/* EQ2Emulator: Everquest II Server Emulator Copyright (C) 2007 EQ2EMulator Development Team (http://www.eq2emulator.net) This file is part of EQ2Emulator. EQ2Emulator is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. EQ2Emulator is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with EQ2Emulator. If not, see . */ #include "LuaFunctions.h" #include "Spawn.h" #include "WorldDatabase.h" #include "LuaInterface.h" #include "../common/ConfigReader.h" #include "client.h" #include "World.h" #include "Commands/Commands.h" #include "races.h" #include "classes.h" #include "Variables.h" #include "SpellProcess.h" #include "Rules/Rules.h" #include "../common/Log.h" #include #include "HeroicOp/HeroicOp.h" #include "RaceTypes/RaceTypes.h" #include "ClientPacketFunctions.h" #include "Transmute.h" #include "Titles.h" #include #include #include extern MasterFactionList master_faction_list; extern WorldDatabase database; extern LuaInterface* lua_interface; extern ConfigReader configReader; extern MasterQuestList master_quest_list; extern MasterItemList master_item_list; extern MasterSpellList master_spell_list; extern World world; extern Commands commands; extern ZoneList zone_list; extern Races races; extern Classes classes; extern Variables variables; extern MasterSkillList master_skill_list; extern MasterHeroicOPList master_ho_list; extern MasterRaceTypeList race_types_list; extern MasterLanguagesList master_languages_list; extern MasterTitlesList master_titles_list; extern RuleManager rule_manager; vector ParseString(string strVal, char delim) { stringstream ss(strVal); vector ret; while (ss.good()) { string substr; getline(ss, substr, delim); ret.push_back(substr); } return ret; } vector ParseStringToInt32(string strVal, char delim) { stringstream ss(strVal); vector ret; while (ss.good()) { string substr; getline(ss, substr, delim); stringstream valss(substr); unsigned int val = 0; valss >> val; ret.push_back(val); } return ret; } map ParseStringMap(string strVal, char delim) { vector pairs = ParseString(strVal, delim); vector::iterator itr; map ret; for (itr = pairs.begin(); itr != pairs.end(); itr++) { vector keyvaluepair = ParseString(*itr, ':'); if (keyvaluepair.size() == 2) { stringstream valss(keyvaluepair[1]); int32 val = 0; valss >> val; ret[keyvaluepair[0]] = val; } } return ret; } map ParseIntMap(string strVal, char delim) { vector pairs = ParseString(strVal, delim); vector::iterator itr; map ret; for (itr = pairs.begin(); itr != pairs.end(); itr++) { vector keyvaluepair = ParseString(*itr, ':'); int32 key = 0; if (keyvaluepair.size() > 0) { stringstream keyss(keyvaluepair[0]); keyss >> key; } if (keyvaluepair.size() == 1) { ret[key] = 1; } else if (keyvaluepair.size() == 2) { stringstream valss(keyvaluepair[1]); unsigned short val = 0; valss >> val; ret[key] = val; } } return ret; } map ParseSInt32Map(string strVal, char delim) { vector pairs = ParseString(strVal, delim); vector::iterator itr; map ret; for (itr = pairs.begin(); itr != pairs.end(); itr++) { vector keyvaluepair = ParseString(*itr, ':'); int32 key = 0; if (keyvaluepair.size() > 0) { stringstream keyss(keyvaluepair[0]); keyss >> key; } if (keyvaluepair.size() == 1) { ret[key] = 1; } else if (keyvaluepair.size() == 2) { stringstream valss(keyvaluepair[1]); signed int val = 0; valss >> val; ret[key] = val; } } return ret; } int EQ2Emu_lua_PlayFlavor(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); string mp3_string = lua_interface->GetStringValue(state, 2); string text_string = lua_interface->GetStringValue(state, 3); string emote_string = lua_interface->GetStringValue(state, 4); int32 key1 = lua_interface->GetInt32Value(state, 5); int32 key2 = lua_interface->GetInt32Value(state, 6); Spawn* player = lua_interface->GetSpawn(state, 7); int8 language = lua_interface->GetInt8Value(state, 8); lua_interface->ResetFunctionStack(state); if (spawn) { const char* mp3 = 0; const char* text = 0; const char* emote = 0; if (mp3_string.length() > 0) mp3 = mp3_string.c_str(); if (text_string.length() > 0) text = text_string.c_str(); if (emote_string.length() > 0) emote = emote_string.c_str(); Client* client = 0; if (player && player->IsPlayer()) client = ((Player*)player)->GetClient(); if (client) { if (((Player*)player)->WasSentSpawn(spawn->GetID())) spawn->GetZone()->PlayFlavor(client, spawn, mp3, text, emote, key1, key2, language); } else spawn->GetZone()->PlayFlavor(spawn, mp3, text, emote, key1, key2, language); } return 0; } int EQ2Emu_lua_PlayFlavorID(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); int8 type = lua_interface->GetInt8Value(state, 2); int32 id = lua_interface->GetInt32Value(state, 3); int16 index = lua_interface->GetInt16Value(state, 4); Spawn* player = lua_interface->GetSpawn(state, 5); int8 language = lua_interface->GetInt8Value(state, 6); lua_interface->ResetFunctionStack(state); if (spawn) { Client* client = 0; if (player && player->IsPlayer()) client = ((Player*)player)->GetClient(); if (client) { VoiceOverStruct non_garble, garble; bool garble_success = false; bool success = world.FindVoiceOver(type, id, index, &non_garble, &garble_success, &garble); client->SendPlayFlavor(spawn, language, &non_garble, &garble, success, garble_success); } else spawn->GetZone()->PlayFlavorID(spawn, type, id, index, language); } return 0; } int EQ2Emu_lua_PlaySound(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); string sound_string = lua_interface->GetStringValue(state, 2); float x = lua_interface->GetFloatValue(state, 3); float y = lua_interface->GetFloatValue(state, 4); float z = lua_interface->GetFloatValue(state, 5); Spawn* player = lua_interface->GetSpawn(state, 6); lua_interface->ResetFunctionStack(state); if (spawn && sound_string.length() > 0) { Client* client = 0; if (player && player->IsPlayer()) client = ((Player*)player)->GetClient(); if (client) spawn->GetZone()->PlaySoundFile(client, sound_string.c_str(), x, y, z); else spawn->GetZone()->PlaySoundFile(0, sound_string.c_str(), x, y, z); } return 0; } int EQ2Emu_lua_SetRequiredQuest(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); int32 quest_id = lua_interface->GetInt32Value(state, 2); int16 quest_step = lua_interface->GetInt16Value(state, 3); bool private_spawn = (lua_interface->GetInt8Value(state, 4) == 1); bool continued_access = (lua_interface->GetInt8Value(state, 5) == 1); int16 flag_override = lua_interface->GetInt16Value(state, 6); lua_interface->ResetFunctionStack(state); if (!spawn) { lua_interface->LogError("%s: LUA SetRequiredQuest command error: spawn is not valid", lua_interface->GetScriptName(state)); return 0; } if (quest_id > 0) { //Add this quest to the list of required quests for this spawn spawn->SetQuestsRequired(quest_id, quest_step); //If private spawn value set if (private_spawn) { //Set the spawn to be private when not granted access through this quest spawn->AddAllowAccessSpawn(spawn); spawn->SetPrivateQuestSpawn(true); } //This value allows access after a quest step, or the whole quest has been completed if (continued_access) spawn->SetQuestsRequiredContinuedAccess(true); //This value will override vis_flags in the vis packet if (flag_override > 0) spawn->SetQuestsRequiredOverride(flag_override); } return 0; } int EQ2Emu_lua_SpawnSetByDistance(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); float max_distance = lua_interface->GetFloatValue(state, 2); string variable = lua_interface->GetStringValue(state, 3); string value = lua_interface->GetStringValue(state, 4); lua_interface->ResetFunctionStack(state); if (max_distance > 0 && spawn && value.length() > 0 && variable.length() > 0 && spawn->GetZone()) spawn->GetZone()->SpawnSetByDistance(spawn, max_distance, variable, value); return 0; } int EQ2Emu_lua_PerformCameraShake(lua_State* state) { if (!lua_interface) return 0; Client* client = 0; Spawn* player = lua_interface->GetSpawn(state); float intensity = lua_interface->GetFloatValue(state, 2); int8 direction = lua_interface->GetInt8Value(state, 3); lua_interface->ResetFunctionStack(state); if (!player) { lua_interface->LogError("LUA PerformCameraShake command error: spawn is not valid"); return 0; } if (!player->IsPlayer()) { lua_interface->LogError("LUA PerformCameraShake command error: spawn is not a player"); return 0; } if (player->GetZone()) client = ((Player*)player)->GetClient(); if (!client) { lua_interface->LogError("LUA PerformCameraShake command error: could not find client"); return 0; } PacketStruct* packet = configReader.getStruct("WS_PerformCameraShakeMsg", client->GetVersion()); if (packet) { /* Client Intensity Logic (does not restrict service side, but expect .01 - 1.0 range) v1 = *(float *)(a1 + 4); if ( v1 > 0.0 ) v2 = fminf(v1, 1.0); else v2 = 0.1; */ packet->setDataByName("intensity", intensity); if ( client->GetVersion() > 561 ) packet->setDataByName("direction", direction); client->QueuePacket(packet->serialize()); safe_delete(packet); } return 0; } int EQ2Emu_lua_KillSpawn(lua_State* state) { if (!lua_interface) return 0; Spawn* dead = lua_interface->GetSpawn(state); Spawn* killer = lua_interface->GetSpawn(state, 2); bool send_packet = (lua_interface->GetInt8Value(state, 3) == 1); lua_interface->ResetFunctionStack(state); if (dead && dead->Alive() && dead->GetZone()) dead->GetZone()->KillSpawn(false, dead, killer, send_packet); return 0; } int EQ2Emu_lua_KillSpawnByDistance(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); float max_distance = lua_interface->GetFloatValue(state, 2); bool include_players = lua_interface->GetInt8Value(state, 3); bool send_packet = (lua_interface->GetInt8Value(state, 4) == 1); lua_interface->ResetFunctionStack(state); if (max_distance > 0 && spawn && spawn->GetZone()) spawn->GetZone()->KillSpawnByDistance(spawn, max_distance, include_players, send_packet); return 0; } int EQ2Emu_lua_Despawn(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); int32 delay = lua_interface->GetInt32Value(state, 2); lua_interface->ResetFunctionStack(state); if (spawn && spawn->GetZone()) spawn->GetZone()->Despawn(spawn, delay); return 0; } int EQ2Emu_lua_ChangeHandIcon(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); int8 displayHandIcon = lua_interface->GetInt8Value(state, 2); lua_interface->ResetFunctionStack(state); if (spawn) { spawn->info_changed = true; spawn->SetShowHandIcon(displayHandIcon); } return 0; } //this function is used to force an update packet to be sent. //Useful if certain calculated things change after the player is sent the spawn packet, like quest flags or player has access to an object now int EQ2Emu_lua_SetVisualFlag(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); lua_interface->ResetFunctionStack(state); if (spawn) { spawn->vis_changed = true; spawn->GetZone()->AddChangedSpawn(spawn); } return 0; } //this function is used to force an update packet to be sent. //Useful if certain calculated things change after the player is sent the spawn packet, like quest flags or player has access to an object now int EQ2Emu_lua_SetInfoFlag(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); lua_interface->ResetFunctionStack(state); if (spawn) { spawn->info_changed = true; spawn->GetZone()->AddChangedSpawn(spawn); } return 0; } int EQ2Emu_lua_SendStateCommand(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); int32 new_state = lua_interface->GetInt32Value(state, 2); Spawn* player = lua_interface->GetSpawn(state, 3); lua_interface->ResetFunctionStack(state); if (spawn) { if(player) { if(player->IsPlayer()) { Client* client = ((Player*)player)->GetClient(); if(client) { ClientPacketFunctions::SendStateCommand(client, client->GetPlayer()->GetIDWithPlayerSpawn(spawn), new_state); lua_interface->SetBooleanValue(state, true); return 1; } else LogWrite(LUA__ERROR, 0, "LUA", "Spawn %s Error in SendStateCommand,attempted to pass player value in argument 3, but argument does not have active client.", spawn->GetName()); } else LogWrite(LUA__ERROR, 0, "LUA", "Spawn %s Error in SendStateCommand,attempted to pass player value in argument 3, but argument is NOT a player.", spawn->GetName()); } else { spawn->GetZone()->QueueStateCommandToClients(spawn->GetID(), new_state); lua_interface->SetBooleanValue(state, true); return 1; } } lua_interface->SetBooleanValue(state, false); return 1; } int EQ2Emu_lua_SpawnSet(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); string variable = lua_interface->GetStringValue(state, 2); string value = lua_interface->GetStringValue(state, 3); bool no_update = lua_interface->GetBooleanValue(state, 4); // send update is true by default in SetSpawnCommand, so allow user to specify 'true' to disable send update. bool temporary_flag = true; int8 num_args = (int8)lua_interface->GetNumberOfArgs(state); int8 index = 0; if(num_args >= 5) { temporary_flag = lua_interface->GetBooleanValue(state, 5); // this used to be false, but no one bothered to set it temporary, we don't need to update the DB index = lua_interface->GetInt8Value(state, 6); } lua_interface->ResetFunctionStack(state); int32 type = commands.GetSpawnSetType(variable); if (type != 0xFFFFFFFF && value.length() > 0 && spawn) commands.SetSpawnCommand(0, spawn, type, value.c_str(), !no_update, temporary_flag, nullptr, index); return 0; } int EQ2Emu_lua_GetSpawn(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); int32 spawn_id = lua_interface->GetInt32Value(state, 2); lua_interface->ResetFunctionStack(state); if (spawn && spawn_id > 0) { Spawn* closest_spawn = spawn->GetZone()->GetClosestSpawn(spawn, spawn_id); if (closest_spawn) { lua_interface->SetSpawnValue(state, closest_spawn); return 1; } } return 0; } int EQ2Emu_lua_GetSpawnFromList(lua_State* state) { if (!lua_interface) return 0; vector spawns; int32 position = 0; if(lua_istable(state, 1)) { size_t len = lua_rawlen(state, 1); for(int i=1;i <= len; i++) { // get the entry to stack lua_rawgeti(state, 1, i); int Top = lua_gettop(state); if(lua_islightuserdata(state,Top)) { LUAUserData* data = (LUAUserData*)lua_touserdata(state, Top); if(data->IsSpawn()) { spawns.push_back(data->spawn); } } // remove entry from stack lua_pop(state,1); } } position = lua_interface->GetInt32Value(state, 2); lua_interface->ResetFunctionStack(state); Spawn* spawn = 0; if(position < spawns.size()) { spawn = spawns.at(position); } if(spawn) { lua_interface->SetSpawnValue(state, spawn); return 1; } return 0; } int EQ2Emu_lua_GetSpawnListSize(lua_State* state) { if (!lua_interface) return 0; vector spawns; if(lua_istable(state, 1)) { size_t len = lua_rawlen(state, 1); for(int i=1;i <= len; i++) { // get the entry to stack lua_rawgeti(state, 1, i); int Top = lua_gettop(state); if(lua_islightuserdata(state,Top)) { LUAUserData* data = (LUAUserData*)lua_touserdata(state, Top); if(data->IsSpawn()) { spawns.push_back(data->spawn); } } // remove entry from stack lua_pop(state,1); } } lua_interface->ResetFunctionStack(state); lua_interface->SetInt32Value(state, spawns.size()); return 1; } int EQ2Emu_lua_GetSpawnListBySpawnID(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); int32 spawn_id = lua_interface->GetInt32Value(state, 