQ2Emu_lua_GetPlayersInZone(lua_State* state) {
  9269. if (!lua_interface)
  9270. return 0;
  9271. ZoneServer* zone = lua_interface->GetZone(state);
  9272. lua_interface->ResetFunctionStack(state);
  9273. if (!zone) {
  9274. lua_interface->LogError("%s: LUA GetPlayersInZone command error: zone is not valid", lua_interface->GetScriptName(state));
  9275. return 0;
  9276. }
  9277. vector<Entity*> players = zone->GetPlayers();
  9278. if (players.size() == 0)
  9279. return 0;
  9280. lua_createtable(state, players.size(), 0);
  9281. int newTable = lua_gettop(state);
  9282. for (int32 i = 0; i < players.size(); i++) {
  9283. lua_interface->SetSpawnValue(state, players.at(i));
  9284. lua_rawseti(state, newTable, i + 1);
  9285. }
  9286. return 1;
  9287. }
  9288. int EQ2Emu_lua_SpawnGroupByID(lua_State* state) {
  9289. if (!lua_interface)
  9290. return 0;
  9291. ZoneServer* zone = lua_interface->GetZone(state, 1);
  9292. if (!zone) {
  9293. lua_interface->LogError("%s: LUA GetPlayersInZone command error: zone is not valid", lua_interface->GetScriptName(state));
  9294. return 0;
  9295. }
  9296. int32 group_id = lua_interface->GetInt32Value(state, 2);
  9297. lua_interface->ResetFunctionStack(state);
  9298. //Map of <placement_id, location_id>
  9299. map<int32, int32>* locs = zone->GetSpawnLocationsByGroup(group_id);
  9300. map<int32, int32>::iterator itr;
  9301. vector<Spawn*> group;
  9302. for (itr = locs->begin(); itr != locs->end(); itr++) {
  9303. SpawnLocation* location = zone->GetSpawnLocation(itr->second);
  9304. if (!location) {
  9305. lua_interface->LogError("LUA SpawnByLocationID command error: no location found for the given ID (%u)", itr->second);
  9306. return 0;
  9307. }
  9308. Spawn* spawn = 0;
  9309. if (location->entities[0]) {
  9310. if (location->entities[0]->spawn_type == SPAWN_ENTRY_TYPE_NPC)
  9311. spawn = zone->AddNPCSpawn(location, location->entities[0]);
  9312. else if (location->entities[0]->spawn_type == SPAWN_ENTRY_TYPE_GROUNDSPAWN)
  9313. spawn = zone->AddGroundSpawn(location, location->entities[0]);
  9314. else if (location->entities[0]->spawn_type == SPAWN_ENTRY_TYPE_OBJECT)
  9315. spawn = zone->AddObjectSpawn(location, location->entities[0]);
  9316. else if (location->entities[0]->spawn_type == SPAWN_ENTRY_TYPE_WIDGET)
  9317. spawn = zone->AddWidgetSpawn(location, location->entities[0]);
  9318. else if (location->entities[0]->spawn_type == SPAWN_ENTRY_TYPE_SIGN)
  9319. spawn = zone->AddSignSpawn(location, location->entities[0]);
  9320. if(spawn && spawn->IsOmittedByDBFlag())
  9321. {
  9322. LogWrite(SPAWN__WARNING, 0, "Spawn", "Spawn (%u) was skipped due to a missing expansion / holiday flag being met (LUA SpawnGroupByID).", location->entities[0]->spawn_id);
  9323. safe_delete(spawn);
  9324. continue;
  9325. }
  9326. if (spawn) {
  9327. const char* script = 0;
  9328. for (int x = 0; x < 3; x++) {
  9329. switch (x) {
  9330. case 0:
  9331. script = world.GetSpawnEntryScript(location->entities[0]->spawn_entry_id);
  9332. break;
  9333. case 1:
  9334. script = world.GetSpawnLocationScript(location->entities[0]->spawn_location_id);
  9335. break;
  9336. case 2:
  9337. script = world.GetSpawnScript(location->entities[0]->spawn_id);
  9338. break;
  9339. }
  9340. if (script && lua_interface->GetSpawnScript(script) != 0) {
  9341. spawn->SetSpawnScript(string(script));
  9342. break;
  9343. }
  9344. }
  9345. zone->CallSpawnScript(spawn, SPAWN_SCRIPT_SPAWN);
  9346. lua_interface->SetSpawnValue(state, spawn);
  9347. group.push_back(spawn);
  9348. }
  9349. else {
  9350. LogWrite(ZONE__ERROR, 0, "Zone", "Error adding spawn by group id to zone %s with location id %u.", zone->GetZoneName(), group_id);
  9351. safe_delete(spawn);
  9352. }
  9353. }
  9354. }
  9355. if (!group.empty()) {
  9356. lua_createtable(state, group.size(), 0);
  9357. int newTable = lua_gettop(state);
  9358. for (int32 i = 0; i < group.size(); i++) {
  9359. lua_interface->SetSpawnValue(state, group[i]);
  9360. lua_rawseti(state, newTable, i + 1);
  9361. }
  9362. }
  9363. else
  9364. lua_pushnil(state);
  9365. return 1;
  9366. }
  9367. int EQ2Emu_lua_SetSpawnAnimation(lua_State* state) {
  9368. if (!lua_interface)
  9369. return 0;
  9370. Spawn* spawn = lua_interface->GetSpawn(state, 1);
  9371. int32 anim_id = lua_interface->GetInt32Value(state, 2);
  9372. int16 leeway = lua_interface->GetInt16Value(state, 3);
  9373. lua_interface->ResetFunctionStack(state);
  9374. if (!spawn) {
  9375. lua_interface->LogError("%s: LUA SetSpawnAnimation command error: spawn is not valid", lua_interface->GetScriptName(state));
  9376. return 0;
  9377. }
  9378. if (anim_id == 0) {
  9379. lua_interface->LogError("%s: LUA SetSpawnAnimation command error: anim_id is not valid", lua_interface->GetScriptName(state));
  9380. return 0;
  9381. }
  9382. if (leeway == 0)
  9383. leeway = 5000;
  9384. spawn->SetSpawnAnim(anim_id);
  9385. spawn->SetSpawnAnimLeeway(leeway);
  9386. return 0;
  9387. }
  9388. int EQ2Emu_lua_GetClientVersion(lua_State* state) {
  9389. if (!lua_interface)
  9390. return 0;
  9391. Spawn* player = lua_interface->GetSpawn(state);
  9392. lua_interface->ResetFunctionStack(state);
  9393. if (!player || !player->IsPlayer()) {
  9394. return 0;
  9395. }
  9396. Client* client = ((Player*)player)->GetClient();
  9397. if (!client) {
  9398. return 0;
  9399. }
  9400. lua_interface->SetInt32Value(state, client->GetVersion());
  9401. return 1;
  9402. }
  9403. int EQ2Emu_lua_GetItemID(lua_State* state) {
  9404. if (!lua_interface)
  9405. return 0;
  9406. Item* item = lua_interface->GetItem(state);
  9407. lua_interface->ResetFunctionStack(state);
  9408. if (!item) {
  9409. lua_interface->LogError("%s: LUA GetItemID command error: item is not valid", lua_interface->GetScriptName(state));
  9410. return 0;
  9411. }
  9412. lua_interface->SetInt32Value(state, item->details.item_id);
  9413. return 1;
  9414. }
  9415. int EQ2Emu_lua_IsEntity(lua_State* state) {
  9416. if (!lua_interface)
  9417. return 0;
  9418. Spawn* spawn = lua_interface->GetSpawn(state);
  9419. lua_interface->ResetFunctionStack(state);
  9420. if (!spawn) {
  9421. lua_interface->LogError("%s: LUA IsEntity command error: spawn is not valid", lua_interface->GetScriptName(state));
  9422. return 0;
  9423. }
  9424. lua_interface->SetBooleanValue(state, spawn->IsEntity());
  9425. return 1;
  9426. }
  9427. int EQ2Emu_lua_GetOrigX(lua_State* state) {
  9428. if (!lua_interface)
  9429. return 0;
  9430. Spawn* spawn = lua_interface->GetSpawn(state);
  9431. lua_interface->ResetFunctionStack(state);
  9432. if (!spawn) {
  9433. lua_interface->LogError("%s: LUA GetOrigX command error: spawn is not valid", lua_interface->GetScriptName(state));
  9434. return 0;
  9435. }
  9436. lua_interface->SetFloatValue(state, spawn->GetSpawnOrigX());
  9437. return 1;
  9438. }
  9439. int EQ2Emu_lua_GetOrigY(lua_State* state) {
  9440. if (!lua_interface)
  9441. return 0;
  9442. Spawn* spawn = lua_interface->GetSpawn(state);
  9443. lua_interface->ResetFunctionStack(state);
  9444. if (!spawn) {
  9445. lua_interface->LogError("%s: LUA GetOrigY command error: spawn is not valid", lua_interface->GetScriptName(state));
  9446. return 0;
  9447. }
  9448. lua_interface->SetFloatValue(state, spawn->GetSpawnOrigY());
  9449. return 1;
  9450. }
  9451. int EQ2Emu_lua_GetOrigZ(lua_State* state) {
  9452. if (!lua_interface)
  9453. return 0;
  9454. Spawn* spawn = lua_interface->GetSpawn(state);
  9455. lua_interface->ResetFunctionStack(state);
  9456. if (!spawn) {
  9457. lua_interface->LogError("%s: LUA GetOrigZ command error: spawn is not valid", lua_interface->GetScriptName(state));
  9458. return 0;
  9459. }
  9460. lua_interface->SetFloatValue(state, spawn->GetSpawnOrigZ());
  9461. return 1;
  9462. }
  9463. int EQ2Emu_lua_GetPCTOfHP(lua_State* state) {
  9464. if (!lua_interface)
  9465. return 0;
  9466. Spawn* spawn = lua_interface->GetSpawn(state);
  9467. float pct = lua_interface->GetFloatValue(state, 2);
  9468. lua_interface->ResetFunctionStack(state);
  9469. if (!spawn) {
  9470. lua_interface->LogError("%s: LUA GetPCTOfHP command error: spawn is not valid", lua_interface->GetScriptName(state));
  9471. return 0;
  9472. }
  9473. if (pct == 0) {
  9474. lua_interface->LogError("%s: LUA GetPCTOfHP command error: pct is not valid", lua_interface->GetScriptName(state));
  9475. return 0;
  9476. }
  9477. int32 amount = std::round(spawn->GetTotalHP() * (pct / 100));
  9478. lua_interface->SetInt32Value(state, amount);
  9479. return 1;
  9480. }
  9481. int EQ2Emu_lua_GetPCTOfPower(lua_State* state) {
  9482. if (!lua_interface)
  9483. return 0;
  9484. Spawn* spawn = lua_interface->GetSpawn(state);
  9485. float pct = lua_interface->GetFloatValue(state, 2);
  9486. lua_interface->ResetFunctionStack(state);
  9487. if (!spawn) {
  9488. lua_interface->LogError("%s: LUA GetPCTOfPower command error: spawn is not valid", lua_interface->GetScriptName(state));
  9489. return 0;
  9490. }
  9491. if (pct == 0) {
  9492. lua_interface->LogError("%s: LUA GetPCTOfPower command error: pct is not valid", lua_interface->GetScriptName(state));
  9493. return 0;
  9494. }
  9495. int32 amount = std::round(spawn->GetTotalPower() * (pct / 100));
  9496. lua_interface->SetInt32Value(state, amount);
  9497. return 1;
  9498. }
  9499. int EQ2Emu_lua_GetBoundZoneID(lua_State* state) {
  9500. if (!lua_interface)
  9501. return 0;
  9502. Spawn* spawn = lua_interface->GetSpawn(state);
  9503. lua_interface->ResetFunctionStack(state);
  9504. if (!spawn) {
  9505. lua_interface->LogError("%s: LUA GetBoundZoneID command error: spawn is not valid", lua_interface->GetScriptName(state));
  9506. return 0;
  9507. }
  9508. if (!spawn->IsPlayer()) {
  9509. lua_interface->LogError("%s: LUA GetBoundZoneID command error: spawn is not a player", lua_interface->GetScriptName(state));
  9510. return 0;
  9511. }
  9512. lua_interface->SetInt32Value(state, ((Player*)spawn)->GetPlayerInfo()->GetBindZoneID());
  9513. return 1;
  9514. }
  9515. int EQ2Emu_lua_Evac(lua_State* state) {
  9516. if (!lua_interface)
  9517. return 0;
  9518. Spawn* target = lua_interface->GetSpawn(state);
  9519. if (target) {
  9520. float x = target->GetZone()->GetSafeX();
  9521. float y = target->GetZone()->GetSafeY();
  9522. float z = target->GetZone()->GetSafeZ();
  9523. float h = target->GetZone()->GetSafeHeading();
  9524. target->SetX(x);
  9525. target->SetY(y);
  9526. target->SetZ(z);
  9527. target->SetHeading(h);
  9528. target->SetSpawnOrigX(x);
  9529. target->SetSpawnOrigY(y);
  9530. target->SetSpawnOrigZ(z);
  9531. target->SetSpawnOrigHeading(h);
  9532. if (target->IsPlayer()) {
  9533. Client* client = ((Player*)target)->GetClient();
  9534. if (client) {
  9535. client->GetCurrentZone()->ClearHate(client->GetPlayer());
  9536. int numargs = lua_interface->GetNumberOfArgs(state);
  9537. if(numargs == 4) {
  9538. x = lua_interface->GetFloatValue(state,1);
  9539. y = lua_interface->GetFloatValue(state,2);
  9540. z = lua_interface->GetFloatValue(state,3);
  9541. h = lua_interface->GetFloatValue(state,4);
  9542. }
  9543. client->SetReloadingZone(true);
  9544. target->SetX(x);
  9545. target->SetY(y);
  9546. target->SetZ(z);
  9547. target->SetHeading(h);
  9548. target->SetSpawnOrigX(x);
  9549. target->SetSpawnOrigY(y);
  9550. target->SetSpawnOrigZ(z);
  9551. target->SetSpawnOrigHeading(h);
  9552. target->SetAppearancePosition(x,y,z);
  9553. client->SetZoningCoords(x,y,z,h);
  9554. PacketStruct* packet = configReader.getStruct("WS_TeleportWithinZone", client->GetVersion());
  9555. if (packet)
  9556. {
  9557. packet->setDataByName("x", x);
  9558. packet->setDataByName("y", y);
  9559. packet->setDataByName("z", z);
  9560. client->QueuePacket(packet->serialize());
  9561. safe_delete(packet);
  9562. }
  9563. client->GetCurrentZone()->RemoveSpawn(target, false, false, true, true);
  9564. client->GetPlayer()->SetSpawnSentState(target, SpawnState::SPAWN_STATE_SENT);
  9565. }
  9566. }
  9567. lua_interface->ResetFunctionStack(state);
  9568. }
  9569. else {
  9570. LuaSpell* spell = lua_interface->GetCurrentSpell(state);
  9571. if(!spell) {
  9572. lua_interface->ResetFunctionStack(state);
  9573. return 0;
  9574. }
  9575. ZoneServer* zone = spell->caster->GetZone();
  9576. float x = spell->caster->GetZone()->GetSafeX();
  9577. float y = spell->caster->GetZone()->GetSafeY();
  9578. float z = spell->caster->GetZone()->GetSafeZ();
  9579. float h = spell->caster->GetZone()->GetSafeHeading();
  9580. int numargs = lua_interface->GetNumberOfArgs(state);
  9581. if(numargs == 4) {
  9582. x = lua_interface->GetFloatValue(state,1);
  9583. y = lua_interface->GetFloatValue(state,2);
  9584. z = lua_interface->GetFloatValue(state,3);
  9585. h = lua_interface->GetFloatValue(state,4);
  9586. }
  9587. lua_interface->ResetFunctionStack(state);
  9588. spell->MSpellTargets.readlock(__FUNCTION__, __LINE__);
  9589. for (int32 i = 0; i < spell->targets.size(); i++) {
  9590. Spawn* target2 = zone->GetSpawnByID(spell->targets.at(i));
  9591. if (!target2)
  9592. continue;
  9593. if (target2->IsPlayer()) {
  9594. Client* client = ((Player*)target2)->GetClient();
  9595. if (client) {
  9596. client->GetCurrentZone()->ClearHate(client->GetPlayer());
  9597. client->SetReloadingZone(true);
  9598. target2->SetX(x);
  9599. target2->SetY(y);
  9600. target2->SetZ(z);
  9601. target2->SetHeading(h);
  9602. target2->SetSpawnOrigX(x);
  9603. target2->SetSpawnOrigY(y);
