LuaInterface.h 9.6 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292
  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. bool correctly_initialized;
  97. Item* item;
  98. ZoneServer* zone;
  99. Spawn* spawn;
  100. vector<ConversationOption>* conversation_options;
  101. vector<OptionWindowOption>* option_window_option;
  102. Quest* quest;
  103. Skill* skill;
  104. };
  105. class LUAConversationOptionWrapper : public LUAUserData{
  106. public:
  107. LUAConversationOptionWrapper();
  108. bool IsConversationOption();
  109. };
  110. class LUAOptionWindowWrapper : public LUAUserData {
  111. public:
  112. LUAOptionWindowWrapper();
  113. bool IsOptionWindow();
  114. };
  115. class LUASpawnWrapper : public LUAUserData{
  116. public:
  117. LUASpawnWrapper();
  118. bool IsSpawn();
  119. };
  120. class LUAZoneWrapper : public LUAUserData{
  121. public:
  122. LUAZoneWrapper();
  123. bool IsZone();
  124. };
  125. class LUAQuestWrapper : public LUAUserData{
  126. public:
  127. LUAQuestWrapper();
  128. bool IsQuest();
  129. };
  130. class LUAItemWrapper : public LUAUserData{
  131. public:
  132. LUAItemWrapper();
  133. bool IsItem();
  134. };
  135. class LUASkillWrapper: public LUAUserData {
  136. public:
  137. LUASkillWrapper();
  138. bool IsSkill();
  139. };
  140. class LuaInterface {
  141. public:
  142. LuaInterface();
  143. ~LuaInterface();
  144. bool LoadLuaSpell(const char* name);
  145. bool LoadLuaSpell(string name);
  146. bool LoadItemScript(string name);
  147. bool LoadItemScript(const char* name);
  148. bool LoadSpawnScript(string name);
  149. bool LoadSpawnScript(const char* name);
  150. bool LoadZoneScript(string name);
  151. bool LoadZoneScript(const char* name);
  152. void RemoveSpell(LuaSpell* spell, bool call_remove_function = true, bool can_delete = true);
  153. Spawn* GetSpawn(lua_State* state, int8 arg_num = 1);
  154. Item* GetItem(lua_State* state, int8 arg_num = 1);
  155. Quest* GetQuest(lua_State* state, int8 arg_num = 1);
  156. ZoneServer* GetZone(lua_State* state, int8 arg_num = 1);
  157. Skill* GetSkill(lua_State* state, int8 arg_num = 1);
  158. vector<ConversationOption>* GetConversation(lua_State* state, int8 arg_num = 1);
  159. vector<OptionWindowOption>* GetOptionWindow(lua_State* state, int8 arg_num = 1);
  160. int8 GetInt8Value(lua_State* state, int8 arg_num = 1);
  161. int16 GetInt16Value(lua_State* state, int8 arg_num = 1);
  162. int32 GetInt32Value(lua_State* state, int8 arg_num = 1);
  163. sint32 GetSInt32Value(lua_State* state, int8 arg_num = 1);
  164. float GetFloatValue(lua_State* state, int8 arg_num = 1);
  165. string GetStringValue(lua_State* state, int8 arg_num = 1);
  166. bool GetBooleanValue(lua_State*state, int8 arg_num = 1);
  167. void Process();
  168. void SetInt32Value(lua_State* state, int32 value);
  169. void SetSInt32Value(lua_State* state, sint32 value);
  170. void SetFloatValue(lua_State* state, float value);
  171. void SetBooleanValue(lua_State* state, bool value);
  172. void SetStringValue(lua_State* state, const char* value);
  173. void SetSpawnValue(lua_State* state, Spawn* spawn);
  174. void SetSkillValue(lua_State* state, Skill* skill);
  175. void SetItemValue(lua_State* state, Item* item);
  176. void SetQuestValue(lua_State* state, Quest* quest);
  177. void SetZoneValue(lua_State* state, ZoneServer* zone);
  178. void SetConversationValue(lua_State* state, vector<ConversationOption>* conversation);
  179. void SetOptionWindowValue(lua_State* state, vector<OptionWindowOption>* optionWindow);
  180. void AddSpawnPointers(LuaSpell* spell, bool first_cast, bool precast = false, const char* function = 0, SpellScriptTimer* timer = 0);
  181. LuaSpell* GetCurrentSpell(lua_State* state);
  182. bool CallSpellProcess(LuaSpell* spell, int8 num_parameters);
  183. LuaSpell* GetSpell(const char* name);