2); lua_interface->ResetFunctionStack(state); if (spawn) { vector spawns = spawn->GetZone()->GetSpawnsByID(spawn_id); if (spawns.size() > 0) { lua_createtable(state, spawns.size(), 0); int newTable = lua_gettop(state); for (int32 i = 0; i < spawns.size(); i++) { lua_interface->SetSpawnValue(state, spawns.at(i)); lua_rawseti(state, newTable, i + 1); } return 1; } } return 0; } int EQ2Emu_lua_GetSpawnListByRailID(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); sint64 rail_id = lua_interface->GetSInt64Value(state, 2); lua_interface->ResetFunctionStack(state); if (spawn) { vector spawns = spawn->GetZone()->GetSpawnsByRailID(rail_id); if (spawns.size() > 0) { lua_createtable(state, spawns.size(), 0); int newTable = lua_gettop(state); for (int32 i = 0; i < spawns.size(); i++) { lua_interface->SetSpawnValue(state, spawns.at(i)); lua_rawseti(state, newTable, i + 1); } return 1; } } return 0; } int EQ2Emu_lua_GetPassengerSpawnList(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); lua_interface->ResetFunctionStack(state); if (spawn) { vector spawns = spawn->GetPassengersOnRail(); if (spawns.size() > 0) { lua_createtable(state, spawns.size(), 0); int newTable = lua_gettop(state); for (int32 i = 0; i < spawns.size(); i++) { lua_interface->SetSpawnValue(state, spawns.at(i)); lua_rawseti(state, newTable, i + 1); } return 1; } } return 0; } int EQ2Emu_lua_GetVariableValue(lua_State* state) { if (!lua_interface) return 0; string variable_name = lua_interface->GetStringValue(state); lua_interface->ResetFunctionStack(state); Variable* var = variables.FindVariable(variable_name); if (var) { lua_interface->SetStringValue(state, var->GetValue()); return 1; } return 0; } int EQ2Emu_lua_GetCoinMessage(lua_State* state) { if (!lua_interface) return 0; int32 total_coins = lua_interface->GetInt32Value(state); lua_interface->ResetFunctionStack(state); if (total_coins == 0) { lua_interface->SetStringValue(state, "0 copper"); return 1; } char tmp[64] = { 0 }; string message = ""; int32 val = 0; if (total_coins >= 1000000) { val = total_coins / 1000000; total_coins -= 1000000 * val; sprintf(tmp, " %u Platinum", val); message.append(tmp); memset(tmp, 0, 64); } if (total_coins >= 10000) { val = total_coins / 10000; total_coins -= 10000 * val; sprintf(tmp, " %u Gold", val); message.append(tmp); memset(tmp, 0, 64); } if (total_coins >= 100) { val = total_coins / 100; total_coins -= 100 * val; sprintf(tmp, " %u Silver", val); message.append(tmp); memset(tmp, 0, 64); } if (total_coins > 0) { sprintf(tmp, " %u Copper", (int32)total_coins); message.append(tmp); } lua_interface->SetStringValue(state, message.c_str()); return 1; } int EQ2Emu_lua_GetSpawnByGroupID(lua_State* state) { ZoneServer* zone = lua_interface->GetZone(state); int32 group_id = lua_interface->GetInt32Value(state, 2); lua_interface->ResetFunctionStack(state); if (zone) { Spawn* spawn = zone->GetSpawnGroup(group_id); if (spawn) { lua_interface->SetSpawnValue(state, spawn); return 1; } } return 0; } int EQ2Emu_lua_GetSpawnByLocationID(lua_State* state) { ZoneServer* zone = lua_interface->GetZone(state); int32 location_id = lua_interface->GetInt32Value(state, 2); lua_interface->ResetFunctionStack(state); if (zone) { Spawn* spawn = zone->GetSpawnByLocationID(location_id); if (spawn) { lua_interface->SetSpawnValue(state, spawn); return 1; } } return 0; } int EQ2Emu_lua_GetSpawnID(lua_State* state) { Spawn* spawn = lua_interface->GetSpawn(state); lua_interface->ResetFunctionStack(state); if (spawn) { lua_interface->SetInt32Value(state, spawn->GetDatabaseID()); return 1; } return 0; } int EQ2Emu_lua_GetSpawnGroupID(lua_State* state) { Spawn* spawn = lua_interface->GetSpawn(state); lua_interface->ResetFunctionStack(state); if (spawn) { lua_interface->SetInt32Value(state, spawn->GetSpawnGroupID()); return 1; } return 0; } int EQ2Emu_lua_SetSpawnGroupID(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); int32 new_group_id = lua_interface->GetInt32Value(state, 2); lua_interface->ResetFunctionStack(state); if (spawn) { spawn->SetSpawnGroupID(new_group_id); lua_interface->SetBooleanValue(state, true); return 1; } lua_interface->SetBooleanValue(state, false); return 1; } int EQ2Emu_lua_AddSpawnToGroup(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); int32 new_group_id = lua_interface->GetInt32Value(state, 2); lua_interface->ResetFunctionStack(state); if (spawn) { if(spawn->GetSpawnGroupID() == new_group_id) { lua_interface->SetBooleanValue(state, false); return 1; } spawn->GetZone()->AddSpawnToGroup(spawn, new_group_id); lua_interface->SetBooleanValue(state, true); return 1; } lua_interface->SetBooleanValue(state, false); return 1; } int EQ2Emu_lua_GetSpawnLocationID(lua_State* state) { Spawn* spawn = lua_interface->GetSpawn(state); lua_interface->ResetFunctionStack(state); if (spawn) { lua_interface->SetInt32Value(state, spawn->GetSpawnLocationID()); return 1; } return 0; } int EQ2Emu_lua_GetSpawnLocationPlacementID(lua_State* state) { Spawn* spawn = lua_interface->GetSpawn(state); lua_interface->ResetFunctionStack(state); if (spawn) { lua_interface->SetInt32Value(state, spawn->GetSpawnLocationPlacementID()); return 1; } return 0; } int EQ2Emu_lua_GetFactionAmount(lua_State* state) { Player* player = (Player*)lua_interface->GetSpawn(state); int32 faction_id = lua_interface->GetInt32Value(state, 2); lua_interface->ResetFunctionStack(state); if (player && player->IsPlayer() && faction_id > 0) { lua_interface->SetSInt32Value(state, player->GetFactions()->GetFactionValue(faction_id)); return 1; } return 0; } int EQ2Emu_lua_SetFactionID(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); int32 value = lua_interface->GetInt32Value(state, 2); lua_interface->ResetFunctionStack(state); if (spawn) { spawn->SetFactionID(value); } return 0; } int EQ2Emu_lua_GetFactionID(lua_State* state) { Spawn* spawn = lua_interface->GetSpawn(state); lua_interface->ResetFunctionStack(state); if (spawn) { lua_interface->SetInt32Value(state, spawn->GetFactionID()); return 1; } return 0; } int EQ2Emu_lua_GetGender(lua_State* state) { Spawn* spawn = lua_interface->GetSpawn(state); lua_interface->ResetFunctionStack(state); if (spawn) { lua_interface->SetInt32Value(state, spawn->GetGender()); return 1; } return 0; } int EQ2Emu_lua_GetTarget(lua_State* state) { Spawn* spawn = lua_interface->GetSpawn(state); lua_interface->ResetFunctionStack(state); if (spawn && spawn->IsEntity() && ((Entity*)spawn)->GetTarget()) { lua_interface->SetSpawnValue(state, ((Entity*)spawn)->GetTarget()); return 1; } return 0; } int EQ2Emu_lua_PlayVoice(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); string mp3_string = lua_interface->GetStringValue(state, 2); int32 key1 = lua_interface->GetInt32Value(state, 3); int32 key2 = lua_interface->GetInt32Value(state, 4); Spawn* player = lua_interface->GetSpawn(state, 5); lua_interface->ResetFunctionStack(state); if (spawn && mp3_string.length() > 0) { Client* client = 0; if (player && player->IsPlayer()) client = ((Player*)player)->GetClient(); if (client) { if (((Player*)player)->WasSentSpawn(spawn->GetID())) spawn->GetZone()->PlayVoice(client, spawn, mp3_string.c_str(), key1, key2); } else spawn->GetZone()->PlayVoice(spawn, mp3_string.c_str(), key1, key2); } return 0; } int EQ2Emu_lua_GetCurrentZoneSafeLocation(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); lua_interface->ResetFunctionStack(state); if (spawn) { lua_interface->SetFloatValue(state, spawn->GetZone()->GetSafeX()); lua_interface->SetFloatValue(state, spawn->GetZone()->GetSafeY()); lua_interface->SetFloatValue(state, spawn->GetZone()->GetSafeZ()); return 