  9604. target2->SetSpawnOrigZ(z);
  9605. target2->SetSpawnOrigHeading(h);
  9606. target2->SetAppearancePosition(x,y,z);
  9607. client->SetZoningCoords(x,y,z,h);
  9608. PacketStruct* packet = configReader.getStruct("WS_TeleportWithinZone", client->GetVersion());
  9609. if (packet)
  9610. {
  9611. packet->setDataByName("x", x);
  9612. packet->setDataByName("y", y);
  9613. packet->setDataByName("z", z);
  9614. client->QueuePacket(packet->serialize());
  9615. safe_delete(packet);
  9616. }
  9617. client->GetCurrentZone()->RemoveSpawn(target2, false, false, true, true);
  9618. client->GetPlayer()->SetSpawnSentState(target2, SpawnState::SPAWN_STATE_SENT);
  9619. }
  9620. }
  9621. }
  9622. spell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
  9623. }
  9624. return 0;
  9625. }
  9626. int EQ2Emu_lua_GetSpellTier(lua_State* state) {
  9627. if (!lua_interface)
  9628. return 0;
  9629. LuaSpell* luaspell = lua_interface->GetCurrentSpell(state);
  9630. lua_interface->ResetFunctionStack(state);
  9631. if (!luaspell) {
  9632. lua_interface->LogError("%s: LUA GetSpellTier command error: must be used in a spell script", lua_interface->GetScriptName(state));
  9633. return 0;
  9634. }
  9635. int8 tier = luaspell->spell->GetSpellTier();
  9636. lua_interface->SetInt32Value(state, tier);
  9637. return 1;
  9638. }
  9639. int EQ2Emu_lua_GetSpellID(lua_State* state) {
  9640. if (!lua_interface)
  9641. return 0;
  9642. LuaSpell* luaspell = lua_interface->GetCurrentSpell(state);
  9643. lua_interface->ResetFunctionStack(state);
  9644. if (!luaspell) {
  9645. lua_interface->LogError("%s: LUA GetSpellID command error: must be used in a spell script", lua_interface->GetScriptName(state));
  9646. return 0;
  9647. }
  9648. int32 spell_id = luaspell->spell->GetSpellID();
  9649. lua_interface->SetInt32Value(state, spell_id);
  9650. return 1;
  9651. }
  9652. int EQ2Emu_lua_StartTransmute(lua_State* state) {
  9653. if (!lua_interface)
  9654. return 0;
  9655. Spawn* spawn = lua_interface->GetSpawn(state, 1);
  9656. lua_interface->ResetFunctionStack(state);
  9657. if (!spawn) {
  9658. lua_interface->LogError("%s: Lua StartTransmute command error: no spawn", lua_interface->GetScriptName(state));
  9659. return 0;
  9660. }
  9661. if (!spawn->IsPlayer()) {
  9662. lua_interface->LogError("%s: Lua StartTransmute command error: spawn is not a player", lua_interface->GetScriptName(state));
  9663. return 0;
  9664. }
  9665. ZoneServer* zone = spawn->GetZone();
  9666. if (!zone) {
  9667. return 0;
  9668. }
  9669. Client* client = ((Player*)spawn)->GetClient();
  9670. if (!client) {
  9671. return 0;
  9672. }
  9673. Transmute::CreateItemRequest(client, static_cast<Player*>(spawn));
  9674. return 0;
  9675. }
  9676. int EQ2Emu_lua_CompleteTransmute(lua_State* state) {
  9677. if (!lua_interface)
  9678. return 0;
  9679. Spawn* spawn = lua_interface->GetSpawn(state, 1);
  9680. lua_interface->ResetFunctionStack(state);
  9681. if (!spawn) {
  9682. lua_interface->LogError("%s: Lua CompleteTransmute command error: no spawn", lua_interface->GetScriptName(state));
  9683. return 0;
  9684. }
  9685. if (!spawn->IsPlayer()) {
  9686. lua_interface->LogError("%s: Lua CompleteTransmute command error: spawn is not a player", lua_interface->GetScriptName(state));
  9687. return 0;
  9688. }
  9689. ZoneServer* zone = spawn->GetZone();
  9690. if (!zone) {
  9691. return 0;
  9692. }
  9693. Client* client = ((Player*)spawn)->GetClient();
  9694. if (!client) {
  9695. return 0;
  9696. }
  9697. Transmute::CompleteTransmutation(client, static_cast<Player*>(spawn));
  9698. return 0;
  9699. }
  9700. int EQ2Emu_lua_ProcHate(lua_State* state) {
  9701. if (!lua_interface)
  9702. return 0;
  9703. Spawn* caster = lua_interface->GetSpawn(state);
  9704. Spawn* target = lua_interface->GetSpawn(state, 2);
  9705. int32 threat_amt = lua_interface->GetInt32Value(state, 3);
  9706. string spell_name = lua_interface->GetStringValue(state, 4);
  9707. lua_interface->ResetFunctionStack(state);
  9708. if (!caster) {
  9709. lua_interface->LogError("%s: LUA ProcHate command error: caster is not a valid spawn", lua_interface->GetScriptName(state));
  9710. return 0;
  9711. }
  9712. if (!caster->IsEntity()) {
  9713. lua_interface->LogError("%s: LUA ProcHate command error: caster is not an entity", lua_interface->GetScriptName(state));
  9714. return 0;
  9715. }
  9716. if (!target) {
  9717. lua_interface->LogError("%s: LUA ProcHate command error: target is not a valid spawn", lua_interface->GetScriptName(state));
  9718. return 0;
  9719. }
  9720. if (!target->IsEntity()) {
  9721. lua_interface->LogError("%s: LUA ProcHate command error: target is not an entity", lua_interface->GetScriptName(state));
  9722. return 0;
  9723. }
  9724. static_cast<Entity*>(target)->AddHate(static_cast<Entity*>(caster), threat_amt);
  9725. caster->GetZone()->SendThreatPacket(static_cast<Entity*>(caster), target, threat_amt, spell_name.c_str());
  9726. return 0;
  9727. }
  9728. int EQ2Emu_lua_GiveExp(lua_State* state) {
  9729. if (!lua_interface)
  9730. return 0;
  9731. Spawn* player = lua_interface->GetSpawn(state);
  9732. int32 amount = lua_interface->GetInt32Value(state, 2);
  9733. lua_interface->ResetFunctionStack(state);
  9734. if (player && player->IsPlayer() && amount > 0) {
  9735. ((Player*)player)->AddXP(amount);
  9736. }
  9737. return 0;
  9738. }
  9739. int EQ2Emu_lua_DisplayText(lua_State* state) {
  9740. if (!lua_interface)
  9741. return 0;
  9742. Spawn* player = lua_interface->GetSpawn(state);
  9743. int8 type = lua_interface->GetInt8Value(state, 2);
  9744. string text = lua_interface->GetStringValue(state, 3);
  9745. lua_interface->ResetFunctionStack(state);
  9746. Client* client = 0;
  9747. if (player && player->IsPlayer())
  9748. client = ((Player*)player)->GetClient();
  9749. if (!client || text.length() == 0) {
  9750. lua_interface->LogError("%s: LUA DisplayText required parameters not given", lua_interface->GetScriptName(state));
  9751. return 0;
  9752. }
  9753. client->SimpleMessage(type, text.c_str());
  9754. return 0;
  9755. }
  9756. int EQ2Emu_lua_ShowLootWindow(lua_State* state) {
  9757. if (!lua_interface)
  9758. return 0;
  9759. Spawn* player = lua_interface->GetSpawn(state);
  9760. Spawn* spawn = lua_interface->GetSpawn(state, 2);
  9761. lua_interface->ResetFunctionStack(state);
  9762. Client* client = 0;
  9763. if (player && player->IsPlayer())
  9764. client = ((Player*)player)->GetClient();
  9765. if (!client || !spawn) {
  9766. lua_interface->LogError("%s: LUA ShowLootWindow required parameters not given", lua_interface->GetScriptName(state));
  9767. return 0;
  9768. }
  9769. vector<Item*>* items = ((Player*)player)->GetPendingLootItems(spawn->GetID());
  9770. if (!items) {
  9771. lua_interface->LogError("%s: LUA ShowLootWindow has no items", lua_interface->GetScriptName(state));
  9772. return 0;
  9773. }
  9774. client->Loot(spawn->GetLootCoins(), items, spawn);
  9775. return 0;
  9776. }
  9777. int EQ2Emu_lua_GetRandomSpawnByID(lua_State* state) {
  9778. if (!lua_interface)
  9779. return 0;
  9780. Spawn* spawnref = lua_interface->GetSpawn(state);
  9781. int32 spawn_id = lua_interface->GetInt32Value(state, 2);
  9782. lua_interface->ResetFunctionStack(state);
  9783. if (spawn_id > 0 && spawnref) {
  9784. vector<Spawn*> spawns = spawnref->GetZone()->GetSpawnsByID(spawn_id);
  9785. if (spawns.size() == 0) {
  9786. lua_interface->LogError("%s: LUA EQ2Emu_lua_GetRandomSpawnByID command error: GetSpawnsByID returned no spawns", lua_interface->GetScriptName(state));
  9787. return 0;
  9788. }
  9789. Spawn* spawn = 0;
  9790. int16 index = MakeRandomInt(0, spawns.size());
  9791. if (index >= spawns.size() || index < 0)
  9792. index = 0;
  9793. spawn = spawns[index];
  9794. lua_interface->SetSpawnValue(state, spawn);
  9795. return 1;
  9796. }
  9797. else {
  9798. lua_interface->LogError("%s: LUA GetRandomSpawnByID required parameters not given", lua_interface->GetScriptName(state));
  9799. }
  9800. return 0;
  9801. }
  9802. int EQ2Emu_lua_AddPrimaryEntityCommandAllSpawns(lua_State* state) {
  9803. Spawn* player = lua_interface->GetSpawn(state);
  9804. int32 spawn_id = lua_interface->GetInt32Value(state, 2);
  9805. string name = lua_interface->GetStringValue(state, 3);
  9806. float distance = lua_interface->GetFloatValue(state, 4);
  9807. string command = lua_interface->GetStringValue(state, 5);
  9808. string error_text = lua_interface->GetStringValue(state, 6);
  9809. int16 cast_time = lua_interface->GetInt16Value(state, 7);
  9810. int32 spell_visual = lua_interface->GetInt32Value(state, 8);
  9811. lua_interface->ResetFunctionStack(state);
  9812. if (spawn_id && player && player->IsPlayer() && name.length() > 0) {
  9813. if (distance == 0)
  9814. distance = 10.0f;
  9815. if (command.length() == 0)
  9816. command = name;
  9817. vector<Spawn*> spawns = player->GetZone()->GetSpawnsByID(spawn_id);
  9818. if (spawns.size() == 0) {
  9819. lua_interface->LogError("%s: LUA AddPrimaryEntityCommandAllSpawns command error: GetSpawnsByID returned no spawns", lua_interface->GetScriptName(state));
  9820. return 0;
  9821. }
  9822. Spawn* spawn = 0;
  9823. for (vector<Spawn*>::iterator itr = spawns.begin(); itr != spawns.end(); itr++) {
  9824. spawn = *itr;
  9825. if (spawn) {
  9826. spawn->AddPrimaryEntityCommand(name.c_str(), distance, command.c_str(), error_text.c_str(), cast_time, spell_visual);
  9827. player->GetZone()->SendUpdateDefaultCommand(spawn, command.c_str(), distance);
  9828. }
  9829. }
  9830. }
  9831. return 0;
  9832. }
  9833. int EQ2Emu_lua_InstructionWindowGoal(lua_State* state) {
  9834. if (!lua_interface)
  9835. return 0;
  9836. Client* client = 0;
  9837. Spawn* player = lua_interface->GetSpawn(state);
  9838. int8 goal_num = lua_interface->GetInt8Value(state, 2);
  9839. lua_interface->ResetFunctionStack(state);
  9840. if (player && player->IsPlayer() && player->GetZone())
  9841. client = ((Player*)player)->GetClient();
  9842. else{
  9843. lua_interface->LogError("LUA InstructionWindowGoal command error: player is not valid");
  9844. return 0;
  9845. }
  9846. if (client) {
  9847. PacketStruct* packet = configReader.getStruct("WS_InstructionWindow", client->GetVersion());
  9848. if (packet) {
  9849. packet->setDataByName("goal_num", goal_num);
  9850. client->QueuePacket(packet->serialize());
  9851. safe_delete(packet);
  9852. }
  9853. }
  9854. return 0;
  9855. }
  9856. int EQ2Emu_lua_InstructionWindowClose(lua_State* state) {
  9857. if (!lua_interface)
  9858. return 0;
  9859. Client* client = 0;
  9860. Spawn* player = lua_interface->GetSpawn(state);
  9861. lua_interface->ResetFunctionStack(state);
  9862. if (player && player->IsPlayer() && player->GetZone())
  9863. client = ((Player*)player)->GetClient();
  9864. else {
  9865. lua_interface->LogError("LUA InstructionWindowClose command error: player is not valid");
  9866. return 0;
  9867. }
  9868. if (client) {
  9869. client->QueuePacket(new EQ2Packet(OP_EqInstructionWindowCloseCmd, 0, 0));
  9870. }
  9871. return 0;
  9872. }
  9873. int EQ2Emu_lua_InstructionWindow(lua_State* state) {
  9874. if (!lua_interface)
  9875. return 0;
  9876. Client* client = 0;
  9877. Spawn* player = lua_interface->GetSpawn(state);
  9878. float duration = lua_interface->GetFloatValue(state, 2);
  9879. string text = lua_interface->GetStringValue(state, 3);
  9880. string voice = lua_interface->GetStringValue(state, 4);
  9881. int32 voice_key1 = lua_interface->GetInt32Value(state, 5);
  9882. int32 voice_key2 = lua_interface->GetInt32Value(state, 6);
  9883. string signal = lua_interface->GetStringValue(state, 7);
  9884. string goal1 = lua_interface->GetStringValue(state, 8);
  9885. string task1 = lua_interface->GetStringValue(state, 9);
  9886. string goal2 = lua_interface->GetStringValue(state, 10);
  9887. string task2 = lua_interface->GetStringValue(state, 11);
  9888. string goal3 = lua_interface->GetStringValue(state, 12);
  9889. string task3 = lua_interface->GetStringValue(state, 13);
  9890. string goal4 = lua_interface->GetStringValue(state, 14);
  9891. string task4 = lua_interface->GetStringValue(state, 15);
  9892. lua_interface->ResetFunctionStack(state);
  9893. if (!player) {
  9894. lua_interface->LogError("LUA InstructionWindow command error: spawn is not valid");
  9895. return 0;
  9896. }
  9897. if (!player->IsPlayer()) {
  9898. lua_interface->LogError("LUA InstructionWindow command error: spawn is not a player");
  9899. return 0;
  9900. }
  9901. else
  9902. client = ((Player*)player)->GetClient();
  9903. if (!client) {
  9904. lua_interface->LogError("LUA InstructionWindow command error: could not find client");
  9905. return 0;
  9906. }
  9907. if (text.length() == 0) {
  9908. lua_interface->LogError("LUA InstructionWindow required parameters not given");
  9909. return 0;
  9910. }
  9911. if (duration >= 0 && duration < 2)
  9912. duration = 2;
  9913. PacketStruct* packet = configReader.getStruct("WS_InstructionWindow", client->GetVersion());
  9914. if (packet) {
  9915. packet->setDataByName("open_seconds_max", duration);
  9916. packet->setDataByName("text", text.c_str());
  9917. packet->setDataByName("voice", voice.c_str());
  9918. int8 num_goals = 1;
  9919. if (task2.length() > 0)
  9920. num_goals++;
  9921. if (task3.length() > 0)
  9922. num_goals++;
  9923. if (task4.length() > 0)
  9924. num_goals++;
  9925. packet->setArrayLengthByName("num_goals", num_goals);
