LuaInterface.h 9.9 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. #ifndef LUA_INTERFACE_H
  17. #define LUA_INTERFACE_H
  18. #include "Spawn.h"
  19. #include "Spells.h"
  20. #include "../common/Mutex.h"
  21. #include "Quests.h"
  22. #include "zoneserver.h"
  23. #include "client.h"
  24. #include "../LUA/lua.hpp"
  25. using namespace std;
  26. struct ConversationOption{
  27. string option;
  28. string function;
  29. };
  30. struct OptionWindowOption {
  31. string optionName;
  32. string optionDescription;
  33. string optionCommand;
  34. int32 optionIconSheet;
  35. int16 optionIconID;
  36. string optionConfirmTitle;
  37. };
  38. //Bitmask Values
  39. #define EFFECT_FLAG_STUN 1
  40. #define EFFECT_FLAG_ROOT 2
  41. #define EFFECT_FLAG_MEZ 4
  42. #define EFFECT_FLAG_STIFLE 8
  43. #define EFFECT_FLAG_DAZE 16
  44. #define EFFECT_FLAG_FEAR 32
  45. #define EFFECT_FLAG_SPELLBONUS 64
  46. #define EFFECT_FLAG_SKILLBONUS 128
  47. #define EFFECT_FLAG_STEALTH 256
  48. #define EFFECT_FLAG_INVIS 512
  49. #define EFFECT_FLAG_SNARE 1024
  50. #define EFFECT_FLAG_WATERWALK 2048
  51. #define EFFECT_FLAG_WATERJUMP 4096
  52. #define EFFECT_FLAG_FLIGHT 8192
  53. #define EFFECT_FLAG_GLIDE 16384
  54. #define EFFECT_FLAG_AOE_IMMUNE 32768
  55. #define EFFECT_FLAG_STUN_IMMUNE 65536
  56. #define EFFECT_FLAG_MEZ_IMMUNE 131072
  57. #define EFFECT_FLAG_DAZE_IMMUNE 262144
  58. #define EFFECT_FLAG_ROOT_IMMUNE 524288
  59. #define EFFECT_FLAG_STIFLE_IMMUNE 1048576
  60. #define EFFECT_FLAG_FEAR_IMMUNE 2097152
  61. #define EFFECT_FLAG_SAFEFALL 4194304
  62. struct LuaSpell{
  63. Entity* caster;
  64. int32 initial_target;
  65. vector<int32> targets;
  66. Spell* spell;
  67. lua_State* state;
  68. string file_name;
  69. Timer timer;
  70. int16 num_calls;
  71. int16 num_triggers;
  72. int8 slot_pos;
  73. int32 damage_remaining;
  74. bool resisted;
  75. bool interrupted;
  76. bool crit;
  77. bool last_spellattack_hit;
  78. bool cancel_after_all_triggers;
  79. bool had_triggers;
  80. bool had_dmg_remaining;
  81. Mutex MSpellTargets;
  82. int32 effect_bitmask;
  83. };
  84. class LUAUserData{
  85. public:
  86. LUAUserData();
  87. virtual ~LUAUserData(){};
  88. virtual bool IsCorrectlyInitialized();
  89. virtual bool IsConversationOption();
  90. virtual bool IsOptionWindow();
  91. virtual bool IsSpawn();
  92. virtual bool IsQuest();
  93. virtual bool IsZone();
  94. virtual bool IsItem();
  95. virtual bool IsSkill();
  96. virtual bool IsSpell();
  97. bool correctly_initialized;
  98. Item* item;
  99. ZoneServer* zone;
  100. Spawn* spawn;
  101. vector<ConversationOption>* conversation_options;
  102. vector<OptionWindowOption>* option_window_option;
  103. Quest* quest;
  104. Skill* skill;
  105. LuaSpell* spell;
  106. };
  107. class LUAConversationOptionWrapper : public LUAUserData{
  108. public:
  109. LUAConversationOptionWrapper();
  110. bool IsConversationOption();
  111. };
  112. class LUAOptionWindowWrapper : public LUAUserData {
  113. public:
  114. LUAOptionWindowWrapper();
  115. bool IsOptionWindow();
  116. };
  117. class LUASpawnWrapper : public LUAUserData{
  118. public:
  119. LUASpawnWrapper();
  120. bool IsSpawn();
  121. };
  122. class LUAZoneWrapper : public LUAUserData{
  123. public:
  124. LUAZoneWrapper();
  125. bool IsZone();
  126. };
  127. class LUAQuestWrapper : public LUAUserData{
  128. public:
  129. LUAQuestWrapper();
  130. bool IsQuest();
  131. };