3; } return 0; } int EQ2Emu_lua_HasLootItem(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); if (spawn) { int32 item_id = lua_interface->GetInt32Value(state, 2); lua_interface->ResetFunctionStack(state); lua_interface->SetBooleanValue(state, spawn->HasLootItemID(item_id)); return 1; } lua_interface->ResetFunctionStack(state); return 0; } int EQ2Emu_lua_AddLootItem(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); if (spawn && spawn->IsEntity()) { int32 item_id = lua_interface->GetInt32Value(state, 2); int16 charges = lua_interface->GetInt16Value(state, 3); if (charges == 0) charges = 1; ((Entity*)spawn)->AddLootItem(item_id, charges); } lua_interface->ResetFunctionStack(state); return 0; } int EQ2Emu_lua_RemoveLootItem(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); if (spawn && spawn->IsEntity()) { int32 item_id = lua_interface->GetInt32Value(state, 2); Item* item = spawn->LootItem(item_id); lua_interface->SetLuaUserDataStale(item); safe_delete(item); } lua_interface->ResetFunctionStack(state); return 0; } int EQ2Emu_lua_AddLootCoin(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); if (spawn) { int32 val = lua_interface->GetInt32Value(state, 2); spawn->AddLootCoins(val); } lua_interface->ResetFunctionStack(state); return 0; } int EQ2Emu_lua_GiveLoot(lua_State* state) { if (!lua_interface) return 0; Spawn* entity = lua_interface->GetSpawn(state); Spawn* player = lua_interface->GetSpawn(state, 2); if (entity && player && player->IsPlayer()) { int32 coins = lua_interface->GetInt32Value(state, 3); vector* items = 0; int i = 0; int32 item_id = 0; while ((item_id = lua_interface->GetInt32Value(state, 4 + i))) { if (items == 0) items = new vector; if (master_item_list.GetItem(item_id)) items->push_back(master_item_list.GetItem(item_id)); i++; } Client* client = 0; client = ((Player*)player)->GetClient(); if (client) ((Player*)player)->AddPendingLootItems(entity->GetID(), items); if(coins > 0) entity->AddLootCoins(coins); safe_delete(items); } lua_interface->ResetFunctionStack(state); return 0; } int EQ2Emu_lua_HasPendingLootItem(lua_State* state) { if (!lua_interface) return 0; Spawn* entity = lua_interface->GetSpawn(state); Spawn* player = lua_interface->GetSpawn(state, 2); int32 item_id = lua_interface->GetInt32Value(state, 3); lua_interface->ResetFunctionStack(state); if (entity && entity->IsEntity() && player && player->IsPlayer() && item_id > 0) { lua_interface->SetBooleanValue(state, ((Player*)player)->HasPendingLootItem(entity->GetID(), item_id)); return 1; } return 0; } int EQ2Emu_lua_HasPendingLoot(lua_State* state) { if (!lua_interface) return 0; Spawn* entity = lua_interface->GetSpawn(state); Spawn* player = lua_interface->GetSpawn(state, 2); lua_interface->ResetFunctionStack(state); if (entity && player && player->IsPlayer()) { lua_interface->SetBooleanValue(state, ((Player*)player)->HasPendingLootItems(entity->GetID())); return 1; } return 0; } int EQ2Emu_lua_CreateConversation(lua_State* state) { if (!lua_interface) return 0; vector* conversation = lua_interface->GetConversation(state); lua_interface->SetLuaUserDataStale(conversation); safe_delete(conversation); lua_interface->ResetFunctionStack(state); conversation = new vector(); lua_interface->SetConversationValue(state, conversation); return 1; } int EQ2Emu_lua_AddConversationOption(lua_State* state) { if (!lua_interface) return 0; vector* conversation = lua_interface->GetConversation(state); if (conversation) { ConversationOption conv_option; conv_option.option = lua_interface->GetStringValue(state, 2); conv_option.function = lua_interface->GetStringValue(state, 3); if (conv_option.option.length() > 0) conversation->push_back(conv_option); } lua_interface->ResetFunctionStack(state); return 0; } int EQ2Emu_lua_CloseConversation(lua_State* state) { if (!lua_interface) return 0; Spawn* npc = lua_interface->GetSpawn(state); Spawn* player = lua_interface->GetSpawn(state, 2); lua_interface->ResetFunctionStack(state); if (npc && player && player->IsPlayer() && player->GetZone()) { Client* client = ((Player*)player)->GetClient(); if (client) { int32 conversation_id = client->GetConversationID(npc, 0); client->CloseDialog(conversation_id); } } return 0; } int EQ2Emu_lua_CloseItemConversation(lua_State* state) { if (!lua_interface) return 0; Item* item = lua_interface->GetItem(state); Spawn* player = lua_interface->GetSpawn(state, 2); lua_interface->ResetFunctionStack(state); if (item && player && player->IsPlayer() && player->GetZone()) { Client* client = ((Player*)player)->GetClient(); if (client) { int32 conversation_id = client->GetConversationID(0, item); client->CloseDialog(conversation_id); } } return 0; } int EQ2Emu_lua_StartDialogConversation(lua_State* state) { if (!lua_interface) return 0; vector* conversation = lua_interface->GetConversation(state); Spawn* spawn = 0; Item* item = 0; int8 type = lua_interface->GetInt8Value(state, 2); if (type == 1 || type == 3) spawn = lua_interface->GetSpawn(state, 3); else if (type == 2 || type == 4) item = lua_interface->GetItem(state, 3); Spawn* player = lua_interface->GetSpawn(state, 4); string text = lua_interface->GetStringValue(state, 5); string mp3 = lua_interface->GetStringValue(state, 6); int32 key1 = lua_interface->GetInt32Value(state, 7); int32 key2 = lua_interface->GetInt32Value(state, 8); int8 language = lua_interface->GetInt8Value(state, 9); int numargs = lua_interface->GetNumberOfArgs(state); int8 can_close = 1; if(numargs > 9) can_close = lua_interface->GetInt32Value(state, 10); lua_interface->ResetFunctionStack(state); if (conversation && text.length() > 0 && (spawn || item) && player && player->IsPlayer()) { Client* client = ((Player*)player)->GetClient(); if (client) { if (spawn) { // Need to do this so the function works the same as it did before if (type == 1) type++; if (mp3.length() > 0) client->DisplayConversation((Entity*)spawn, type, conversation, const_cast(text.c_str()), mp3.c_str(), key1, key2, language, can_close); else client->DisplayConversation((Entity*)spawn, type, conversation, const_cast(text.c_str()), nullptr, 0, 0, language, can_close); } else { if (mp3.length() > 0) client->DisplayConversation(item, conversation, const_cast(text.c_str()), type, mp3.c_str(), key1, key2, language, can_close); else client->DisplayConversation(item, conversation, const_cast(text.c_str()), type, nullptr, 0, 0, language, can_close); } } } lua_interface->SetLuaUserDataStale(conversation); safe_delete(conversation); return 0; } int EQ2Emu_lua_StartConversation(lua_State* state) { if (!lua_interface) return 0; vector* conversation = lua_interface->GetConversation(state); Spawn* source = lua_interface->GetSpawn(state, 2); Spawn* player = lua_interface->GetSpawn(state, 3); string text = lua_interface->GetStringValue(state, 4); string mp3 = lua_interface->GetStringValue(state, 5); int32 key1 = lua_interface->GetInt32Value(state, 6); int32 key2 = lua_interface->GetInt32Value(state, 7); int8 language = lua_interface->GetInt32Value(state, 8); int numargs = lua_interface->GetNumberOfArgs(state); int8 can_close = 1; if(numargs > 8) can_close = lua_interface->GetInt32Value(state, 9); lua_interface->ResetFunctionStack(state); if (conversation && conversation->size() > 0 && text.length() > 0 && source && player && player->IsPlayer()) { Client* client = ((Player*)player)->GetClient(); if (mp3.length() > 0) client->DisplayConversation(source, 1, conversation, text.c_str(), mp3.c_str(), key1, key2, language, can_close); else