  9926. for (int8 i = 0; i < num_goals; i++) {
  9927. packet->setSubArrayLengthByName("num_tasks", 1, i);
  9928. }
  9929. if (goal1.length() > 0)
  9930. packet->setArrayDataByName("goal_text", goal1.c_str());
  9931. if (goal2.length() > 0)
  9932. packet->setArrayDataByName("goal_text", goal2.c_str(), 1);
  9933. if (goal3.length() > 0)
  9934. packet->setArrayDataByName("goal_text", goal3.c_str(), 2);
  9935. if (goal4.length() > 0)
  9936. packet->setArrayDataByName("goal_text", goal4.c_str(), 3);
  9937. packet->setSubArrayDataByName("task_text", task1.c_str());
  9938. if (task2.length() > 0)
  9939. packet->setSubArrayDataByName("task_text", task2.c_str(), 1);
  9940. if (task3.length() > 0)
  9941. packet->setSubArrayDataByName("task_text", task3.c_str(), 2);
  9942. if (task4.length() > 0)
  9943. packet->setSubArrayDataByName("task_text", task4.c_str(), 3);
  9944. packet->setDataByName("complete_sound", "click");
  9945. packet->setDataByName("signal", signal.c_str());
  9946. packet->setDataByName("voice_key1", voice_key1);
  9947. packet->setDataByName("voice_key2", voice_key2);
  9948. client->QueuePacket(packet->serialize());
  9949. safe_delete(packet);
  9950. }
  9951. return 0;
  9952. }
  9953. int EQ2Emu_lua_ShowWindow(lua_State* state) {
  9954. if (!lua_interface)
  9955. return 0;
  9956. Client* client = 0;
  9957. Spawn* player = lua_interface->GetSpawn(state);
  9958. string window = lua_interface->GetStringValue(state, 2);
  9959. int8 show = lua_interface->GetInt8Value(state, 3);
  9960. lua_interface->ResetFunctionStack(state);
  9961. if (!player) {
  9962. lua_interface->LogError("LUA ShowWindow command error: spawn is not valid");
  9963. return 0;
  9964. }
  9965. if (!player->IsPlayer()) {
  9966. lua_interface->LogError("LUA ShowWindow command error: spawn is not a player");
  9967. return 0;
  9968. }
  9969. else
  9970. client = ((Player*)player)->GetClient();
  9971. if (!client) {
  9972. lua_interface->LogError("LUA ShowWindow command error: could not find client");
  9973. return 0;
  9974. }
  9975. if (window.length() == 0) {
  9976. lua_interface->LogError("LUA ShowWindow required parameters not given");
  9977. return 0;
  9978. }
  9979. PacketStruct* packet = configReader.getStruct("WS_ShowWindow", client->GetVersion());
  9980. if (packet) {
  9981. packet->setDataByName("window", window.c_str());
  9982. packet->setDataByName("show", show);
  9983. client->QueuePacket(packet->serialize());
  9984. safe_delete(packet);
  9985. }
  9986. return 0;
  9987. }
  9988. int EQ2Emu_lua_EnableGameEvent(lua_State* state) {
  9989. //See GameEvents.txt for options that can be used for this function
  9990. if (!lua_interface)
  9991. return 0;
  9992. Client* client = 0;
  9993. Spawn* player = lua_interface->GetSpawn(state);
  9994. string event_name = lua_interface->GetStringValue(state, 2);
  9995. int8 enabled = lua_interface->GetInt8Value(state, 3);
  9996. lua_interface->ResetFunctionStack(state);
  9997. if (!player || !player->IsPlayer()) {
  9998. lua_interface->LogError("LUA EnableGameEvent error: player is not valid");
  9999. return 0;
  10000. }
  10001. client = ((Player*)player)->GetClient();
  10002. if (!client) {
  10003. lua_interface->LogError("LUA EnableGameEvent error: could not find client");
  10004. return 0;
  10005. }
  10006. PacketStruct* packet = configReader.getStruct("WS_EnableGameEvent", client->GetVersion());
  10007. if (packet) {
  10008. packet->setDataByName("event_name", event_name.c_str());
  10009. packet->setDataByName("enabled", enabled);
  10010. client->QueuePacket(packet->serialize());
  10011. safe_delete(packet);
  10012. }
  10013. return 0;
  10014. }
  10015. int EQ2Emu_lua_GetTutorialStep(lua_State* state) {
  10016. if (!lua_interface)
  10017. return 0;
  10018. Spawn* player = lua_interface->GetSpawn(state);
  10019. lua_interface->ResetFunctionStack(state);
  10020. if (player && player->IsPlayer()) {
  10021. lua_interface->SetInt32Value(state, ((Player*)player)->GetTutorialStep());
  10022. return 1;
  10023. }
  10024. return 0;
  10025. }
  10026. int EQ2Emu_lua_SetTutorialStep(lua_State* state) {
  10027. if (!lua_interface)
  10028. return 0;
  10029. Spawn* player = lua_interface->GetSpawn(state);
  10030. int8 step = lua_interface->GetInt8Value(state, 2);
  10031. lua_interface->ResetFunctionStack(state);
  10032. if (player && player->IsPlayer() && step > 0) {
  10033. ((Player*)player)->SetTutorialStep(step);
  10034. }
  10035. return 0;
  10036. }
  10037. int EQ2Emu_lua_FlashWindow(lua_State* state) {
  10038. if (!lua_interface)
  10039. return 0;
  10040. Client* client = 0;
  10041. Spawn* player = lua_interface->GetSpawn(state);
  10042. string window = lua_interface->GetStringValue(state, 2);
  10043. float flash_seconds = lua_interface->GetFloatValue(state, 3);
  10044. lua_interface->ResetFunctionStack(state);
  10045. if (!player) {
  10046. lua_interface->LogError("LUA FlashWindow command error: spawn is not valid");
  10047. return 0;
  10048. }
  10049. if (!player->IsPlayer()) {
  10050. lua_interface->LogError("LUA FlashWindow command error: spawn is not a player");
  10051. return 0;
  10052. }
  10053. else
  10054. client = ((Player*)player)->GetClient();
  10055. if (!client) {
  10056. lua_interface->LogError("LUA FlashWindow command error: could not find client");
  10057. return 0;
  10058. }
  10059. if (window.length() == 0) {
  10060. lua_interface->LogError("LUA FlashWindow required parameters not given");
  10061. return 0;
  10062. }
  10063. PacketStruct* packet = configReader.getStruct("WS_FlashWindow", client->GetVersion());
  10064. if (packet) {
  10065. packet->setDataByName("window", window.c_str());
  10066. packet->setDataByName("flash_seconds", flash_seconds);
  10067. client->QueuePacket(packet->serialize());
  10068. safe_delete(packet);
  10069. }
  10070. return 0;
  10071. }
  10072. int EQ2Emu_lua_CheckLOS(lua_State* state) {
  10073. if (!lua_interface)
  10074. return 0;
  10075. Spawn* spawn = lua_interface->GetSpawn(state);
  10076. Spawn* target = lua_interface->GetSpawn(state, 2);
  10077. lua_interface->ResetFunctionStack(state);
  10078. if (spawn && target)
  10079. return spawn->CheckLoS(target);
  10080. return 0;
  10081. }
  10082. int EQ2Emu_lua_CheckLOSByCoordinates(lua_State* state) {
  10083. if (!lua_interface)
  10084. return 0;
  10085. Spawn* spawn = lua_interface->GetSpawn(state);
  10086. float x = lua_interface->GetFloatValue(state, 2);
  10087. float y = lua_interface->GetFloatValue(state, 3);
  10088. float z = lua_interface->GetFloatValue(state, 4);
  10089. lua_interface->ResetFunctionStack(state);
  10090. if (spawn)
  10091. return spawn->CheckLoS(glm::vec3(spawn->GetX(), spawn->GetZ(), spawn->GetY() + 1.0f), glm::vec3(x, z, y+1.0f));
  10092. return 0;
  10093. }
  10094. int EQ2Emu_lua_SetZoneExpansionFlag(lua_State* state) {
  10095. if (!lua_interface)
  10096. return 0;
  10097. ZoneServer* zone = lua_interface->GetZone(state);
  10098. int32 xpackFlag = lua_interface->GetInt32Value(state, 2);
  10099. lua_interface->ResetFunctionStack(state);
  10100. if (zone)
  10101. zone->SetExpansionFlag(xpackFlag);
  10102. return 0;
  10103. }
  10104. int EQ2Emu_lua_GetZoneExpansionFlag(lua_State* state) {
  10105. if (!lua_interface)
  10106. return 0;
  10107. ZoneServer* zone = lua_interface->GetZone(state);
  10108. lua_interface->ResetFunctionStack(state);
  10109. if (zone) {
  10110. lua_interface->SetInt32Value(state, zone->GetExpansionFlag());
  10111. return 1;
  10112. }
  10113. return 0;
  10114. }
  10115. int EQ2Emu_lua_SetZoneHolidayFlag(lua_State* state) {
  10116. if (!lua_interface)
  10117. return 0;
  10118. ZoneServer* zone = lua_interface->GetZone(state);
  10119. int32 holidayFlag = lua_interface->GetInt32Value(state, 2);
  10120. lua_interface->ResetFunctionStack(state);
  10121. if (zone)
  10122. zone->SetHolidayFlag(holidayFlag);
  10123. return 0;
  10124. }
  10125. int EQ2Emu_lua_GetZoneHolidayFlag(lua_State* state) {
  10126. if (!lua_interface)
  10127. return 0;
  10128. ZoneServer* zone = lua_interface->GetZone(state);
  10129. lua_interface->ResetFunctionStack(state);
  10130. if (zone) {
  10131. lua_interface->SetInt32Value(state, zone->GetHolidayFlag());
  10132. return 1;
  10133. }
  10134. return 0;
  10135. }
  10136. int EQ2Emu_lua_SetCanBind(lua_State* state) {
  10137. if (!lua_interface)
  10138. return 0;
  10139. Spawn* player = lua_interface->GetSpawn(state);
  10140. ZoneServer* zone = player->GetZone();
  10141. bool canbind = lua_interface->GetInt32Value(state, 2);
  10142. lua_interface->ResetFunctionStack(state);
  10143. if (zone)
  10144. zone->SetCanBind(canbind);
  10145. return 0;
  10146. }
  10147. int EQ2Emu_lua_GetCanBind(lua_State* state) {
  10148. if (!lua_interface)
  10149. return 0;
  10150. Spawn* player = lua_interface->GetSpawn(state);
  10151. ZoneServer* zone = player->GetZone();
  10152. lua_interface->ResetFunctionStack(state);
  10153. if (zone) {
  10154. lua_interface->SetInt32Value(state, zone->GetCanBind());
  10155. return 1;
  10156. }
  10157. return 0;
  10158. }
  10159. int EQ2Emu_lua_SetCanGate(lua_State* state) {
  10160. if (!lua_interface)
  10161. return 0;
  10162. Spawn* player = lua_interface->GetSpawn(state);
  10163. ZoneServer* zone = player->GetZone();
  10164. bool cangate = lua_interface->GetInt32Value(state, 2);
  10165. lua_interface->ResetFunctionStack(state);
  10166. if (zone)
  10167. zone->SetCanGate(cangate);
  10168. return 0;
  10169. }
  10170. int EQ2Emu_lua_GetCanGate(lua_State* state) {
  10171. if (!lua_interface)
  10172. return 0;
  10173. Spawn* player = lua_interface->GetSpawn(state);
  10174. ZoneServer* zone = player->GetZone();
  10175. lua_interface->ResetFunctionStack(state);
  10176. if (zone) {
  10177. lua_interface->SetInt32Value(state, zone->GetCanGate());
  10178. return 1;
  10179. }
  10180. return 0;
  10181. }
  10182. int EQ2Emu_lua_AddSpawnProximity(lua_State* state) {
  10183. if (!lua_interface)
  10184. return 0;
  10185. Spawn* spawn = lua_interface->GetSpawn(state);
  10186. int32 spawn_value = lua_interface->GetInt32Value(state, 2);
  10187. int8 spawn_type = lua_interface->GetInt8Value(state, 3);
  10188. float distance = lua_interface->GetFloatValue(state, 4);
  10189. string in_range_function = lua_interface->GetStringValue(state, 5);
  10190. string leaving_range_function = lua_interface->GetStringValue(state, 6);
  10191. lua_interface->ResetFunctionStack(state);
  10192. if (spawn && distance > 0 && in_range_function.length() > 0)
  10193. spawn->AddLUASpawnProximity(spawn_value, (Spawn::SpawnProximityType)spawn_type, distance, in_range_function, leaving_range_function);
  10194. return 0;
  10195. }
  10196. int EQ2Emu_lua_CanSeeInvis(lua_State* state) {
  10197. if (!lua_interface)
  10198. return 0;
  10199. Spawn* spawn = lua_interface->GetSpawn(state);
  10200. Spawn* target = lua_interface->GetSpawn(state, 2);
  10201. lua_interface->ResetFunctionStack(state);
  10202. if (spawn && target)
  10203. {
  10204. if (spawn->IsPlayer() && target->IsEntity())
  10205. {
  10206. lua_interface->SetBooleanValue(state, ((Player*)spawn)->CanSeeInvis((Entity*)target));
  10207. return 1;
  10208. }
  10209. else if (spawn->IsEntity() && target->IsEntity())
  10210. {
  10211. lua_interface->SetBooleanValue(state, ((Entity*)spawn)->CanSeeInvis((Entity*)target));
  10212. return 1;
  10213. }
  10214. }
  10215. return 0;
  10216. }
  10217. int EQ2Emu_lua_SetSeeInvis(lua_State* state) {
  10218. if (!lua_interface)
  10219. return 0;
  10220. Spawn* spawn = lua_interface->GetSpawn(state);
  10221. bool val = (lua_interface->GetInt8Value(state, 2) == 1);
  10222. lua_interface->ResetFunctionStack(state);
  10223. if (spawn && spawn->IsEntity())
  10224. {
  10225. ((Entity*)spawn)->SetSeeInvisSpell(val);
  10226. if (spawn->IsPlayer())
  10227. {
  10228. Client* client = ((Player*)spawn)->GetClient();
  10229. if (client)
  10230. ((Player*)spawn)->GetZone()->SendAllSpawnsForSeeInvisChange(client);
  10231. }
  10232. }
  10233. return 0;
  10234. }
  10235. int EQ2Emu_lua_SetSeeHide(lua_State* state) {
  10236. if (!lua_interface)
  10237. return 0;
  10238. Spawn* spawn = lua_interface->GetSpawn(state);
  10239. bool val = (lua_interface->GetInt8Value(state, 2) == 1);
  10240. lua_interface->ResetFunctionStack(state);
  10241. if (spawn && spawn->IsEntity())
  10242. {
  10243. ((Entity*)spawn)->SetSeeHideSpell(val);
  10244. if (spawn->IsPlayer())
  10245. {
  10246. Client* client = ((Player*)spawn)->GetClient();
  10247. if (client)
  10248. ((Player*)spawn)->GetZone()->SendAllSpawnsForVisChange(client);
  10249. }
  10250. }
  10251. return 0;
  10252. }
  10253. int EQ2Emu_lua_SetAccessToEntityCommand(lua_State* state)
  10254. {
  10255. if (!lua_interface)
  10256. return 0;
  10257. Spawn* player = lua_interface->GetSpawn(state);
  10258. Spawn* spawn = lua_interface->GetSpawn(state, 2);
  10259. string command = lua_interface->GetStringValue(state, 3);
  10260. bool val = (lua_interface->GetInt8Value(state, 4) == 1);
  10261. lua_interface->ResetFunctionStack(state);
  10262. if (spawn && player && player->IsPlayer())
  10263. {
  10264. EntityCommand* cmd = spawn->FindEntityCommand(string(command), true);
  10265. bool res = false;
  10266. if (cmd)
  10267. res = spawn->SetPermissionToEntityCommand(cmd, (Player*)player, val);
  10268. lua_interface->SetBooleanValue(state, res);
  10269. return 1;
  10270. }
  10271. return 0;