  132. class LUAItemWrapper : public LUAUserData{
  133. public:
  134. LUAItemWrapper();
  135. bool IsItem();
  136. };
  137. class LUASkillWrapper: public LUAUserData {
  138. public:
  139. LUASkillWrapper();
  140. bool IsSkill();
  141. };
  142. class LUASpellWrapper : public LUAUserData {
  143. public:
  144. LUASpellWrapper();
  145. bool IsSpell();
  146. };
  147. class LuaInterface {
  148. public:
  149. LuaInterface();
  150. ~LuaInterface();
  151. bool LoadLuaSpell(const char* name);
  152. bool LoadLuaSpell(string name);
  153. bool LoadItemScript(string name);
  154. bool LoadItemScript(const char* name);
  155. bool LoadSpawnScript(string name);
  156. bool LoadSpawnScript(const char* name);
  157. bool LoadZoneScript(string name);
  158. bool LoadZoneScript(const char* name);
  159. void RemoveSpell(LuaSpell* spell, bool call_remove_function = true, bool can_delete = true, string reason = "");
  160. Spawn* GetSpawn(lua_State* state, int8 arg_num = 1);
  161. Item* GetItem(lua_State* state, int8 arg_num = 1);
  162. Quest* GetQuest(lua_State* state, int8 arg_num = 1);
  163. ZoneServer* GetZone(lua_State* state, int8 arg_num = 1);
  164. Skill* GetSkill(lua_State* state, int8 arg_num = 1);
  165. LuaSpell* GetSpell(lua_State* state, int8 arg_num = 1);
  166. vector<ConversationOption>* GetConversation(lua_State* state, int8 arg_num = 1);
  167. vector<OptionWindowOption>* GetOptionWindow(lua_State* state, int8 arg_num = 1);
  168. int8 GetInt8Value(lua_State* state, int8 arg_num = 1);
  169. int16 GetInt16Value(lua_State* state, int8 arg_num = 1);
  170. int32 GetInt32Value(lua_State* state, int8 arg_num = 1);
  171. sint32 GetSInt32Value(lua_State* state, int8 arg_num = 1);
  172. float GetFloatValue(lua_State* state, int8 arg_num = 1);
  173. string GetStringValue(lua_State* state, int8 arg_num = 1);
  174. bool GetBooleanValue(lua_State*state, int8 arg_num = 1);
  175. void Process();
  176. void SetInt32Value(lua_State* state, int32 value);
  177. void SetSInt32Value(lua_State* state, sint32 value);
  178. void SetFloatValue(lua_State* state, float value);
  179. void SetBooleanValue(lua_State* state, bool value);
  180. void SetStringValue(lua_State* state, const char* value);
  181. void SetSpawnValue(lua_State* state, Spawn* spawn);
  182. void SetSkillValue(lua_State* state, Skill* skill);
  183. void SetItemValue(lua_State* state, Item* item);
  184. void SetQuestValue(lua_State* state, Quest* quest);
  185. void SetZoneValue(lua_State* state, ZoneServer* zone);
  186. void SetSpellValue(lua_State* state, LuaSpell* spell);
  187. void SetConversationValue(lua_State* state, vector<ConversationOption>* conversation);
  188. void SetOptionWindowValue(lua_State* state, vector<OptionWindowOption>* optionWindow);
  189. void AddSpawnPointers(LuaSpell* spell, bool first_cast, bool precast = false, const char* function = 0, SpellScriptTimer* timer = 0);
  190. LuaSpell* GetCurrentSpell(lua_State* state);
  191. bool CallSpellProcess(LuaSpell* spell, int8 num_parameters);
  192. LuaSpell* GetSpell(const char* name);
  193. void UseItemScript(const char* name, lua_State* state, bool val);
  194. void UseSpawnScript(const char* name, lua_State* state, bool val);
  195. void UseZoneScript(const char* name, lua_State* state, bool val);
  196. lua_State* GetItemScript(const char* name, bool create_new = true, bool use = false);
  197. lua_State* GetSpawnScript(const char* name, bool create_new = true, bool use = false);