client->DisplayConversation(source, 1, conversation, text.c_str(), nullptr, 0, 0, language, can_close); lua_interface->SetLuaUserDataStale(conversation); safe_delete(conversation); } else LogWrite(LUA__ERROR, 0, "LUA", "Spawn %s Error in StartConversation, potentially AddConversationOption not yet called or the StartConversation arguments are incorrect, text: %s, conversationSize: %i.", source ? source->GetName() : "UNKNOWN", text.size() ? text.c_str() : "", conversation ? conversation->size() : -1); return 0; } int EQ2Emu_lua_SetPlayerProximityFunction(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); float distance = lua_interface->GetFloatValue(state, 2); string in_range_function = lua_interface->GetStringValue(state, 3); string leaving_range_function = lua_interface->GetStringValue(state, 4); if (spawn && !spawn->IsPlayer() && distance > 0 && in_range_function.length() > 0) spawn->GetZone()->AddPlayerProximity(spawn, distance, in_range_function, leaving_range_function); return 0; } int EQ2Emu_lua_SetLocationProximityFunction(lua_State* state) { ZoneServer* zone = lua_interface->GetZone(state); float x = lua_interface->GetFloatValue(state, 2); float y = lua_interface->GetFloatValue(state, 3); float z = lua_interface->GetFloatValue(state, 4); float max_variation = lua_interface->GetFloatValue(state, 5); string in_range_function = lua_interface->GetStringValue(state, 6); string leaving_range_function = lua_interface->GetStringValue(state, 7); lua_interface->ResetFunctionStack(state); if (zone && in_range_function.length() > 0) zone->AddLocationProximity(x, y, z, max_variation, in_range_function, leaving_range_function); return 0; } int EQ2Emu_lua_SetLootCoin(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); if (spawn && spawn->IsEntity()) { int32 val = lua_interface->GetInt32Value(state, 2); ((Entity*)spawn)->SetLootCoins(val); } lua_interface->ResetFunctionStack(state); return 0; } int EQ2Emu_lua_GetLootCoin(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); lua_interface->ResetFunctionStack(state); if (spawn && spawn->IsEntity()) { lua_interface->SetInt32Value(state, ((Entity*)spawn)->GetLootCoins()); return 1; } return 0; } int EQ2Emu_lua_MovementLoopAdd(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); float x = lua_interface->GetFloatValue(state, 2); float y = lua_interface->GetFloatValue(state, 3); float z = lua_interface->GetFloatValue(state, 4); float speed = lua_interface->GetFloatValue(state, 5); int32 delay = lua_interface->GetInt32Value(state, 6); //this should be given as seconds, as it is converted to ms later string function = lua_interface->GetStringValue(state, 7); int8 num_args = (int8)lua_interface->GetNumberOfArgs(state); float heading = lua_interface->GetFloatValue(state, 8); if (spawn) { spawn->AddMovementLocation(x, y, z, speed, delay, function.c_str(), heading, (num_args > 7) ? true : false ); spawn->GetZone()->AddMovementNPC(spawn); } lua_interface->ResetFunctionStack(state); return 0; } int EQ2Emu_lua_IsPlayer(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); lua_interface->ResetFunctionStack(state); if (spawn) { lua_interface->SetBooleanValue(state, spawn->IsPlayer()); return 1; } return 0; } int EQ2Emu_lua_GetCharacterID(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); lua_interface->ResetFunctionStack(state); if (spawn && spawn->IsPlayer()) { lua_interface->SetInt32Value(state, ((Player*)spawn)->GetCharacterID()); return 1; } lua_interface->SetInt32Value(state, 0); return 1; } int EQ2Emu_lua_FaceTarget(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); Spawn* target = lua_interface->GetSpawn(state, 2); int8 num_args = (int8)lua_interface->GetNumberOfArgs(state); bool reset_action_state = true; if(num_args > 2) reset_action_state = lua_interface->GetBooleanValue(state, 3); if (spawn && target) { if (spawn->IsEntity()) // ((Entity*)spawn)->FaceTarget(target); static_cast(spawn)->FaceTarget(target, reset_action_state); } lua_interface->ResetFunctionStack(state); return 0; } int EQ2Emu_lua_MoveToLocation(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); float x = lua_interface->GetFloatValue(state, 2); float y = lua_interface->GetFloatValue(state, 3); float z = lua_interface->GetFloatValue(state, 4); float speed = lua_interface->GetFloatValue(state, 5); string lua_function = lua_interface->GetStringValue(state, 6); bool more_points = lua_interface->GetBooleanValue(state, 7); if (spawn) { if (speed == 0) speed = spawn->GetSpeed(); spawn->AddRunningLocation(x, y, z, speed, 0.0f, true, !more_points, lua_function); } lua_interface->ResetFunctionStack(state); return 0; } int EQ2Emu_lua_ClearRunningLocations(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); lua_interface->ResetFunctionStack(state); if (spawn) { spawn->ClearRunningLocations(); } return 0; } int EQ2Emu_lua_Say(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); string message = lua_interface->GetStringValue(state, 2); Spawn* player = lua_interface->GetSpawn(state, 3); float dist = lua_interface->GetFloatValue(state, 4); int32 language = lua_interface->GetInt32Value(state, 5); if (spawn && message.length() > 0) { Client* client = 0; if (player && player->IsPlayer()) client = ((Player*)player)->GetClient(); if (client) spawn->GetZone()->HandleChatMessage(client, spawn, 0, CHANNEL_SAY, message.c_str(), (dist > 0.0f) ? dist : 30.0f, 0, true, language); else spawn->GetZone()->HandleChatMessage(spawn, 0, CHANNEL_SAY, message.c_str(), (dist > 0.0f) ? dist : 30.0f, 0, true, language); } lua_interface->ResetFunctionStack(state); return 0; } int EQ2Emu_lua_Shout(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); string message = lua_interface->GetStringValue(state, 2); Spawn* player = lua_interface->GetSpawn(state, 3); float dist = lua_interface->GetFloatValue(state, 4); int32 language = lua_interface->GetInt32Value(state, 5); if (spawn && message.length() > 0) { Client* client = 0; if (player && player->IsPlayer()) client = ((Player*)player)->GetClient(); if (client) spawn->GetZone()->HandleChatMessage(client, spawn, 0, CHANNEL_SHOUT, message.c_str(), (dist > 0.0f) ? dist : 30.0f, 0, true, language); else spawn->GetZone()->HandleChatMessage(spawn, 0, CHANNEL_SHOUT, message.c_str(), (dist > 0.0f) ? dist : 30.0f, 0, true, language); } lua_interface->ResetFunctionStack(state); return 0; } int EQ2Emu_lua_SayOOC(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); string message = lua_interface->GetStringValue(state, 2); Spawn* player = lua_interface->GetSpawn(state, 3); float dist = lua_interface->GetFloatValue(state, 4); int32 language = lua_interface->GetInt32Value(state, 5); if (spawn && message.length() > 0) { Client* client = 0; if (player && player->IsPlayer()) client = ((Player*)player)->GetClient(); if (client) spawn->GetZone()->HandleChatMessage(client, spawn, 0, CHANNEL_OUT_OF_CHARACTER, message.c_str(), (dist > 0.0f) ? dist : 30.0f, 0, true, language); else spawn->GetZone()->HandleChatMessage(spawn, 0, CHANNEL_OUT_OF_CHARACTER, message.c_str(), (dist > 0.0f) ? dist : 30.0f, 0, true, language); } lua_interface->ResetFunctionStack(state); return 0; } int EQ2Emu_lua_Emote(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); string message = lua_interface->GetStringValue(state, 2); Spawn* spawn2 = lua_interface->GetSpawn(state, 3); Spawn* player = lua_interface->GetSpawn(state, 4); char* to = 0; if (spawn2) to = spawn2->GetName(); if (spawn && message.length() > 0) { Client* client = 0; if (player && player->IsPlayer()) client = ((Player*)player)->GetClient(); if (client) spawn->GetZone()->HandleChatMessage(client, spawn, to, CHANNEL_EMOTE, message.c_str(), 30); else spawn->GetZone()->HandleChatMessage(spawn, to, CHANNEL_EMOTE, message.c_str(), 30); } lua_interface->ResetFunctionStack(state); return 0; } int EQ2Emu_lua_SpellHeal(lua_State* state) { if (!lua_interface) return 0; LuaSpell* luaspell = lua_interface->GetCurrentSpell(state); if(!luaspell || luaspell->resisted) { lua_interface->ResetFunctionStack(state); return 0; } Spawn* caster = luaspell->caster; string heal_type = lua_interface->GetStringValue(state);//power, heal ect int32 min_heal = lua_interface->GetInt32Value(state, 2); int32 max_heal = lua_interface->GetInt32Value(state, 3); Spawn* target = lua_interface->GetSpawn(state, 4); int8 crit_mod = lua_interface->GetInt32Value(state, 5); bool no_calcs = lua_interface->GetInt32Value(state, 6) == 1; string custom_spell_name = lua_interface->GetStringValue(state, 7);//custom spell name lua_interface->ResetFunctionStack(state); boost::to_lower(heal_type); if (caster && caster->IsEntity()) { bool success = false; luaspell->resisted = false; if (target) { float distance = caster->GetDistance(target, true); if (((Entity*)caster)->SpellHeal(target, distance, luaspell, heal_type, min_heal, max_heal, crit_mod, no_calcs, custom_spell_name)) success = true; } if ((!success || luaspell->spell->GetSpellData()->group_spell) && luaspell->targets.size() > 0) { Spawn* target = 0; ZoneServer* zone = luaspell->caster->GetZone(); luaspell->MSpellTargets.readlock(__FUNCTION__, __LINE__); for (int32 i = 0; i < luaspell->targets.size(); i++) { if ((target = zone->GetSpawnByID(luaspell->targets[i]))) { float distance = caster->GetDistance(target, true); ((Entity*)caster)->SpellHeal(target, distance, luaspell, heal_type, min_heal, max_heal, crit_mod, no_calcs, custom_spell_name); } } luaspell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__); success = true; } if (success) { if (caster->GetZone()) caster->GetZone()->TriggerCharSheetTimer(); } } return 0; } int EQ2Emu_lua_SpellHealPct(lua_State* state) { if (!lua_interface) return 0; LuaSpell* luaspell = lua_interface->GetCurrentSpell(state); if(!luaspell || luaspell->resisted) { lua_interface->ResetFunctionStack(state); return 0; } Spawn* caster = luaspell->caster; string heal_type = lua_interface->GetStringValue(state);//power, heal ect float percentage = lua_interface->GetFloatValue(state, 2); bool current_value = lua_interface->GetBooleanValue(state, 3); bool caster_value = lua_interface->GetBooleanValue(state, 4); Spawn* target = lua_interface->GetSpawn(state, 5); int8 crit_mod = lua_interface->GetInt32Value(state, 6); bool no_calcs = lua_interface->GetInt32Value(state, 7) == 1; string custom_spell_name = lua_interface->GetStringValue(state, 8);//custom spell name lua_interface->ResetFunctionStack(state); boost::to_lower(heal_type); int32 min_heal = 0, max_heal = 0; if (caster && caster->IsEntity() && target) { if(percentage <= 0.0f) { LogWrite(LUA__ERROR, 0, "LUA", "Error applying SpellHealPct on '%s'. percentage %f is less than or equal to 0.",target->GetName(),percentage); return 0; } if(heal_type == "power") { if(current_value) { if(caster_value) min_heal = max_heal = (int32)(float)caster->GetPower() * (percentage / 100.0f); else min_heal = max_heal = (int32)(float)target->GetPower() * (percentage / 100.0f); } else { if(caster_value) min_heal = max_heal = (int32)(float)caster->GetTotalPower() * (percentage / 100.0f); else min_heal = max_heal = (int32)(float)target->GetTotalPower() * (percentage / 100.0f); } } else { if(current_value) { if(caster_value) min_heal = max_heal = (int32)(float)caster->GetHP() * (percentage / 100.0f); else min_heal = max_heal = (int32)(float)target->GetHP() * (percentage / 100.0f); } else { if(caster_value) min_heal = max_heal = (int32)(float)caster->GetTotalHP() * (percentage / 100.0f); else min_heal = max_heal = (int32)(float)target->GetTotalHP() * (percentage / 100.0f); } } bool success = false; luaspell->resisted = false; if (target) { float distance = caster->GetDistance(target, true); if (((Entity*)caster)->SpellHeal(target, distance, luaspell, heal_type, min_heal, max_heal, crit_mod, no_calcs, custom_spell_name)) success = true; } if ((!success || luaspell->spell->GetSpellData()->group_spell) && luaspell->targets.size() > 0) { Spawn* target = 0; ZoneServer* zone = luaspell->caster->GetZone(); luaspell->MSpellTargets.readlock(__FUNCTION__, __LINE__); for (int32 i = 0; i < luaspell->targets.size(); i++) { if ((target = zone->GetSpawnByID(luaspell->targets[i]))) { float distance = caster->GetDistance(target, true); ((Entity*)caster)->SpellHeal(target, distance, luaspell, heal_type, min_heal, max_heal, crit_mod, no_calcs, custom_spell_name); } } luaspell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__); success = true; } if (success) { if (caster->GetZone()) caster->GetZone()->TriggerCharSheetTimer(); } } return 0; } int EQ2Emu_lua_AddItem(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); int32 item_id = lua_interface->GetInt32Value(state, 2); int16 quantity = lua_interface->GetInt32Value(state, 3); lua_interface->ResetFunctionStack(state); // default of 1 quantity to add if (quantity == 0) quantity = 1; if (spawn && spawn->IsPlayer()) { Client* client = ((Player*)spawn)->GetClient(); if (client && item_id > 0) { lua_interface->SetBooleanValue(state, client->AddItem(item_id, quantity)); return 1; } } lua_interface->SetBooleanValue(state, false); return 1; } int EQ2Emu_lua_SummonItem(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); int32 item_id = lua_interface->GetInt32Value(state, 2); bool send_messages = (lua_interface->GetInt8Value(state, 3) == 1); string location = lua_interface->GetStringValue(state, 4); int16 item_count = lua_interface->GetInt16Value(state,5); //devn00b: if we dont have a count, assume 1 item. if(!item_count) { item_count = 1; } lua_interface->ResetFunctionStack(state); if (spawn && spawn->IsPlayer()) { Client* client = ((Player*)spawn)->GetClient(); if (client && item_id > 0) { if (strncasecmp(location.c_str(), "bank", 4) == 0) lua_interface->SetBooleanValue(state, client->AddItemToBank(item_id, item_count)); else lua_interface->SetBooleanValue(state, client->AddItem(item_id, item_count)); if (send_messages) { Item* item = master_item_list.GetItem(item_id); if (item) { if(item_count > 1) { client->Message(CHANNEL_COLOR_YELLOW, "You receive %i %s.", item_count, item->CreateItemLink(client->GetVersion()).c_str()); string popup_text1 = "You receive "+ item_count; string popup_text2 = " " + item->name; string popup_text = popup_text1 + popup_text2; client->SendPopupMessage(10, popup_text.c_str(), "ui_harvested_normal", 3, 0xFF, 0xFF, 0xFF); // return 1; } else { client->Message(CHANNEL_COLOR_YELLOW, "You receive %s.", item->CreateItemLink(client->GetVersion()).c_str()); string popup_text = "You receive " + item->name; client->SendPopupMessage(10, popup_text.c_str(), "ui_harvested_normal", 3, 0xFF, 0xFF, 0xFF); } } } return 1; } } lua_interface->SetBooleanValue(state, false); return 1; } int EQ2Emu_lua_RemoveItem(lua_State* state) { Spawn* spawn = lua_interface->GetSpawn(state); int32 item_id = lua_interface->GetInt32Value(state, 2); int16 quantity = lua_interface->GetInt16Value(state, 3); lua_interface->ResetFunctionStack(state); // default of 1 to remove if (quantity == 0) quantity = 1; Client* client; Item* item; if (spawn && spawn->IsPlayer() && item_id > 0) { if ((client = ((Player*)spawn)->GetClient())) { if ((item = client->GetPlayer()->item_list.GetItemFromID(item_id))) { if (client->RemoveItem(item, quantity)) { lua_interface->SetBooleanValue(state, true); return 1; } } } } lua_interface->SetBooleanValue(state, false); return 1; } int EQ2Emu_lua_HasItem(lua_State* state) { Spawn* player = lua_interface->GetSpawn(state); int32 item_id = lua_interface->GetInt32Value(state, 2); bool include_bank = lua_interface->GetInt8Value(state, 3); lua_interface->ResetFunctionStack(state); if (player && player->IsPlayer()) { bool hasItem = false; hasItem = ((Player*)player)->item_list.HasItem(item_id, include_bank); if (!hasItem) hasItem = ((Player*)player)->GetEquipmentList()->HasItem(item_id); lua_interface->SetBooleanValue(state, hasItem); return 1; } lua_interface->SetBooleanValue(state, false); return 1; } int EQ2Emu_lua_Spawn(lua_State* state) { if (!lua_interface) return 0; ZoneServer* zone = lua_interface->GetZone(state); int32 spawn_id = lua_interface->GetInt32Value(state, 2); bool restricted_npc = (lua_interface->GetInt8Value(state, 3) == 1); float x = lua_interface->GetFloatValue(state, 4); float y = lua_interface->GetFloatValue(state, 5); float z = lua_interface->GetFloatValue(state, 6); float heading = lua_interface->GetFloatValue(state, 7); if (zone && spawn_id > 0 && (x != 0 || y != 0 || z != 0)) { Spawn* spawn = zone->GetSpawn(spawn_id); if (!spawn) lua_interface->LogError("%s: LUA Spawn command error: Could not find spawn with id of %u.", lua_interface->GetScriptName(state), spawn_id); else { spawn->SetX(x); spawn->SetZ(z); spawn->SetY(y,true,true); spawn->SetLocation(zone->GetClosestLocation(spawn)); spawn->SetHeading(heading); if (restricted_npc) spawn->AddAllowAccessSpawn(spawn); const char* spawn_script = world.GetSpawnScript(spawn_id); bool scriptActive = false; if (spawn_script && lua_interface->GetSpawnScript(spawn_script) != 0) { scriptActive = true; spawn->SetSpawnScript(string(spawn_script)); } zone->CallSpawnScript(spawn, SPAWN_SCRIPT_PRESPAWN); zone->AddSpawn(spawn); if (scriptActive) { zone->CallSpawnScript(spawn, SPAWN_SCRIPT_SPAWN); } lua_interface->ResetFunctionStack(state); lua_interface->SetSpawnValue(state, spawn); return 1; } } else { string output = "Invalid paramaters to LUA Spawn command: \n"; if (!zone) output = output.append("\t").append("Missing zone reference. \n"); if (spawn_id == 0) output = output.append("\t").append("Missing spawn_id."); lua_interface->LogError("%s: Error in EQ2Emu_lua_Spawn - %s", lua_interface->GetScriptName(state), output.c_str()); } lua_interface->ResetFunctionStack(state); return 0; } int EQ2Emu_lua_GetZoneName(lua_State* state) { if (!lua_interface) return 0; ZoneServer* zone = lua_interface->GetZone(state); lua_interface->ResetFunctionStack(state); if (zone) { lua_interface->SetStringValue(state, zone->GetZoneName()); return 1; } return 0; } int EQ2Emu_lua_GetZoneID(lua_State* state) { if (!lua_interface) return 0; ZoneServer* zone = lua_interface->GetZone(state); lua_interface->ResetFunctionStack(state); if (zone) { lua_interface->SetInt32Value(state, zone->GetZoneID()); return 1; } return 0; } int EQ2Emu_lua_GetZone(lua_State* state) { if (!lua_interface) return 0; int32 zone_id = lua_interface->GetInt32Value(state); ZoneServer* zone = 0; if (zone_id > 0) zone = zone_list.Get(zone_id, true, false, false); else { string zone_name = lua_interface->GetStringValue(state); if (zone_name.length() > 0) { zone = zone_list.Get(zone_name.c_str(), true, false, false); } else { Spawn* spawn = lua_interface->GetSpawn(state); if (spawn) zone = spawn->GetZone(); } } lua_interface->ResetFunctionStack(state); if (zone) { lua_interface->SetZoneValue(state, zone); return 1; } return 0; } int EQ2Emu_lua_AddHate(lua_State* state) { Spawn* entity = lua_interface->GetSpawn(state); Spawn* npc = lua_interface->GetSpawn(state, 2); sint32 amount = lua_interface->GetSInt32Value(state, 3); bool send_packet = lua_interface->GetInt8Value(state, 4) == 1 ? true : false; LuaSpell* luaspell = lua_interface->GetCurrentSpell(state); if(luaspell && luaspell->resisted) { lua_interface->ResetFunctionStack(state); return 0; } if (entity && entity->IsEntity() && amount != 0) { if (luaspell && luaspell->caster) { ZoneServer* zone = luaspell->caster->GetZone(); luaspell->MSpellTargets.readlock(__FUNCTION__, __LINE__); for (int32 i = 0; i < luaspell->targets.size(); i++) { Spawn* spawn = zone->GetSpawnByID(luaspell->targets.at(i)); if (spawn && spawn->IsNPC() && spawn->Alive() && spawn->GetZone()) { entity->CheckEncounterState((Entity*)spawn); ((NPC*)spawn)->AddHate((Entity*)entity, amount); if (send_packet) entity->GetZone()->SendThreatPacket(entity, npc, amount, luaspell->spell->GetName()); } } luaspell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__); } else if (npc && npc->IsNPC() && npc->GetZone()) { entity->CheckEncounterState((Entity*)npc); ((NPC*)npc)->AddHate((Entity*)entity, amount); } } lua_interface->ResetFunctionStack(state); return 0; } int EQ2Emu_lua_Zone(lua_State* state) { if (!lua_interface) return 0; ZoneServer* zone = lua_interface->GetZone(state); Spawn* player = lua_interface->GetSpawn(state, 2); Client* client = 0; if (player && player->IsPlayer()) client = ((Player*)player)->GetClient(); float x = lua_interface->GetFloatValue(state, 3); float y = lua_interface->GetFloatValue(state, 4); float z = lua_interface->GetFloatValue(state, 5); float heading = lua_interface->GetFloatValue(state, 6); if (zone && client) { LogWrite(LUA__DEBUG, 0, "LUA", "LUA Zone Request by Player: '%s' (%u)", player->GetName(), player->GetID()); LogWrite(LUA__DEBUG, 5, "LUA", "\tTo Zone: '%s' (%u)", zone->GetZoneName(), zone->GetZoneID()); if (!client->CheckZoneAccess(zone->GetZoneName())) { LogWrite(LUA__WARNING, 0, "LUA", "CheckZoneAccess() FAILED! LUA Zone Request Denied!"); return 0; } if (x != 0 || y != 0 || z != 0) { LogWrite(LUA__DEBUG, 5, "LUA", "\tTo Coordinates: %2f, %2f, %2f, %2f", x, y, z, heading); player->SetX(x); player->SetY(y); player->SetZ(z); player->SetHeading(heading); client->Zone(zone->GetZoneName(), false); } else client->Zone(zone->GetZoneName()); } else lua_interface->LogError("%s: Error in EQ2Emu_lua_Zone: invalid zone or spawn input.", lua_interface->GetScriptName(state)); lua_interface->ResetFunctionStack(state); return 0; } int EQ2Emu_lua_AddSpawnAccess(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); Spawn* spawn2 = lua_interface->GetSpawn(state, 2); if (spawn && spawn2) spawn->AddAllowAccessSpawn(spawn2); lua_interface->ResetFunctionStack(state); return 0; } int EQ2Emu_lua_CastSpell(lua_State* state) { if (!lua_interface) return 0; Spawn* target = lua_interface->GetSpawn(state); int32 spell_id = lua_interface->GetInt32Value(state, 2); int8 spell_tier = lua_interface->GetInt8Value(state, 3); Spawn* caster = lua_interface->GetSpawn(state, 4); int16 custom_cast_time = lua_interface->GetInt16Value(state, 5); lua_interface->ResetFunctionStack(state); if (!target) { lua_interface->LogError("%s: LUA CastSpell command error: target is not a valid spawn", lua_interface->GetScriptName(state)); return 0; } if (!target->IsEntity()) { lua_interface->LogError("%s: LUA CastSpell command error: target (%s) is not an entity", lua_interface->GetScriptName(state), target->GetName()); return 0; } if (spell_id <= 0) { lua_interface->LogError("%s: LUA CastSpell command error: spell id is not valid", lua_interface->GetScriptName(state)); return 0; } if (caster && !caster->IsEntity()) { lua_interface->LogError("%s: LUA CastSpell command error: caster (%s) is not an entity", lua_interface->GetScriptName(state), caster->GetName()); return 