  10272. }
  10273. int EQ2Emu_lua_SetAccessToEntityCommandByCharID(lua_State* state)
  10274. {
  10275. if (!lua_interface)
  10276. return 0;
  10277. Spawn* spawn = lua_interface->GetSpawn(state);
  10278. int32 charID = lua_interface->GetInt32Value(state, 2);
  10279. string command = lua_interface->GetStringValue(state, 3);
  10280. bool val = (lua_interface->GetInt8Value(state, 4) == 1);
  10281. lua_interface->ResetFunctionStack(state);
  10282. if (spawn && charID)
  10283. {
  10284. EntityCommand* cmd = spawn->FindEntityCommand(string(command), true);
  10285. bool res = false;
  10286. if (cmd)
  10287. res = spawn->SetPermissionToEntityCommandByCharID(cmd, charID, val);
  10288. lua_interface->SetBooleanValue(state, res);
  10289. return 1;
  10290. }
  10291. return 0;
  10292. }
  10293. int EQ2Emu_lua_RemovePrimaryEntityCommand(lua_State* state)
  10294. {
  10295. if (!lua_interface)
  10296. return 0;
  10297. Spawn* spawn = lua_interface->GetSpawn(state);
  10298. string command = lua_interface->GetStringValue(state, 2);
  10299. lua_interface->ResetFunctionStack(state);
  10300. if (spawn && command.length() > 0)
  10301. spawn->RemovePrimaryEntityCommand(command.c_str());
  10302. return 0;
  10303. }
  10304. int EQ2Emu_lua_SendUpdateDefaultCommand(lua_State* state) {
  10305. if (!lua_interface)
  10306. return 0;
  10307. Spawn* spawn = lua_interface->GetSpawn(state);
  10308. float distance = lua_interface->GetFloatValue(state, 2);
  10309. string command = lua_interface->GetStringValue(state, 3);
  10310. Spawn* player = lua_interface->GetSpawn(state, 4);
  10311. lua_interface->ResetFunctionStack(state);
  10312. if (spawn) {
  10313. spawn->GetZone()->SendUpdateDefaultCommand(spawn, command.c_str(), distance, player);
  10314. }
  10315. return 0;
  10316. }
  10317. int EQ2Emu_lua_SendTransporters(lua_State* state) {
  10318. if (!lua_interface)
  10319. return 0;
  10320. LuaSpell* spell = lua_interface->GetCurrentSpell(state);
  10321. Spawn* spawn = lua_interface->GetSpawn(state);
  10322. Spawn* player = lua_interface->GetSpawn(state, 2);
  10323. int32 transport_id = lua_interface->GetInt32Value(state, 3);
  10324. lua_interface->ResetFunctionStack(state);
  10325. if (spawn && player && transport_id && player->IsPlayer()) {
  10326. Client* client = 0;
  10327. if (player && player->IsPlayer())
  10328. client = ((Player*)player)->GetClient();
  10329. if (!client)
  10330. return 0;
  10331. vector<TransportDestination*> destinations;
  10332. player->GetZone()->GetTransporters(&destinations, client, transport_id);
  10333. if (destinations.size())
  10334. {
  10335. client->SetTemporaryTransportID(transport_id);
  10336. client->ProcessTeleport(spawn, &destinations, transport_id, (spell != nullptr) ? true : false);
  10337. }
  10338. else
  10339. client->Message(CHANNEL_COLOR_RED, "There are no transporters available (ID: %u)", transport_id);
  10340. }
  10341. return 0;
  10342. }
  10343. int EQ2Emu_lua_SetTemporaryTransportID(lua_State* state) {
  10344. if (!lua_interface)
  10345. return 0;
  10346. Spawn* player = lua_interface->GetSpawn(state);
  10347. int32 transport_id = lua_interface->GetInt32Value(state, 2);
  10348. lua_interface->ResetFunctionStack(state);
  10349. if (player && player->IsPlayer()) {
  10350. Client* client = 0;
  10351. if (player && player->IsPlayer())
  10352. client = ((Player*)player)->GetClient();
  10353. if (!client)
  10354. return 0;
  10355. client->SetTemporaryTransportID(transport_id);
  10356. }
  10357. return 0;
  10358. }
  10359. int EQ2Emu_lua_GetTemporaryTransportID(lua_State* state) {
  10360. if (!lua_interface)
  10361. return 0;
  10362. Spawn* player = lua_interface->GetSpawn(state);
  10363. lua_interface->ResetFunctionStack(state);
  10364. if (player && player->IsPlayer()) {
  10365. Client* client = 0;
  10366. if (player && player->IsPlayer())
  10367. client = ((Player*)player)->GetClient();
  10368. if (!client)
  10369. return 0;
  10370. lua_interface->SetInt32Value(state, client->GetTemporaryTransportID());
  10371. return 1;
  10372. }
  10373. return 0;
  10374. }
  10375. int EQ2Emu_lua_SetAlignment(lua_State* state) {
  10376. if (!lua_interface)
  10377. return 0;
  10378. Spawn* spawn = lua_interface->GetSpawn(state);
  10379. sint32 alignment = lua_interface->GetSInt32Value(state, 2);
  10380. LuaSpell* spell = lua_interface->GetCurrentSpell(state);
  10381. if (!spawn) {
  10382. lua_interface->LogError("%s: LUA SetAlignment command error: spawn is not valid", lua_interface->GetScriptName(state));
  10383. return 0;
  10384. }
  10385. if (!spawn->IsEntity()) {
  10386. lua_interface->LogError("%s: LUA SetAlignment command error: spawn is not an entity", lua_interface->GetScriptName(state));
  10387. return 0;
  10388. }
  10389. if (alignment < SCHAR_MIN || alignment > SCHAR_MAX)
  10390. {
  10391. 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);
  10392. return 0;
  10393. }
  10394. lua_interface->ResetFunctionStack(state);
  10395. if (spell && spell->targets.size() > 0) {
  10396. ZoneServer* zone = spell->caster->GetZone();
  10397. for (int8 i = 0; i < spell->targets.size(); i++) {
  10398. Spawn* target = zone->GetSpawnByID(spell->targets.at(i));
  10399. if (target && target->IsEntity()) {
  10400. ((Entity*)target)->GetInfoStruct()->set_alignment((sint8)alignment);
  10401. if (target->IsPlayer())
  10402. ((Player*)target)->SetCharSheetChanged(true);
  10403. }
  10404. }
  10405. }
  10406. else {
  10407. ((Entity*)spawn)->GetInfoStruct()->set_alignment((sint8)alignment);
  10408. if (spawn->IsPlayer())
  10409. ((Player*)spawn)->SetCharSheetChanged(true);
  10410. }
  10411. return 0;
  10412. }
  10413. int EQ2Emu_lua_GetAlignment(lua_State* state) {
  10414. if (!lua_interface)
  10415. return 0;
  10416. Spawn* spawn = lua_interface->GetSpawn(state);
  10417. lua_interface->ResetFunctionStack(state);
  10418. if (!spawn) {
  10419. lua_interface->LogError("%s: LUA GetAlignment command error: spawn is not valid", lua_interface->GetScriptName(state));
  10420. return 0;
  10421. }
  10422. if (!spawn->IsEntity()) {
  10423. lua_interface->LogError("%s: LUA GetAlignment command error: spawn is not an entity", lua_interface->GetScriptName(state));
  10424. return 0;
  10425. }
  10426. lua_interface->SetSInt32Value(state, ((Entity*)spawn)->GetAlignment());
  10427. return 1;
  10428. }
  10429. int EQ2Emu_lua_GetSpell(lua_State* state) {
  10430. if (!lua_interface)
  10431. return 0;
  10432. int32 spell_id = lua_interface->GetInt32Value(state);
  10433. int8 spell_tier = lua_interface->GetInt8Value(state, 2);
  10434. string custom_lua_script = lua_interface->GetStringValue(state, 3);
  10435. if (spell_id > 0) {
  10436. if (spell_tier == 0)
  10437. spell_tier = 1;
  10438. Spell* spell = master_spell_list.GetSpell(spell_id, spell_tier);
  10439. LuaSpell* lua_spell = 0;
  10440. if(custom_lua_script.size() > 0)
  10441. {
  10442. // attempt to load the custom script since it isn't already loaded
  10443. // we will re-obtain the lua_spell further below
  10444. if((lua_spell = lua_interface->GetSpell(custom_lua_script.c_str())) == nullptr)
  10445. {
  10446. 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());
  10447. lua_interface->LoadLuaSpell(custom_lua_script);
  10448. }
  10449. }
  10450. else
  10451. custom_lua_script = spell->GetSpellData()->lua_script;
  10452. if (!lua_spell && lua_interface)
  10453. lua_spell = lua_interface->GetSpell(custom_lua_script.c_str());
  10454. if (!lua_spell)
  10455. {
  10456. LogWrite(LUA__ERROR, 0, "LUA", "GetSpell(%u, %u, '%s') spell could not be loaded.", spell_id, spell_tier, custom_lua_script.c_str());
  10457. return 0;
  10458. }
  10459. lua_spell->spell = new Spell(spell);
  10460. lua_interface->AddCustomSpell(lua_spell);
  10461. lua_interface->SetSpellValue(state, lua_spell);
  10462. return 1;
  10463. }
  10464. return 0;
  10465. }
  10466. int EQ2Emu_lua_GetSpellData(lua_State* state) {
  10467. if (!lua_interface)
  10468. return 0;
  10469. LuaSpell* spell = lua_interface->GetSpell(state);
  10470. string field = lua_interface->GetStringValue(state, 2);
  10471. if (!spell) {
  10472. lua_interface->LogError("%s: Spell not given in GetSpellData!", lua_interface->GetScriptName(state));
  10473. return 0;
  10474. }
  10475. if (!spell->spell || !spell->spell->GetSpellData()) {
  10476. lua_interface->LogError("%s: Inner Spell or SpellData not given in GetSpellData!", lua_interface->GetScriptName(state));
  10477. return 0;
  10478. }
  10479. boost::to_lower(field);
  10480. return spell->spell->GetSpellData(state, field);
  10481. }
  10482. int EQ2Emu_lua_SetSpellData(lua_State* state) {
  10483. if (!lua_interface)
  10484. return 0;
  10485. LuaSpell* spell = lua_interface->GetSpell(state);
  10486. string field = lua_interface->GetStringValue(state, 2);
  10487. int8 fieldArg = 3; // field value after the initial set
  10488. if (!spell) {
  10489. lua_interface->LogError("%s: Spell not given in SetSpellData!", lua_interface->GetScriptName(state));
  10490. return 0;
  10491. }
  10492. if (!spell->spell || !spell->spell->GetSpellData()) {
  10493. lua_interface->LogError("%s: Inner Spell or SpellData not given in SetSpellData!", lua_interface->GetScriptName(state));
  10494. return 0;
  10495. }
  10496. boost::to_lower(field);
  10497. bool valSet = false;
  10498. spell->spell->SetSpellData(state, field, fieldArg);
  10499. return valSet;
  10500. }
  10501. int EQ2Emu_lua_SetSpellDataIndex(lua_State* state) {
  10502. if (!lua_interface)
  10503. return 0;
  10504. LuaSpell* spell = lua_interface->GetSpell(state);
  10505. int8 idx = lua_interface->GetInt32Value(state, 2);
  10506. if (!spell) {
  10507. lua_interface->LogError("%s: Spell not given in SetSpellDataIndex!", lua_interface->GetScriptName(state));
  10508. return 0;
  10509. }
  10510. if (!spell->spell || !spell->spell->GetSpellData()) {
  10511. lua_interface->LogError("%s: Inner Spell or SpellData not given in SetSpellDataIndex!", lua_interface->GetScriptName(state));
  10512. return 0;
  10513. }
  10514. if (spell->spell->lua_data.size() <= idx)
  10515. {
  10516. lua_interface->LogError("%s: lua_data size %i <= %i (idx passed) SetSpellDataIndex!", lua_interface->GetScriptName(state), spell->spell->lua_data.size(), idx);
  10517. return 0;
  10518. }
  10519. bool setVal = true;
  10520. LUAData* data = spell->spell->lua_data[idx];
  10521. switch (data->type)
  10522. {
  10523. case 0:
  10524. {
  10525. sint32 value = lua_interface->GetSInt32Value(state, 3);
  10526. sint32 value2 = lua_interface->GetSInt32Value(state, 4);
  10527. data->int_value = value;
  10528. data->int_value2 = value2;
  10529. break;
  10530. }
  10531. case 1:
  10532. {
  10533. float value = lua_interface->GetFloatValue(state, 3);
  10534. float value2 = lua_interface->GetFloatValue(state, 4);
  10535. data->float_value = value;
  10536. data->float_value2 = value2;
  10537. break;
  10538. }
  10539. case 2:
  10540. {
  10541. bool value = lua_interface->GetBooleanValue(state, 3);
  10542. data->bool_value = value;
  10543. break;
  10544. }
  10545. case 3:
  10546. {
  10547. string value = lua_interface->GetStringValue(state, 3);
  10548. string value2 = lua_interface->GetStringValue(state, 4);
  10549. data->string_value = value;
  10550. data->string_value2 = value2;
  10551. break;
  10552. }
  10553. default:
  10554. setVal = false;
  10555. }
  10556. return setVal;
  10557. }
  10558. int EQ2Emu_lua_GetSpellDataIndex(lua_State* state) {
  10559. if (!lua_interface)
  10560. return 0;
  10561. LuaSpell* spell = lua_interface->GetSpell(state);
  10562. int8 idx = lua_interface->GetInt32Value(state, 2);
  10563. bool secondfield = lua_interface->GetBooleanValue(state, 3);
  10564. if (!spell) {
  10565. lua_interface->LogError("%s: Spell not given in GetSpellDataIndex!", lua_interface->GetScriptName(state));
  10566. return 0;
  10567. }
  10568. if (!spell->spell || !spell->spell->GetSpellData()) {
  10569. lua_interface->LogError("%s: Inner Spell or SpellData not given in GetSpellDataIndex!", lua_interface->GetScriptName(state));
  10570. return 0;
  10571. }
  10572. if (spell->spell->lua_data.size() <= idx)
  10573. {
  10574. lua_interface->LogError("%s: lua_data size %i <= %i (idx passed) GetSpellDataIndex!", lua_interface->GetScriptName(state), spell->spell->lua_data.size(), idx);
  10575. return 0;
  10576. }
  10577. bool setVal = true;
  10578. LUAData* data = spell->spell->lua_data[idx];
  10579. switch (data->type)
  10580. {
  10581. case 0:
  10582. {
  10583. if(!secondfield)
  10584. lua_interface->SetSInt32Value(state, data->int_value);
  10585. else
  10586. lua_interface->SetSInt32Value(state, data->int_value2);
  10587. break;
  10588. }
  10589. case 1:
  10590. {
  10591. if (!secondfield)
  10592. lua_interface->SetFloatValue(state, data->float_value);
  10593. else
  10594. lua_interface->SetFloatValue(state, data->float_value2);
  10595. break;
  10596. }
  10597. case 2:
  10598. {
  10599. lua_interface->SetBooleanValue(state, data->bool_value);
  10600. break;
  10601. }
  10602. case 3:
  10603. {
  10604. if (!secondfield)
  10605. lua_interface->SetStringValue(state, data->string_value.c_str());
  10606. else
  10607. lua_interface->SetStringValue(state, data->string_value2.c_str());
  10608. break;
  10609. }
  10610. default:
  10611. setVal = false;
  10612. }
  10613. return setVal;
  10614. }
  10615. int EQ2Emu_lua_SetSpellDisplayEffect(lua_State* state) {