  184. void UseItemScript(const char* name, lua_State* state, bool val);
  185. void UseSpawnScript(const char* name, lua_State* state, bool val);
  186. void UseZoneScript(const char* name, lua_State* state, bool val);
  187. lua_State* GetItemScript(const char* name, bool create_new = true, bool use = false);
  188. lua_State* GetSpawnScript(const char* name, bool create_new = true, bool use = false);
  189. lua_State* GetZoneScript(const char* name, bool create_new = true, bool use = false);
  190. Quest* LoadQuest(int32 id, const char* name, const char* type, const char* zone, int8 level, const char* description, char* script_name);
  191. const char* GetScriptName(lua_State* state);
  192. void RemoveSpawnScript(const char* name);
  193. bool RunItemScript(string script_name, const char* function_name, Item* item, Spawn* spawn = 0);
  194. bool CallItemScript(lua_State* state, int8 num_parameters);
  195. bool RunSpawnScript(string script_name, const char* function_name, Spawn* npc, Spawn* spawn = 0, const char* message = 0);
  196. bool CallSpawnScript(lua_State* state, int8 num_parameters);
  197. bool RunZoneScript(string script_name, const char* function_name, ZoneServer* zone, Spawn* spawn = 0, int32 grid_id = 0, const char* signal = 0);
  198. bool CallZoneScript(lua_State* state, int8 num_parameters);
  199. void ResetFunctionStack(lua_State* state);
  200. void DestroySpells();
  201. void DestroySpawnScripts();
  202. void DestroyItemScripts();
  203. void ReloadSpells();
  204. void DestroyQuests(bool reload = false);
  205. void DestroyZoneScripts();
  206. void SimpleLogError(const char* error);
  207. void LogError(const char* error, ...);
  208. void CallQuestFunction(Quest* quest, const char* function, Spawn* player, int32 step_id = 0xFFFFFFFF);
  209. void RemoveDebugClients(Client* client);
  210. void UpdateDebugClients(Client* client);
  211. void ProcessErrorMessage(const char* message);
  212. map<Client*, int32> GetDebugClients(){ return debug_clients; }
  213. void AddUserDataPtr(LUAUserData* data);
  214. void DeleteUserDataPtrs(bool all);
  215. void DeletePendingSpells(bool all);
  216. void DeletePendingSpell(LuaSpell* spell);
  217. Mutex* GetSpawnScriptMutex(const char* name);
  218. Mutex* GetItemScriptMutex(const char* name);
  219. Mutex* GetZoneScriptMutex(const char* name);
  220. Mutex* GetQuestMutex(Quest* quest);
  221. void SetSpawnScriptsReloading(bool val) { spawn_scripts_reloading = val; }
  222. void AddPendingSpellDelete(LuaSpell* spell);
  223. private:
  224. bool shutting_down;
  225. bool spawn_scripts_reloading;
  226. map<LuaSpell*, int32> spells_pending_delete;
  227. Timer* user_data_timer;
  228. Timer* spell_delete_timer;
  229. map<LUAUserData*, int32> user_data;
  230. map<Client*, int32> debug_clients;
  231. map<lua_State*, LuaSpell*> current_spells;
  232. vector<string>* GetDirectoryListing(const char* directory);
  233. lua_State* LoadLuaFile(const char* name);
  234. void RegisterFunctions(lua_State* state);
  235. map<string, LuaSpell*> spells;
  236. map<lua_State*, string> inverse_spells;
  237. map<int32, Quest*> quests;
  238. map<int32, lua_State*> quest_states;
  239. map<string, map<lua_State*, bool> > item_scripts;
  240. map<string, map<lua_State*, bool> > spawn_scripts;
  241. map<string, map<lua_State*, bool> > zone_scripts;
  242. map<lua_State*, string> item_inverse_scripts;
  243. map<lua_State*, string> spawn_inverse_scripts;
  244. map<lua_State*, string> zone_inverse_scripts;
  245. map<string, Mutex*> item_scripts_mutex;
  246. map<string, Mutex*> spawn_scripts_mutex;
  247. map<string, Mutex*> zone_scripts_mutex;
  248. map<int32, Mutex*> quests_mutex;
  249. Mutex MDebugClients;
  250. Mutex MSpells;
  251. Mutex MSpawnScripts;
  252. Mutex MItemScripts;
  253. Mutex MZoneScripts;
  254. Mutex MQuests;
  255. Mutex MLUAUserData;
  256. Mutex MLUAMain;
  257. Mutex MSpellDelete;
  258. };
  259. #endif