  198. lua_State* GetZoneScript(const char* name, bool create_new = true, bool use = false);
  199. Quest* LoadQuest(int32 id, const char* name, const char* type, const char* zone, int8 level, const char* description, char* script_name);
  200. const char* GetScriptName(lua_State* state);
  201. void RemoveSpawnScript(const char* name);
  202. bool RunItemScript(string script_name, const char* function_name, Item* item, Spawn* spawn = 0);
  203. bool CallItemScript(lua_State* state, int8 num_parameters);
  204. bool RunSpawnScript(string script_name, const char* function_name, Spawn* npc, Spawn* spawn = 0, const char* message = 0);
  205. bool CallSpawnScript(lua_State* state, int8 num_parameters);
  206. bool RunZoneScript(string script_name, const char* function_name, ZoneServer* zone, Spawn* spawn = 0, int32 grid_id = 0, const char* signal = 0);
  207. bool CallZoneScript(lua_State* state, int8 num_parameters);
  208. void ResetFunctionStack(lua_State* state);
  209. void DestroySpells();
  210. void DestroySpawnScripts();
  211. void DestroyItemScripts();
  212. void ReloadSpells();
  213. void DestroyQuests(bool reload = false);
  214. void DestroyZoneScripts();
  215. void SimpleLogError(const char* error);
  216. void LogError(const char* error, ...);
  217. void CallQuestFunction(Quest* quest, const char* function, Spawn* player, int32 step_id = 0xFFFFFFFF);
  218. void RemoveDebugClients(Client* client);
  219. void UpdateDebugClients(Client* client);
  220. void ProcessErrorMessage(const char* message);
  221. map<Client*, int32> GetDebugClients(){ return debug_clients; }
  222. void AddUserDataPtr(LUAUserData* data);
  223. void DeleteUserDataPtrs(bool all);
  224. void DeletePendingSpells(bool all);
  225. void DeletePendingSpell(LuaSpell* spell);
  226. Mutex* GetSpawnScriptMutex(const char* name);
  227. Mutex* GetItemScriptMutex(const char* name);
  228. Mutex* GetZoneScriptMutex(const char* name);
  229. Mutex* GetQuestMutex(Quest* quest);
  230. void SetSpawnScriptsReloading(bool val) { spawn_scripts_reloading = val; }
  231. void AddPendingSpellDelete(LuaSpell* spell);
  232. private:
  233. bool shutting_down;
  234. bool spawn_scripts_reloading;
  235. map<LuaSpell*, int32> spells_pending_delete;
  236. Timer* user_data_timer;
  237. Timer* spell_delete_timer;
  238. map<LUAUserData*, int32> user_data;
  239. map<Client*, int32> debug_clients;
  240. map<lua_State*, LuaSpell*> current_spells;
  241. vector<string>* GetDirectoryListing(const char* directory);
  242. lua_State* LoadLuaFile(const char* name);
  243. void RegisterFunctions(lua_State* state);
  244. map<string, LuaSpell*> spells;
  245. map<lua_State*, string> inverse_spells;
  246. map<int32, Quest*> quests;
  247. map<int32, lua_State*> quest_states;
  248. map<string, map<lua_State*, bool> > item_scripts;
  249. map<string, map<lua_State*, bool> > spawn_scripts;
  250. map<string, map<lua_State*, bool> > zone_scripts;
  251. map<lua_State*, string> item_inverse_scripts;
  252. map<lua_State*, string> spawn_inverse_scripts;
  253. map<lua_State*, string> zone_inverse_scripts;
  254. map<string, Mutex*> item_scripts_mutex;
  255. map<string, Mutex*> spawn_scripts_mutex;
  256. map<string, Mutex*> zone_scripts_mutex;
  257. map<int32, Mutex*> quests_mutex;
  258. Mutex MDebugClients;
  259. Mutex MSpells;
  260. Mutex MSpawnScripts;
  261. Mutex MItemScripts;
  262. Mutex MZoneScripts;
  263. Mutex MQuests;
  264. Mutex MLUAUserData;
  265. Mutex MLUAMain;
  266. Mutex MSpellDelete;
  267. };
  268. #endif