  10616. if (!lua_interface)
  10617. return 0;
  10618. LuaSpell* spell = lua_interface->GetSpell(state);
  10619. int8 idx = lua_interface->GetInt32Value(state, 2);
  10620. string field = lua_interface->GetStringValue(state, 3);
  10621. boost::to_lower(field);
  10622. if (!spell) {
  10623. lua_interface->LogError("%s: Spell not given in SetSpellDisplayEffect!", lua_interface->GetScriptName(state));
  10624. return 0;
  10625. }
  10626. if (!spell->spell || !spell->spell->GetSpellData()) {
  10627. lua_interface->LogError("%s: Inner Spell or SpellData not given in SetSpellDisplayEffect!", lua_interface->GetScriptName(state));
  10628. return 0;
  10629. }
  10630. if (spell->spell->effects.size() <= idx)
  10631. {
  10632. lua_interface->LogError("%s: lua_data size %i <= %i (idx passed) SetSpellDisplayEffect!", lua_interface->GetScriptName(state), spell->spell->lua_data.size(), idx);
  10633. return 0;
  10634. }
  10635. // do we need to lock? eh probably not this should only be used before use of the custom spell
  10636. SpellDisplayEffect* effect = spell->spell->effects[idx];
  10637. if (field == "description")
  10638. effect->description = string(lua_interface->GetStringValue(state, 4));
  10639. else if (field == "bullet")
  10640. effect->subbullet = lua_interface->GetInt8Value(state, 4);
  10641. else if (field == "percentage")
  10642. effect->percentage = lua_interface->GetInt8Value(state, 4);
  10643. else // no match
  10644. return 0;
  10645. return 1;
  10646. }
  10647. int EQ2Emu_lua_GetSpellDisplayEffect(lua_State* state) {
  10648. if (!lua_interface)
  10649. return 0;
  10650. LuaSpell* spell = lua_interface->GetSpell(state);
  10651. int8 idx = lua_interface->GetInt32Value(state, 2);
  10652. string field = lua_interface->GetStringValue(state, 3);
  10653. boost::to_lower(field);
  10654. if (!spell) {
  10655. lua_interface->LogError("%s: Spell not given in GetSpellDisplayEffect!", lua_interface->GetScriptName(state));
  10656. return 0;
  10657. }
  10658. if (!spell->spell || !spell->spell->GetSpellData()) {
  10659. lua_interface->LogError("%s: Inner Spell or SpellData not given in GetSpellDisplayEffect!", lua_interface->GetScriptName(state));
  10660. return 0;
  10661. }
  10662. if (spell->spell->effects.size() <= idx)
  10663. {
  10664. lua_interface->LogError("%s: lua_data size %i <= %i (idx passed) GetSpellDisplayEffect!", lua_interface->GetScriptName(state), spell->spell->lua_data.size(), idx);
  10665. return 0;
  10666. }
  10667. // do we need to lock? eh probably not this should only be used before use of the custom spell
  10668. SpellDisplayEffect* effect = spell->spell->effects[idx];
  10669. if (field == "description")
  10670. lua_interface->SetStringValue(state, effect->description.c_str());
  10671. else if (field == "bullet")
  10672. lua_interface->SetInt32Value(state, effect->subbullet);
  10673. else if (field == "percentage")
  10674. lua_interface->SetInt32Value(state, effect->percentage);
  10675. else // no match
  10676. return 0;
  10677. return 1;
  10678. }
  10679. int EQ2Emu_lua_CastCustomSpell(lua_State* state) {
  10680. if (!lua_interface)
  10681. return 0;
  10682. LuaSpell* spell = lua_interface->GetSpell(state);
  10683. Spawn* caster = lua_interface->GetSpawn(state, 2);
  10684. Spawn* target = lua_interface->GetSpawn(state, 3);
  10685. if (!target) {
  10686. lua_interface->LogError("%s: LUA CastCustomSpell command error: target is not a valid spawn", lua_interface->GetScriptName(state));
  10687. return 0;
  10688. }
  10689. if (!target->IsEntity()) {
  10690. lua_interface->LogError("%s: LUA CastCustomSpell command error: target (%s) is not an entity", lua_interface->GetScriptName(state), target->GetName());
  10691. return 0;
  10692. }
  10693. if (!spell) {
  10694. lua_interface->LogError("%s: LUA CastCustomSpell command error: spell is not valid", lua_interface->GetScriptName(state));
  10695. return 0;
  10696. }
  10697. if (caster && !caster->IsEntity()) {
  10698. lua_interface->LogError("%s: LUA CastSpell command error: caster (%s) is not an entity", lua_interface->GetScriptName(state), caster->GetName());
  10699. return 0;
  10700. }
  10701. target->GetZone()->ProcessSpell(NULL, (Entity*)caster, (Entity*)target, true, false, spell, 0);
  10702. return 0;
  10703. }
  10704. int EQ2Emu_lua_InWater(lua_State* state) {
  10705. if (!lua_interface)
  10706. return 0;
  10707. Spawn* spawn = lua_interface->GetSpawn(state);
  10708. lua_interface->ResetFunctionStack(state);
  10709. if (spawn) {
  10710. lua_interface->SetBooleanValue(state, spawn->InWater());
  10711. return 1;
  10712. }
  10713. return 0;
  10714. }
  10715. int EQ2Emu_lua_InLava(lua_State* state) {
  10716. if (!lua_interface)
  10717. return 0;
  10718. Spawn* spawn = lua_interface->GetSpawn(state);
  10719. lua_interface->ResetFunctionStack(state);
  10720. if (spawn) {
  10721. lua_interface->SetBooleanValue(state, spawn->InLava());
  10722. return 1;
  10723. }
  10724. return 0;
  10725. }
  10726. int EQ2Emu_lua_DamageSpawn(lua_State* state) {
  10727. if (!lua_interface)
  10728. return 0;
  10729. Spawn* attacker = lua_interface->GetSpawn(state);
  10730. Spawn* victim = lua_interface->GetSpawn(state, 2);
  10731. int8 type = lua_interface->GetInt8Value(state, 3);
  10732. int8 dmg_type = lua_interface->GetInt8Value(state, 4);
  10733. int32 low_damage = lua_interface->GetInt32Value(state, 5);
  10734. int32 high_damage = lua_interface->GetInt32Value(state, 6);
  10735. string spell_name = lua_interface->GetStringValue(state, 7);
  10736. int8 crit_mod = lua_interface->GetInt8Value(state, 8);
  10737. bool is_tick = (lua_interface->GetInt8Value(state, 9) == 1);
  10738. bool no_calcs = (lua_interface->GetInt8Value(state, 10) == 1);
  10739. bool ignore_attacker = (lua_interface->GetInt8Value(state, 11) == 1);
  10740. lua_interface->ResetFunctionStack(state);
  10741. if (!attacker) {
  10742. lua_interface->LogError("%s: LUA ProcDamage command error: caster is not a valid spawn", lua_interface->GetScriptName(state));
  10743. return 0;
  10744. }
  10745. if (!attacker->IsEntity()) {
  10746. lua_interface->LogError("%s: LUA ProcDamage command error: caster is not an entity", lua_interface->GetScriptName(state));
  10747. return 0;
  10748. }
  10749. if (!victim) {
  10750. lua_interface->LogError("%s: LUA ProcDamage command error: target is not a valid spawn", lua_interface->GetScriptName(state));
  10751. return 0;
  10752. }
  10753. if (!victim->IsEntity()) {
  10754. lua_interface->LogError("%s: LUA ProcDamage command error: target is not an entity", lua_interface->GetScriptName(state));
  10755. return 0;
  10756. }
  10757. ((Entity*)attacker)->DamageSpawn((Entity*)victim, type, dmg_type, low_damage, high_damage, spell_name.c_str(), crit_mod, is_tick, no_calcs, ignore_attacker);
  10758. return 0;
  10759. }
  10760. int EQ2Emu_lua_IsInvulnerable(lua_State* state) {
  10761. if (!lua_interface)
  10762. return 0;
  10763. Spawn* spawn = lua_interface->GetSpawn(state);
  10764. lua_interface->ResetFunctionStack(state);
  10765. if (spawn) {
  10766. lua_interface->SetBooleanValue(state, spawn->GetInvulnerable());
  10767. return 1;
  10768. }
  10769. return 0;
  10770. }
  10771. int EQ2Emu_lua_SetInvulnerable(lua_State* state) {
  10772. if (!lua_interface)
  10773. return 0;
  10774. Spawn* spawn = lua_interface->GetSpawn(state);
  10775. bool invul = lua_interface->GetBooleanValue(state, 2);
  10776. lua_interface->ResetFunctionStack(state);
  10777. if (spawn) {
  10778. spawn->SetInvulnerable(invul);
  10779. }
  10780. return 0;
  10781. }
  10782. int EQ2Emu_lua_GetRuleFlagBool(lua_State* state) {
  10783. if (!lua_interface)
  10784. return 0;
  10785. string category = lua_interface->GetStringValue(state);
  10786. string name = lua_interface->GetStringValue(state, 2);
  10787. lua_interface->ResetFunctionStack(state);
  10788. Rule *ret = 0;
  10789. if ((ret = rule_manager.GetGlobalRule(category.c_str(), name.c_str()))) {
  10790. lua_interface->SetBooleanValue(state, ret->GetBool());
  10791. return 1;
  10792. }
  10793. lua_interface->LogError("%s: LUA GetRuleFlagBool Unknown rule with category '%s' and type '%s'", lua_interface->GetScriptName(state), category.c_str(), name.c_str());
  10794. return 0;
  10795. }
  10796. int EQ2Emu_lua_GetRuleFlagInt32(lua_State* state) {
  10797. if (!lua_interface)
  10798. return 0;
  10799. string category = lua_interface->GetStringValue(state);
  10800. string name = lua_interface->GetStringValue(state, 2);
  10801. lua_interface->ResetFunctionStack(state);
  10802. Rule *ret = 0;
  10803. if ((ret = rule_manager.GetGlobalRule(category.c_str(), name.c_str()))) {
  10804. lua_interface->SetInt32Value(state, ret->GetInt32());
  10805. return 1;
  10806. }
  10807. lua_interface->LogError("%s: LUA GetRuleFlagInt32 Unknown rule with category '%s' and type '%s'", lua_interface->GetScriptName(state), category.c_str(), name.c_str());
  10808. return 0;
  10809. }
  10810. int EQ2Emu_lua_GetRuleFlagFloat(lua_State* state) {
  10811. if (!lua_interface)
  10812. return 0;
  10813. string category = lua_interface->GetStringValue(state);
  10814. string name = lua_interface->GetStringValue(state, 2);
  10815. lua_interface->ResetFunctionStack(state);
  10816. Rule *ret = 0;
  10817. if ((ret = rule_manager.GetGlobalRule(category.c_str(), name.c_str()))) {
  10818. lua_interface->SetFloatValue(state, ret->GetFloat());
  10819. return 1;
  10820. }
  10821. lua_interface->LogError("%s: LUA GetRuleFlagFloat Unknown rule with category '%s' and type '%s'", lua_interface->GetScriptName(state), category.c_str(), name.c_str());
  10822. return 0;
  10823. }
  10824. int EQ2Emu_lua_GetAAInfo(lua_State* state) {
  10825. if (!lua_interface)
  10826. return 0;
  10827. Spawn* spawn = lua_interface->GetSpawn(state);
  10828. string type = lua_interface->GetStringValue(state, 2);
  10829. lua_interface->ResetFunctionStack(state);
  10830. if (spawn) {
  10831. int res = 1;
  10832. boost::to_lower(type);
  10833. if(type == "assigned_aa")
  10834. lua_interface->SetSInt32Value(state, spawn->GetAssignedAA());
  10835. else if ( type == "unassigned_aa")
  10836. lua_interface->SetSInt32Value(state, spawn->GetUnassignedAA());
  10837. else if ( type == "assigned_tradeskill_aa")
  10838. lua_interface->SetSInt32Value(state, spawn->GetTradeskillAA());
  10839. else if ( type == "unassigned_tradeskill_aa")
  10840. lua_interface->SetSInt32Value(state, spawn->GetUnassignedTradeskillAA());
  10841. else if ( type == "assigned_prestige_aa")
  10842. lua_interface->SetSInt32Value(state, spawn->GetPrestigeAA());
  10843. else if ( type == "unassigned_prestige_aa")
  10844. lua_interface->SetSInt32Value(state, spawn->GetUnassignedPretigeAA());
  10845. else if ( type == "assigned_tradeskill_prestige_aa")
  10846. lua_interface->SetSInt32Value(state, spawn->GetTradeskillPrestigeAA());
  10847. else if ( type == "unassigned_tradeskill_prestige_aa")
  10848. lua_interface->SetSInt32Value(state, spawn->GetUnassignedTradeskillPrestigeAA());
  10849. else
  10850. res = 0;
  10851. return res;
  10852. }
  10853. lua_interface->LogError("%s: LUA GetAAInfo spawn does not exist", lua_interface->GetScriptName(state));
  10854. return 0;
  10855. }
  10856. int EQ2Emu_lua_SetAAInfo(lua_State* state) {
  10857. if (!lua_interface)
  10858. return 0;
  10859. Spawn* spawn = lua_interface->GetSpawn(state);
  10860. string type = lua_interface->GetStringValue(state, 2);
  10861. sint32 value = lua_interface->GetSInt32Value(state, 3);
  10862. lua_interface->ResetFunctionStack(state);
  10863. if (spawn) {
  10864. boost::to_lower(type);
  10865. if(type == "assigned_aa")
  10866. spawn->SetAssignedAA((sint16)value);
  10867. else if ( type == "unassigned_aa")
  10868. spawn->SetUnassignedAA((sint16)value);
  10869. else if ( type == "assigned_tradeskill_aa")
  10870. spawn->SetTradeskillAA((sint16)value);
  10871. else if ( type == "unassigned_tradeskill_aa")
  10872. spawn->SetUnassignedTradeskillAA((sint16)value);
  10873. else if ( type == "assigned_prestige_aa")
  10874. spawn->SetPrestigeAA((sint16)value);
  10875. else if ( type == "unassigned_prestige_aa")
  10876. spawn->SetUnassignedPrestigeAA((sint16)value);
  10877. else if ( type == "assigned_tradeskill_prestige_aa")
  10878. spawn->SetTradeskillPrestigeAA((sint16)value);
  10879. else if ( type == "unassigned_tradeskill_prestige_aa")
  10880. spawn->SetUnassignedTradeskillPrestigeAA((sint16)value);
  10881. if(spawn->IsPlayer())
  10882. ((Player*)spawn)->SetCharSheetChanged(true);
  10883. }
  10884. return 0;
  10885. }
  10886. int EQ2Emu_lua_AddMasterTitle(lua_State* state) {
  10887. if (!lua_interface)
  10888. return 0;
  10889. string titleName = lua_interface->GetStringValue(state);
  10890. int8 isPrefix = lua_interface->GetInt8Value(state, 2);
  10891. lua_interface->ResetFunctionStack(state);
  10892. sint32 index = database.AddMasterTitle(titleName.c_str(), isPrefix);
  10893. lua_interface->SetSInt32Value(state, index);
  10894. return 1;
  10895. }
  10896. int EQ2Emu_lua_AddCharacterTitle(lua_State* state) {
  10897. if (!lua_interface)
  10898. return 0;
  10899. Spawn* spawn = lua_interface->GetSpawn(state);
  10900. string titleName = lua_interface->GetStringValue(state, 2);
  10901. lua_interface->ResetFunctionStack(state);
  10902. if(!spawn->IsPlayer())
  10903. {
  10904. lua_interface->LogError("%s: LUA AddCharacterTitle command error: player is not valid", lua_interface->GetScriptName(state));
  10905. lua_interface->SetSInt32Value(state, -1);
  10906. return 1;
  10907. }
  10908. Player* player = (Player*)spawn;
  10909. // check if player already has the title, don't need to add twice
  10910. Title* playerHasTitle = player->GetPlayerTitles()->GetTitleByName(titleName.c_str());
  10911. if ( playerHasTitle)
  10912. {
  10913. lua_interface->SetSInt32Value(state, playerHasTitle->GetID());
  10914. return 1;
  10915. }
  10916. Title* title = master_titles_list.GetTitleByName(titleName.c_str());
  10917. if(!title)
  10918. {
  10919. lua_interface->LogError("%s: LUA AddCharacterTitle command error: title is not valid with name '%s'", lua_interface->GetScriptName(state), titleName.c_str());
  10920. lua_interface->SetSInt32Value(state, -1);
  10921. return 1;
  10922. }
  10923. sint32 returnIdx = database.AddCharacterTitle(title->GetID(), player->GetCharacterID(), player);
  10924. if(returnIdx < 0)
  10925. {
  10926. lua_interface->LogError("%s: LUA AddCharacterTitle command error: got invalid index (-1) returned for database.AddCharacterTitle '%s'", lua_interface->GetScriptName(state), titleName.c_str());
  10927. }
  10928. lua_interface->SetSInt32Value(state, returnIdx);
  10929. player->GetClient()->SendTitleUpdate();
  10930. return 1;
  10931. }
  10932. int EQ2Emu_lua_SetCharacterTitleSuffix(lua_State* state) {
  10933. if (!lua_interface)
  10934. return 0;
  10935. Spawn* spawn = lua_interface->GetSpawn(state);
  10936. string titleName = lua_interface->GetStringValue(state, 2);
  10937. lua_interface->ResetFunctionStack(state);
  10938. if(!spawn->IsPlayer())
  10939. {
  10940. lua_interface->LogError("%s: LUA SetCharacterTitleSuffix command error: player is not valid", lua_interface->GetScriptName(state));
  10941. return 0;
  10942. }
  10943. Player* player = (Player*)spawn;
  10944. Title* title = player->GetPlayerTitles()->GetTitleByName(titleName.c_str());
  10945. if(!title)
  10946. {
  10947. lua_interface->LogError("%s: LUA SetCharacterTitleSuffix command error: title is not valid with name '%s'", lua_interface->GetScriptName(state), titleName.c_str());
  10948. return 0;
  10949. }
  10950. if(title->GetPrefix())
  10951. {
  10952. 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());
  10953. return 0;
  10954. }
  10955. database.SaveCharSuffixIndex(title->GetID(), player->GetCharacterID());
  10956. player->GetClient()->SendTitleUpdate();
  10957. return 1;
  10958. }
  10959. int EQ2Emu_lua_SetCharacterTitlePrefix(lua_State* state) {
  10960. if (!lua_interface)
  10961. return 0;
  10962. Spawn* spawn = lua_interface->GetSpawn(state);
  10963. string titleName = lua_interface->GetStringValue(state, 2);
  10964. lua_interface->ResetFunctionStack(state);
  10965. if(!spawn->IsPlayer())
  10966. {
  10967. lua_interface->LogError("%s: LUA SetCharacterTitlePrefix command error: player is not valid", lua_interface->GetScriptName(state));
  10968. return 0;
  10969. }
  10970. Player* player = (Player*)spawn;
  10971. Title* title = player->GetPlayerTitles()->GetTitleByName(titleName.c_str());
  10972. if(!title)
  10973. {
  10974. lua_interface->LogError("%s: LUA SetCharacterTitlePrefix command error: title is not valid with name '%s'", lua_interface->GetScriptName(state), titleName.c_str());
  10975. return 0;
  10976. }
  10977. if(!title->GetPrefix())
  10978. {
  10979. 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());
  10980. return 0;
  10981. }
  10982. database.SaveCharPrefixIndex(title->GetID(), player->GetCharacterID());
  10983. player->GetClient()->SendTitleUpdate();
  10984. return 1;
  10985. }
  10986. int EQ2Emu_lua_ResetCharacterTitleSuffix(lua_State* state) {
  10987. if (!lua_interface)
  10988. return 0;
  10989. Spawn* spawn = lua_interface->GetSpawn(state);
  10990. lua_interface->ResetFunctionStack(state);
  10991. if(!spawn->IsPlayer())
  10992. {
  10993. lua_interface->LogError("%s: LUA ResetCharacterTitleSuffix command error: player is not valid", lua_interface->GetScriptName(state));
  10994. return 0;
  10995. }
  10996. Player* player = (Player*)spawn;
  10997. database.SaveCharSuffixIndex(-1, player->GetCharacterID());
  10998. player->GetClient()->SendTitleUpdate();
  10999. return 1;
  11000. }
  11001. int EQ2Emu_lua_ResetCharacterTitlePrefix(lua_State* state) {
  11002. if (!lua_interface)
  11003. return 0;
  11004. Spawn* spawn = lua_interface->GetSpawn(state);
  11005. lua_interface->ResetFunctionStack(state);
  11006. if(!spawn->IsPlayer())
  11007. {
  11008. lua_interface->LogError("%s: LUA ResetCharacterTitlePrefix command error: player is not valid", lua_interface->GetScriptName(state));
  11009. return 0;
  11010. }
  11011. Player* player = (Player*)spawn;
  11012. database.SaveCharPrefixIndex(-1, player->GetCharacterID());
  11013. player->GetClient()->SendTitleUpdate();
  11014. return 1;
  11015. }
  11016. int EQ2Emu_lua_GetInfoStructString(lua_State* state) {
  11017. if (!lua_interface)
  11018. return 0;
  11019. Spawn* spawn = lua_interface->GetSpawn(state);
  11020. string field = lua_interface->GetStringValue(state, 2);
  11021. lua_interface->ResetFunctionStack(state);
  11022. if(!spawn || !spawn->IsEntity())
  11023. {
  11024. 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));
  11025. return 0;
  11026. }
  11027. Entity* ent = (Entity*)spawn;
  11028. lua_interface->SetStringValue(state, ent->GetInfoStructString(field).c_str());
  11029. return 1;
  11030. }
  11031. int EQ2Emu_lua_GetInfoStructUInt(lua_State* state) {
  11032. if (!lua_interface)
  11033. return 0;
  11034. Spawn* spawn = lua_interface->GetSpawn(state);
  11035. string field = lua_interface->GetStringValue(state, 2);
  11036. lua_interface->ResetFunctionStack(state);
  11037. if(!spawn || !spawn->IsEntity())
  11038. {
  11039. 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));
  11040. return 0;
  11041. }
  11042. Entity* ent = (Entity*)spawn;
  11043. lua_interface->SetInt64Value(state, ent->GetInfoStructUInt(field));
  11044. return 1;
  11045. }
  11046. int EQ2Emu_lua_GetInfoStructSInt(lua_State* state) {
  11047. if (!lua_interface)
  11048. return 0;
  11049. Spawn* spawn = lua_interface->GetSpawn(state);
  11050. string field = lua_interface->GetStringValue(state, 2);
  11051. lua_interface->ResetFunctionStack(state);
  11052. if(!spawn || !spawn->IsEntity())
  11053. {
  11054. 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));
  11055. return 0;
  11056. }
  11057. Entity* ent = (Entity*)spawn;
  11058. lua_interface->SetSInt64Value(state, ent->GetInfoStructSInt(field));
  11059. return 1;
  11060. }
  11061. int EQ2Emu_lua_GetInfoStructFloat(lua_State* state) {
  11062. if (!lua_interface)
  11063. return 0;
  11064. Spawn* spawn = lua_interface->GetSpawn(state);
  11065. string field = lua_interface->GetStringValue(state, 2);
  11066. lua_interface->ResetFunctionStack(state);
  11067. if(!spawn || !spawn->IsEntity())
  11068. {
  11069. 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));
  11070. return 0;
  11071. }
  11072. Entity* ent = (Entity*)spawn;
  11073. lua_interface->SetFloatValue(state, ent->GetInfoStructFloat(field));
  11074. return 1;
  11075. }
  11076. int EQ2Emu_lua_SetInfoStructString(lua_State* state) {
  11077. if (!lua_interface)
  11078. return 0;
  11079. Spawn* spawn = lua_interface->GetSpawn(state);
  11080. string field = lua_interface->GetStringValue(state, 2);
  11081. string value = lua_interface->GetStringValue(state, 3);
  11082. lua_interface->ResetFunctionStack(state);
  11083. if(!spawn || !spawn->IsEntity())
  11084. {
  11085. 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));
  11086. return 0;
  11087. }
  11088. Entity* ent = (Entity*)spawn;
  11089. bool set_ = ent->SetInfoStructString(field, value);
  11090. lua_interface->SetBooleanValue(state, set_);
  11091. return 1;
  11092. }
  11093. int EQ2Emu_lua_SetInfoStructUInt(lua_State* state) {
  11094. if (!lua_interface)
  11095. return 0;
  11096. Spawn* spawn = lua_interface->GetSpawn(state);
  11097. string field = lua_interface->GetStringValue(state, 2);
  11098. int64 value = lua_interface->GetInt64Value(state, 3);
  11099. lua_interface->ResetFunctionStack(state);
  11100. if(!spawn || !spawn->IsEntity())
  11101. {
  11102. 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));
  11103. return 0;
  11104. }
  11105. Entity* ent = (Entity*)spawn;
  11106. bool set_ = ent->SetInfoStructUInt(field, value);
  11107. lua_interface->SetBooleanValue(state, set_);
  11108. return 1;
  11109. }
  11110. int EQ2Emu_lua_SetInfoStructSInt(lua_State* state) {
  11111. if (!lua_interface)
  11112. return 0;
  11113. Spawn* spawn = lua_interface->GetSpawn(state);
  11114. string field = lua_interface->GetStringValue(state, 2);
  11115. sint64 value = lua_interface->GetSInt64Value(state, 3);
  11116. lua_interface->ResetFunctionStack(state);
  11117. if(!spawn || !spawn->IsEntity())
  11118. {
  11119. 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));
  11120. return 0;
  11121. }
  11122. Entity* ent = (Entity*)spawn;
  11123. bool set_ = ent->SetInfoStructSInt(field, value);
  11124. lua_interface->SetBooleanValue(state, set_);
  11125. return 1;
  11126. }
  11127. int EQ2Emu_lua_SetInfoStructFloat(lua_State* state) {
  11128. if (!lua_interface)
  11129. return 0;
  11130. Spawn* spawn = lua_interface->GetSpawn(state);
  11131. string field = lua_interface->GetStringValue(state, 2);
  11132. float value = lua_interface->GetFloatValue(state, 3);
  11133. lua_interface->ResetFunctionStack(state);
  11134. if(!spawn || !spawn->IsEntity())
  11135. {
  11136. 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));
  11137. return 0;
  11138. }
  11139. Entity* ent = (Entity*)spawn;
  11140. bool set_ = ent->SetInfoStructFloat(field, value);
  11141. lua_interface->SetBooleanValue(state, set_);
  11142. return 1;
  11143. }
  11144. int EQ2Emu_lua_SetCharSheetChanged(lua_State* state) {
  11145. if (!lua_interface)
  11146. return 0;
  11147. Spawn* spawn = lua_interface->GetSpawn(state);
  11148. bool value = lua_interface->GetBooleanValue(state, 2);
  11149. lua_interface->ResetFunctionStack(state);
  11150. if(!spawn || !spawn->IsPlayer())
  11151. {
  11152. 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));
  11153. return 0;
  11154. }
  11155. ((Player*)spawn)->SetCharSheetChanged(value);
  11156. return 0;
  11157. }
  11158. int EQ2Emu_lua_AddPlayerMail(lua_State* state) {
  11159. if (!lua_interface)
  11160. return 0;
  11161. Spawn* spawn = lua_interface->GetSpawn(state);
  11162. std::string fromName = lua_interface->GetStringValue(state, 2);
  11163. std::string subjectName = lua_interface->GetStringValue(state, 3);
  11164. std::string mailBody = lua_interface->GetStringValue(state, 4);
  11165. int8 mailType = lua_interface->GetInt8Value(state, 5);
  11166. int32 copper = lua_interface->GetInt32Value(state, 6);
  11167. int32 silver = lua_interface->GetInt32Value(state, 7);
  11168. int32 gold = lua_interface->GetInt32Value(state, 8);
  11169. int32 platinum = lua_interface->GetInt32Value(state, 9);
  11170. int32 item_id = lua_interface->GetInt32Value(state, 10);
  11171. int16 stack_size = lua_interface->GetInt32Value(state, 11);
  11172. int32 expire_time = lua_interface->GetInt32Value(state, 12);
  11173. int32 sent_time = lua_interface->GetInt32Value(state, 13);
  11174. lua_interface->ResetFunctionStack(state);
  11175. if(!spawn || !spawn->IsPlayer())
  11176. {
  11177. 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));
  11178. lua_interface->SetBooleanValue(state, false);
  11179. return 1;
  11180. }
  11181. int32 time_sent = sent_time > 0 ? sent_time : Timer::GetUnixTimeStamp();
  11182. ((Player*)spawn)->GetClient()->CreateAndUpdateMail(fromName, subjectName, mailBody, mailType, copper, silver, gold, platinum, item_id, stack_size, time_sent, expire_time);
  11183. lua_interface->SetBooleanValue(state, true);
  11184. return 1;
  11185. }
  11186. int EQ2Emu_lua_AddPlayerMailByCharID(lua_State* state) {
  11187. if (!lua_interface)
  11188. return 0;
  11189. int32 char_id = lua_interface->GetInt32Value(state);
  11190. std::string fromName = lua_interface->GetStringValue(state, 2);
  11191. std::string subjectName = lua_interface->GetStringValue(state, 3);
  11192. std::string mailBody = lua_interface->GetStringValue(state, 4);
  11193. int8 mailType = lua_interface->GetInt8Value(state, 5);
  11194. int32 copper = lua_interface->GetInt32Value(state, 6);
  11195. int32 silver = lua_interface->GetInt32Value(state, 7);
  11196. int32 gold = lua_interface->GetInt32Value(state, 8);
  11197. int32 platinum = lua_interface->GetInt32Value(state, 9);
  11198. int32 item_id = lua_interface->GetInt32Value(state, 10);
  11199. int16 stack_size = lua_interface->GetInt32Value(state, 11);
  11200. int32 expire_time = lua_interface->GetInt32Value(state, 12);
  11201. int32 sent_time = lua_interface->GetInt32Value(state, 13);
  11202. lua_interface->ResetFunctionStack(state);
  11203. int32 time_sent = sent_time > 0 ? sent_time : Timer::GetUnixTimeStamp();
  11204. Client::CreateMail(char_id, fromName, subjectName, mailBody, mailType, copper, silver, gold, platinum, item_id, stack_size, time_sent, expire_time);
  11205. lua_interface->SetBooleanValue(state, true);
  11206. return 1;
  11207. }
  11208. int EQ2Emu_lua_OpenDoor(lua_State* state) {
  11209. Spawn* widget;
  11210. if (lua_interface) {
  11211. widget = lua_interface->GetSpawn(state);
  11212. bool disable_open_sound = lua_interface->GetBooleanValue(state, 2);
  11213. lua_interface->ResetFunctionStack(state);
  11214. if (widget && widget->IsWidget())
  11215. {
  11216. ((Widget*)widget)->OpenDoor();
  11217. if(!disable_open_sound && ((Widget*)widget)->IsOpen() && ((Widget*)widget)->GetOpenSound())
  11218. widget->GetZone()->PlaySoundFile(0, ((Widget*)widget)->GetOpenSound(), ((Widget*)widget)->GetX(), ((Widget*)widget)->GetY(), ((Widget*)widget)->GetZ());
  11219. }
  11220. else
  11221. 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));
  11222. }
  11223. return 0;
  11224. }
  11225. int EQ2Emu_lua_CloseDoor(lua_State* state) {
  11226. Spawn* widget;
  11227. if (lua_interface) {
  11228. widget = lua_interface->GetSpawn(state);
  11229. bool disable_close_sound = lua_interface->GetBooleanValue(state, 2);
  11230. lua_interface->ResetFunctionStack(state);
  11231. if (widget && widget->IsWidget())
  11232. {
  11233. ((Widget*)widget)->CloseDoor();
  11234. if(!disable_close_sound && !((Widget*)widget)->IsOpen() && ((Widget*)widget)->GetCloseSound())
  11235. widget->GetZone()->PlaySoundFile(0, ((Widget*)widget)->GetCloseSound(), ((Widget*)widget)->GetX(), ((Widget*)widget)->GetY(), ((Widget*)widget)->GetZ());
  11236. }
  11237. else
  11238. 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));
  11239. }
  11240. return 0;
  11241. }
  11242. int EQ2Emu_lua_IsOpen(lua_State* state) {
  11243. if (!lua_interface)
  11244. return 0;
  11245. Spawn* widget = lua_interface->GetSpawn(state);
  11246. lua_interface->ResetFunctionStack(state);
  11247. if (widget && widget->IsWidget())
  11248. {
  11249. lua_interface->SetBooleanValue(state, ((Widget*)widget)->IsOpen());
  11250. return 1;
  11251. }
  11252. return 0;
  11253. }
  11254. int EQ2Emu_lua_MakeRandomInt(lua_State* state) {
  11255. if (!lua_interface)
  11256. return 0;
  11257. sint32 min = lua_interface->GetSInt32Value(state);
  11258. sint32 max = lua_interface->GetSInt32Value(state, 2);
  11259. lua_interface->ResetFunctionStack(state);
  11260. sint32 result = MakeRandomInt(min, max);
  11261. lua_interface->SetSInt32Value(state, result);
  11262. return 1;
  11263. }
  11264. int EQ2Emu_lua_MakeRandomFloat(lua_State* state) {
  11265. if (!lua_interface)
  11266. return 0;
  11267. float min = lua_interface->GetFloatValue(state);
  11268. float max = lua_interface->GetFloatValue(state, 2);
  11269. lua_interface->ResetFunctionStack(state);
  11270. float result = MakeRandomFloat(min, max);
  11271. lua_interface->SetFloatValue(state, result);
  11272. return 1;
  11273. }
  11274. int EQ2Emu_lua_AddIconValue(lua_State* state) {
  11275. if (!lua_interface)
  11276. return 0;
  11277. Spawn* spawn = lua_interface->GetSpawn(state);
  11278. int32 value = lua_interface->GetInt32Value(state, 2);
  11279. lua_interface->ResetFunctionStack(state);
  11280. if(!spawn)
  11281. {
  11282. lua_interface->LogError("%s: LUA AddIconValue command error: spawn is not valid, does not exist", lua_interface->GetScriptName(state));
  11283. lua_interface->SetBooleanValue(state, false);
  11284. return 1;
  11285. }
  11286. spawn->AddIconValue(value);
  11287. lua_interface->SetBooleanValue(state, true);
  11288. return 1;
  11289. }
  11290. int EQ2Emu_lua_RemoveIconValue(lua_State* state) {
  11291. if (!lua_interface)
  11292. return 0;
  11293. Spawn* spawn = lua_interface->GetSpawn(state);
  11294. int32 value = lua_interface->GetInt32Value(state, 2);
  11295. lua_interface->ResetFunctionStack(state);
  11296. if(!spawn)
  11297. {
  11298. lua_interface->LogError("%s: LUA RemoveIconValue command error: spawn is not valid, does not exist", lua_interface->GetScriptName(state));
  11299. lua_interface->SetBooleanValue(state, false);
  11300. return 1;
  11301. }
  11302. spawn->RemoveIconValue(value);
  11303. lua_interface->SetBooleanValue(state, true);
  11304. return 1;
  11305. }
  11306. int EQ2Emu_lua_GetShardID(lua_State* state) {
  11307. Spawn* npc = lua_interface->GetSpawn(state);
  11308. lua_interface->ResetFunctionStack(state);
  11309. if (npc && npc->IsNPC()) {
  11310. NPC* shard = (NPC*)npc;
  11311. int32 shardid = shard->GetShardID();
  11312. lua_interface->SetInt32Value(state, shardid);
  11313. return 1;
  11314. }
  11315. lua_interface->SetInt32Value(state, 0);
  11316. return 1;
  11317. }
  11318. int EQ2Emu_lua_GetShardCharID(lua_State* state) {
  11319. Spawn* npc = lua_interface->GetSpawn(state);
  11320. lua_interface->ResetFunctionStack(state);
  11321. if (npc && npc->IsNPC()) {
  11322. NPC* shard = (NPC*)npc;
  11323. int32 charid = shard->GetShardCharID();
  11324. lua_interface->SetInt32Value(state, charid);
  11325. return 1;
  11326. }
  11327. lua_interface->SetInt32Value(state, 0);
  11328. return 1;
  11329. }
  11330. int EQ2Emu_lua_GetShardCreatedTimestamp(lua_State* state) {
  11331. Spawn* npc = lua_interface->GetSpawn(state);
  11332. lua_interface->ResetFunctionStack(state);
  11333. if (npc && npc->IsNPC()) {
  11334. NPC* shard = (NPC*)npc;
  11335. int64 timestamp = shard->GetShardCreatedTimestamp();
  11336. lua_interface->SetSInt64Value(state, timestamp);
  11337. return 1;
  11338. }
  11339. lua_interface->SetSInt64Value(state, 0);
  11340. return 1;
  11341. }
  11342. int EQ2Emu_lua_DeleteDBShardID(lua_State* state) {
  11343. if (!lua_interface)
  11344. return 0;
  11345. int32 shardid = lua_interface->GetInt32Value(state);
  11346. lua_interface->ResetFunctionStack(state);
  11347. if(shardid < 1)
  11348. lua_interface->SetBooleanValue(state, false);
  11349. else
  11350. lua_interface->SetBooleanValue(state, database.DeleteSpiritShard(shardid));
  11351. return 1;
  11352. }
  11353. int EQ2Emu_lua_PauseMovement(lua_State* state) {
  11354. if (!lua_interface)
  11355. return 0;
  11356. Spawn* spawn = lua_interface->GetSpawn(state);
  11357. int32 delay_in_ms = lua_interface->GetInt32Value(state, 2);
  11358. if (spawn) {
  11359. spawn->PauseMovement(delay_in_ms);
  11360. }
  11361. lua_interface->ResetFunctionStack(state);
  11362. return 0;
  11363. }
  11364. int EQ2Emu_lua_StopMovement(lua_State* state) {
  11365. if (!lua_interface)
  11366. return 0;
  11367. Spawn* spawn = lua_interface->GetSpawn(state);
  11368. if (spawn) {
  11369. spawn->StopMovement();
  11370. }
  11371. lua_interface->ResetFunctionStack(state);
  11372. return 0;
  11373. }
  11374. int EQ2Emu_lua_GetArrowColor(lua_State* state) {
  11375. Player* player = (Player*)lua_interface->GetSpawn(state);
  11376. int8 level = lua_interface->GetInt8Value(state, 2);
  11377. lua_interface->ResetFunctionStack(state);
  11378. if (player && player->IsPlayer() && level > 0) {
  11379. lua_interface->SetInt32Value(state, player->GetArrowColor(level));
  11380. return 1;
  11381. }
  11382. return 0;
  11383. }
  11384. int EQ2Emu_lua_GetTSArrowColor(lua_State* state) {
  11385. Player* player = (Player*)lua_interface->GetSpawn(state);
  11386. int8 level = lua_interface->GetInt8Value(state, 2);
  11387. lua_interface->ResetFunctionStack(state);
  11388. if (player && player->IsPlayer() && level > 0) {
  11389. lua_interface->SetInt32Value(state, player->GetTSArrowColor(level));
  11390. return 1;
  11391. }
  11392. return 0;
  11393. }
  11394. int EQ2Emu_lua_GetSpawnByRailID(lua_State* state) {
  11395. ZoneServer* zone = lua_interface->GetZone(state);
  11396. sint64 rail_id = lua_interface->GetSInt64Value(state, 2);
  11397. lua_interface->ResetFunctionStack(state);
  11398. if (zone) {
  11399. Spawn* spawn = zone->GetTransportByRailID(rail_id);
  11400. if (spawn) {
  11401. lua_interface->SetSpawnValue(state, spawn);
  11402. return 1;
  11403. }
  11404. }
  11405. return 0;
  11406. }
  11407. int EQ2Emu_lua_SetRailID(lua_State* state) {
  11408. if (!lua_interface)
  11409. return 0;
  11410. Spawn* spawn = lua_interface->GetSpawn(state);
  11411. sint64 rail_id = lua_interface->GetSInt64Value(state, 2);
  11412. lua_interface->ResetFunctionStack(state);
  11413. bool res = false;
  11414. if(spawn && spawn->IsTransportSpawn())
  11415. {
  11416. //printf("Set rail id %i for %s\n",rail_id,spawn->GetName());
  11417. spawn->SetRailID(rail_id);
  11418. res = true;
  11419. }
  11420. else if (!spawn) {
  11421. lua_interface->LogError("%s: LUA SetRailID command error: spawn is not valid, does not exist", lua_interface->GetScriptName(state));
  11422. }
  11423. else if(!spawn->IsTransportSpawn()) {
  11424. 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());
  11425. }
  11426. lua_interface->SetBooleanValue(state, res);
  11427. return 1;
  11428. }
  11429. int EQ2Emu_lua_IsZoneLoading(lua_State* state) {
  11430. if (!lua_interface)
  11431. return 0;
  11432. ZoneServer* zone = lua_interface->GetZone(state);
  11433. lua_interface->ResetFunctionStack(state);
  11434. if (zone) {
  11435. lua_interface->SetBooleanValue(state, zone->IsLoading());
  11436. return 1;
  11437. }
  11438. return 0;
  11439. }
  11440. int EQ2Emu_lua_IsRunning(lua_State* state) {
  11441. if (!lua_interface)
  11442. return 0;
  11443. Spawn* spawn = lua_interface->GetSpawn(state);
  11444. lua_interface->ResetFunctionStack(state);
  11445. if (spawn) {
  11446. lua_interface->SetBooleanValue(state, spawn->IsRunning());
  11447. return 1;
  11448. }
  11449. return 0;
  11450. }
  11451. int EQ2Emu_lua_GetZoneLockoutTimer(lua_State* state) {
  11452. if (!lua_interface)
  11453. return 0;
  11454. Spawn* player = lua_interface->GetSpawn(state);
  11455. int32 zoneID = lua_interface->GetInt32Value(state, 2);
  11456. bool displayClient = lua_interface->GetInt32Value(state, 3);
  11457. lua_interface->ResetFunctionStack(state);
  11458. if (!player || !player->IsPlayer() || !player->GetClient()) {
  11459. lua_interface->LogError("%s: LUA GetZoneLockoutTimer command error: player is not valid, does not exist", lua_interface->GetScriptName(state));
  11460. }
  11461. else if(!zoneID) {
  11462. lua_interface->LogError("%s: LUA GetZoneLockoutTimer command error: zoneID is not set.");
  11463. }
  11464. else
  11465. {
  11466. lua_interface->SetStringValue(state, player->GetClient()->IdentifyInstanceLockout(zoneID, displayClient).c_str());
  11467. return 1;
  11468. }
  11469. return 0;
  11470. }
  11471. int EQ2Emu_lua_SetWorldTime(lua_State* state) {
  11472. if (!lua_interface)
  11473. return 0;
  11474. int16 newYear = lua_interface->GetInt16Value(state, 1);
  11475. sint32 newMonth = lua_interface->GetInt16Value(state, 2);
  11476. int16 newHour = lua_interface->GetInt16Value(state, 3);
  11477. int16 newMinute = lua_interface->GetInt16Value(state, 4);
  11478. lua_interface->ResetFunctionStack(state);
  11479. world.MWorldTime.writelock(__FUNCTION__, __LINE__);
  11480. world.GetWorldTimeStruct()->year = newYear;
  11481. world.GetWorldTimeStruct()->month = newMonth;
  11482. world.GetWorldTimeStruct()->hour = newHour;
  11483. world.GetWorldTimeStruct()->minute = newMinute;
  11484. world.MWorldTime.releasewritelock(__FUNCTION__, __LINE__);
  11485. return 0;
  11486. }
  11487. int EQ2Emu_lua_GetWorldTimeYear(lua_State* state) {
  11488. if (!lua_interface)
  11489. return 0;
  11490. lua_interface->ResetFunctionStack(state);
  11491. world.MWorldTime.readlock(__FUNCTION__, __LINE__);
  11492. lua_interface->SetInt32Value(state, world.GetWorldTimeStruct()->year);
  11493. world.MWorldTime.releasereadlock(__FUNCTION__, __LINE__);
  11494. return 1;
  11495. }
  11496. int EQ2Emu_lua_GetWorldTimeMonth(lua_State* state) {
  11497. if (!lua_interface)
  11498. return 0;
  11499. lua_interface->ResetFunctionStack(state);
  11500. world.MWorldTime.readlock(__FUNCTION__, __LINE__);
  11501. lua_interface->SetSInt32Value(state, world.GetWorldTimeStruct()->month);
  11502. world.MWorldTime.releasereadlock(__FUNCTION__, __LINE__);
  11503. return 1;
  11504. }
  11505. int EQ2Emu_lua_GetWorldTimeHour(lua_State* state) {
  11506. if (!lua_interface)
  11507. return 0;
  11508. lua_interface->ResetFunctionStack(state);
  11509. world.MWorldTime.readlock(__FUNCTION__, __LINE__);
  11510. lua_interface->SetSInt32Value(state, world.GetWorldTimeStruct()->hour);
  11511. world.MWorldTime.releasereadlock(__FUNCTION__, __LINE__);
  11512. return 1;
  11513. }
  11514. int EQ2Emu_lua_GetWorldTimeMinute(lua_State* state) {
  11515. if (!lua_interface)
  11516. return 0;
  11517. lua_interface->ResetFunctionStack(state);
  11518. world.MWorldTime.readlock(__FUNCTION__, __LINE__);
  11519. lua_interface->SetSInt32Value(state, world.GetWorldTimeStruct()->minute);
  11520. world.MWorldTime.releasereadlock(__FUNCTION__, __LINE__);
  11521. return 1;
  11522. }
  11523. int EQ2Emu_lua_SendTimeUpdate(lua_State* state) {
  11524. if (!lua_interface)
  11525. return 0;
  11526. lua_interface->ResetFunctionStack(state);
  11527. world.SendTimeUpdate();
  11528. return 0;
  11529. }
  11530. int EQ2Emu_lua_ChangeFaction(lua_State* state) {
  11531. bool update_result = false;
  11532. Faction* faction = 0;
  11533. Spawn* spawn = lua_interface->GetSpawn(state);
  11534. int32 faction_id = lua_interface->GetInt32Value(state, 2);
  11535. sint32 increase = lua_interface->GetInt32Value(state, 3);
  11536. lua_interface->ResetFunctionStack(state);
  11537. if(!spawn || !spawn->IsPlayer()) {
  11538. lua_interface->LogError("LUA ChangeFaction command error: player is not valid");
  11539. return 0;
  11540. }
  11541. Player* player = (Player*)spawn;
  11542. Client* client = player->GetClient();
  11543. if (faction_id > 0) {
  11544. bool hasfaction = database.VerifyFactionID(player->GetCharacterID(),faction_id);
  11545. if(hasfaction == 0) {
  11546. //they do not have the faction. Lets get the default value and feed it in.
  11547. sint32 defaultfaction = master_faction_list.GetDefaultFactionValue(faction_id);
  11548. //add the default faction for the player.
  11549. player->SetFactionValue(faction_id, defaultfaction);
  11550. }
  11551. if(increase >= 0) {
  11552. update_result = player->GetFactions()->IncreaseFaction(faction_id,increase);
  11553. faction = master_faction_list.GetFaction(faction_id);
  11554. if(faction && update_result)
  11555. client->Message(CHANNEL_FACTION, "Your faction standing with %s got better.", faction->name.c_str());
  11556. else if(faction)
  11557. client->Message(CHANNEL_FACTION, "Your faction standing with %s could not possibly get any better.", faction->name.c_str());
  11558. lua_interface->SetBooleanValue(state, true);
  11559. return 1;
  11560. }
  11561. if(increase < 0){
  11562. //change the negative to a positive, since thats how decreasefaction() likes it.
  11563. increase *= -1;
  11564. update_result = player->GetFactions()->DecreaseFaction(faction_id,increase);
  11565. faction = master_faction_list.GetFaction(faction_id);
  11566. if(faction && update_result)
  11567. client->Message(CHANNEL_FACTION, "Your faction standing with %s got worse.", faction->name.c_str());
  11568. else if(faction)
  11569. client->Message(CHANNEL_FACTION, "Your faction standing with %s could not possibly get any worse.", faction->name.c_str());
  11570. lua_interface->SetBooleanValue(state, true);
  11571. return 1;
  11572. }
  11573. }
  11574. lua_interface->SetBooleanValue(state, false);
  11575. return 1;
  11576. }
  11577. int EQ2Emu_lua_HasCoin(lua_State* state) {
  11578. bool hascoin = 0;
  11579. Player* player = (Player*)lua_interface->GetSpawn(state);
  11580. int32 coins = lua_interface->GetInt32Value(state, 2);
  11581. lua_interface->ResetFunctionStack(state);
  11582. if (player && player->IsPlayer()) {
  11583. hascoin = player->HasCoins(coins);
  11584. if(hascoin == 0) {
  11585. lua_interface->SetBooleanValue(state, false);
  11586. return 1;
  11587. }
  11588. if(hascoin == 1) {
  11589. lua_interface->SetBooleanValue(state, true);
  11590. return 1;
  11591. }
  11592. }
  11593. return 0;
  11594. }
  11595. int EQ2Emu_lua_GetLootTier(lua_State* state) {
  11596. int32 loot_tier = 0;
  11597. Spawn* spawn = lua_interface->GetSpawn(state);
  11598. lua_interface->ResetFunctionStack(state);
  11599. if (spawn) {
  11600. loot_tier = spawn->GetLootTier();
  11601. lua_interface->SetInt32Value(state, loot_tier);
  11602. return 1;
  11603. }
  11604. return 0;
  11605. }
  11606. int EQ2Emu_lua_SetLootTier(lua_State* state) {
  11607. if (!lua_interface)
  11608. return 0;
  11609. Spawn* spawn = lua_interface->GetSpawn(state);
  11610. int32 loot_tier = lua_interface->GetInt32Value(state, 2);
  11611. lua_interface->ResetFunctionStack(state);
  11612. if (spawn) {
  11613. spawn->SetLootTier(loot_tier);
  11614. lua_interface->SetBooleanValue(state, true);
  11615. return 1;
  11616. }
  11617. lua_interface->SetBooleanValue(state, false);
  11618. return 1;
  11619. }
  11620. int EQ2Emu_lua_GetLootDropType(lua_State* state) {
  11621. int32 loot_drop_type = 0;
  11622. Spawn* spawn = lua_interface->GetSpawn(state);
  11623. lua_interface->ResetFunctionStack(state);
  11624. if (spawn) {
  11625. loot_drop_type = spawn->GetLootDropType();
  11626. lua_interface->SetInt32Value(state, loot_drop_type);
  11627. return 1;
  11628. }
  11629. return 0;
  11630. }
  11631. int EQ2Emu_lua_SetLootDropType(lua_State* state) {
  11632. if (!lua_interface)
  11633. return 0;
  11634. Spawn* spawn = lua_interface->GetSpawn(state);
  11635. int32 loot_drop_type = lua_interface->GetInt32Value(state, 2);
  11636. lua_interface->ResetFunctionStack(state);
  11637. if (spawn) {
  11638. spawn->SetLootDropType(loot_drop_type);
  11639. lua_interface->SetBooleanValue(state, true);
  11640. return 1;
  11641. }
  11642. lua_interface->SetBooleanValue(state, false);
  11643. return 1;
  11644. }
  11645. int EQ2Emu_lua_DamageEquippedItems(lua_State* state) {
  11646. if (!lua_interface)
  11647. return 0;
  11648. Spawn* spawn = lua_interface->GetSpawn(state);
  11649. int8 damage_amount = lua_interface->GetInt32Value(state, 2);
  11650. if(damage_amount > 100) {
  11651. damage_amount = 100;
  11652. }
  11653. if (!spawn) {
  11654. lua_interface->LogError("%s: LUA DamageEquippedItems command error: spawn is not valid", lua_interface->GetScriptName(state));
  11655. return 0;
  11656. }
  11657. if (spawn->IsPlayer()) {
  11658. if (((Player*)spawn)->GetClient() && ((Player*)spawn)->DamageEquippedItems(damage_amount, ((Player*)spawn)->GetClient()))
  11659. lua_interface->SetBooleanValue(state, true);
  11660. else
  11661. lua_interface->SetBooleanValue(state, false);
  11662. }
  11663. else {
  11664. lua_interface->SetBooleanValue(state, false);
  11665. }
  11666. return 1;
  11667. }
  11668. int EQ2Emu_lua_CreateWidgetRegion(lua_State* state) {
  11669. ZoneServer* zone = lua_interface->GetZone(state);
  11670. int32 version = lua_interface->GetInt32Value(state, 2);
  11671. RegionMap* region_map = world.GetRegionMap(std::string(zone->GetZoneFile()), version);
  11672. if(region_map == nullptr) {
  11673. lua_interface->LogError("%s: LUA CreateWidgetRegion command error: region map is not valid for version %u", lua_interface->GetScriptName(state), version);
  11674. return 0;
  11675. }
  11676. string region_name = lua_interface->GetStringValue(state, 3);
  11677. string env_name = lua_interface->GetStringValue(state, 4);
  11678. int32 grid_id = lua_interface->GetInt32Value(state, 5);
  11679. int32 widget_id = lua_interface->GetInt32Value(state, 6);
  11680. float dist = lua_interface->GetFloatValue(state, 7);
  11681. region_map->InsertRegionNode(zone, version, region_name, env_name, grid_id, widget_id, dist);
  11682. lua_interface->ResetFunctionStack(state);
  11683. lua_interface->SetBooleanValue(state, true);
  11684. return 1;
  11685. }
  11686. int EQ2Emu_lua_RemoveRegion(lua_State* state) {
  11687. ZoneServer* zone = lua_interface->GetZone(state);
  11688. int32 version = lua_interface->GetInt32Value(state, 2);
  11689. RegionMap* region_map = world.GetRegionMap(std::string(zone->GetZoneFile()), version);
  11690. if(region_map == nullptr) {
  11691. lua_interface->LogError("%s: LUA RemoveRegion command error: region map is not valid for version %u", lua_interface->GetScriptName(state), version);
  11692. return 0;
  11693. }
  11694. string region_name = lua_interface->GetStringValue(state, 3);
  11695. region_map->RemoveRegionNode(region_name);
  11696. lua_interface->ResetFunctionStack(state);
  11697. lua_interface->SetBooleanValue(state, true);
  11698. return 1;
  11699. }
  11700. int EQ2Emu_lua_SetPlayerPOVGhost(lua_State* state) {
  11701. Client* client = nullptr;
  11702. Spawn* player = lua_interface->GetSpawn(state);
  11703. if (!player) {
  11704. lua_interface->LogError("LUA SetPlayerPOVGhost command error: spawn is not valid");
  11705. lua_interface->SetBooleanValue(state, false);
  11706. return 1;
  11707. }
  11708. if (!player->IsPlayer()) {
  11709. lua_interface->LogError("LUA SetPlayerPOVGhost command error: spawn is not a player");
  11710. lua_interface->SetBooleanValue(state, false);
  11711. return 1;
  11712. }
  11713. client = player->GetClient();
  11714. if (!client) {
  11715. lua_interface->LogError("LUA SetPlayerPOVGhost command error: could not find client");
  11716. lua_interface->SetBooleanValue(state, false);
  11717. return 1;
  11718. }
  11719. Spawn* spawn = lua_interface->GetSpawn(state, 2);
  11720. bool success_sight = client->SetPlayerPOVGhost(spawn);
  11721. lua_interface->ResetFunctionStack(state);
  11722. lua_interface->SetBooleanValue(state, success_sight);
  11723. return 1;
  11724. }
  11725. int EQ2Emu_lua_SetCastOnAggroComplete(lua_State* state) {
  11726. if (!lua_interface)
  11727. return 0;
  11728. bool result = false;
  11729. Spawn* spawn = lua_interface->GetSpawn(state);
  11730. bool cast_completed = (lua_interface->GetInt8Value(state, 2) == 1);
  11731. lua_interface->ResetFunctionStack(state);
  11732. if (!spawn)
  11733. lua_interface->LogError("%s: LUA SetCastOnAggroComplete error: Could not find spawn.", lua_interface->GetScriptName(state));
  11734. else if (!spawn->IsNPC())
  11735. lua_interface->LogError("%s: LUA SetCastOnAggroComplete error: spawn %s is not an NPC!.", lua_interface->GetScriptName(state), spawn->GetName());
  11736. else
  11737. {
  11738. ((NPC*)spawn)->cast_on_aggro_completed = cast_completed;
  11739. result = true;
  11740. }
  11741. lua_interface->SetBooleanValue(state, result);
  11742. return 1;
  11743. }
  11744. int EQ2Emu_lua_IsCastOnAggroComplete(lua_State* state) {
  11745. if (!lua_interface)
  11746. return 0;
  11747. bool result = false;
  11748. Spawn* spawn = lua_interface->GetSpawn(state);
  11749. lua_interface->ResetFunctionStack(state);
  11750. if (!spawn)
  11751. lua_interface->LogError("%s: LUA IsCastOnAggroComplete error: Could not find spawn.", lua_interface->GetScriptName(state));
  11752. else if (!spawn->IsNPC())
  11753. lua_interface->LogError("%s: LUA IsCastOnAggroComplete error: spawn %s is not an NPC!.", lua_interface->GetScriptName(state), spawn->GetName());
  11754. else
  11755. {
  11756. if(((NPC*)spawn)->cast_on_aggro_completed)
  11757. result = true;
  11758. }
  11759. lua_interface->SetBooleanValue(state, result);
  11760. return 1;
  11761. }