0; } if (spell_tier == 0) spell_tier = 1; if (!caster) caster = target; target->GetZone()->ProcessSpell(master_spell_list.GetSpell(spell_id, spell_tier), (Entity*)caster, (Entity*)target, true, false, NULL, custom_cast_time); return 0; } int EQ2Emu_lua_SpellDamage(lua_State* state) { if (!lua_interface) return 0; Spawn* target = lua_interface->GetSpawn(state); LuaSpell* luaspell = lua_interface->GetCurrentSpell(state); if(!luaspell || luaspell->resisted) { lua_interface->ResetFunctionStack(state); lua_interface->SetBooleanValue(state, false); return 1; } Spawn* caster = luaspell->caster; sint32 type = lua_interface->GetSInt32Value(state, 2); int32 min_damage = lua_interface->GetInt32Value(state, 3); int32 max_damage = lua_interface->GetInt32Value(state, 4); int8 crit_mod = lua_interface->GetInt32Value(state, 5); bool no_calcs = lua_interface->GetInt32Value(state, 6) == 1; //lua_interface->ResetFunctionStack(state); int32 class_id = lua_interface->GetInt32Value(state, 7); vector faction_req; vector race_req; int32 class_req = 0; int32 i = 0; int8 f = 0; int8 r = 0; while ((class_id = lua_interface->GetInt32Value(state, 7 + i))) { if (class_id < 100) { class_req += pow(2.0, double(class_id - 1)); } else if (class_id > 100 && class_id < 1000) { race_req.push_back(class_id); r++; } else { faction_req.push_back(class_id); f++; } i++; } lua_interface->ResetFunctionStack(state); if (caster && caster->IsEntity()) { bool race_match = false; bool success = false; luaspell->resisted = false; if (luaspell->targets.size() > 0) { ZoneServer* zone = luaspell->caster->GetZone(); Spawn* target = 0; luaspell->MSpellTargets.readlock(__FUNCTION__, __LINE__); for (int32 i = 0; i < luaspell->targets.size(); i++) { if ((target = zone->GetSpawnByID(luaspell->targets[i]))) { if (race_req.size() > 0) { for (int8 i = 0; i < race_req.size(); i++) { if(race_req[i] == target->GetRace() || race_req[i] == race_types_list.GetRaceType(target->GetModelType()) || race_req[i] == race_types_list.GetRaceBaseType(target->GetModelType())) { race_match = true; } } } else race_match = true; // if the race_req.size = 0 then there is no race requirement and the race_match will be true if (race_match == true) { float distance = caster->GetDistance(target, true); ((Entity*)caster)->SpellAttack(target, distance, luaspell, type, min_damage, max_damage, crit_mod, no_calcs); } } } success = true; luaspell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__); } else if (target) { //check class and race/faction here if (race_req.size() > 0) { for (int8 i = 0; i < race_req.size(); i++) { if(race_req[i] == target->GetRace() || race_req[i] == race_types_list.GetRaceType(target->GetModelType()) || race_req[i] == race_types_list.GetRaceBaseType(target->GetModelType())) { race_match = true; } } } else race_match = true; // if the race_req.size = 0 then there is no race requirement and the race_match will be true if (race_match == true) { float distance = caster->GetDistance(target, true); if (((Entity*)caster)->SpellAttack(target, distance, luaspell, type, min_damage, max_damage, crit_mod, no_calcs)) success = true; } } lua_interface->SetBooleanValue(state, luaspell->has_damaged); if (success) { Spell* spell = luaspell->spell; if (caster->IsPlayer() && spell && spell->GetSpellData()->target_type == 1 && spell->GetSpellData()->spell_book_type == 1) { //offense combat art ((Player*)caster)->InCombat(true); if (caster->GetZone()) caster->GetZone()->TriggerCharSheetTimer(); } } } else { lua_interface->SetBooleanValue(state, false); } return 1; } int EQ2Emu_lua_SpellDamageExt(lua_State* state) { if (!lua_interface) return 0; Spawn* target = lua_interface->GetSpawn(state); LuaSpell* luaspell = lua_interface->GetCurrentSpell(state); if(!luaspell || luaspell->resisted) { lua_interface->ResetFunctionStack(state); lua_interface->SetBooleanValue(state, false); return 1; } Spawn* caster = luaspell->caster; sint32 type = lua_interface->GetSInt32Value(state, 2); int32 min_damage = lua_interface->GetInt32Value(state, 3); int32 max_damage = lua_interface->GetInt32Value(state, 4); int8 crit_mod = lua_interface->GetInt32Value(state, 5); bool no_calcs = lua_interface->GetInt32Value(state, 6) == 1; int32 override_packet_type = lua_interface->GetInt32Value(state, 7); bool take_power = lua_interface->GetInt32Value(state, 8) == 1; //lua_interface->ResetFunctionStack(state); int32 class_id = lua_interface->GetInt32Value(state, 9); vector faction_req; vector race_req; int32 class_req = 0; int32 i = 0; int8 f = 0; int8 r = 0; while ((class_id = lua_interface->GetInt32Value(state, 9 + i))) { if (class_id < 100) { class_req += pow(2.0, double(class_id - 1)); } else if (class_id > 100 && class_id < 1000) { race_req.push_back(class_id); r++; } else { faction_req.push_back(class_id); f++; } i++; } lua_interface->ResetFunctionStack(state); if (caster && caster->IsEntity()) { bool race_match = false; bool success = false; luaspell->resisted = false; if (luaspell->targets.size() > 0) { ZoneServer* zone = luaspell->caster->GetZone(); Spawn* target = 0; luaspell->MSpellTargets.readlock(__FUNCTION__, __LINE__); for (int32 i = 0; i < luaspell->targets.size(); i++) { if ((target = zone->GetSpawnByID(luaspell->targets[i]))) { if (race_req.size() > 0) { for (int8 i = 0; i < race_req.size(); i++) { if(race_req[i] == target->GetRace() || race_req[i] == race_types_list.GetRaceType(target->GetModelType()) || race_req[i] == race_types_list.GetRaceBaseType(target->GetModelType())) { race_match = true; } } } else race_match = true; // if the race_req.size = 0 then there is no race requirement and the race_match will be true if (race_match == true) { float distance = caster->GetDistance(target, true); ((Entity*)caster)->SpellAttack(target, distance, luaspell, type, min_damage, max_damage, crit_mod, no_calcs, override_packet_type, take_power); } } } success = true; luaspell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__); } else if (target) { //check class and race/faction here if (race_req.size() > 0) { for (int8 i = 0; i < race_req.size(); i++) { if(race_req[i] == target->GetRace() || race_req[i] == race_types_list.GetRaceType(target->GetModelType()) || race_req[i] == race_types_list.GetRaceBaseType(target->GetModelType())) { race_match = true; } } } else race_match = true; // if the race_req.size = 0 then there is no race requirement and the race_match will be true if (race_match == true) { float distance = caster->GetDistance(target, true); if (((Entity*)caster)->SpellAttack(target, distance, luaspell, type, min_damage, max_damage, crit_mod, no_calcs, override_packet_type, take_power)) success = true; } } lua_interface->SetBooleanValue(state, luaspell->has_damaged); if (success) { Spell* spell = luaspell->spell; if (caster->IsPlayer() && spell && spell->GetSpellData()->target_type == 1 && spell->GetSpellData()->spell_book_type == 1) { //offense combat art ((Player*)caster)->InCombat(true); if (caster->GetZone()) caster->GetZone()->TriggerCharSheetTimer(); } } } else { lua_interface->SetBooleanValue(state, false); } return 1; } int EQ2Emu_lua_ModifyPower(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); sint32 value = lua_interface->GetSInt32Value(state, 2); lua_interface->ResetFunctionStack(state); if (spawn && value != 0) { if (spawn->GetPower() + value > spawn->GetTotalPower()) spawn->SetPower(spawn->GetTotalPower()); else spawn->SetPower(spawn->GetPower() + value); } return 0; } int EQ2Emu_lua_ModifyHP(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); sint32 value = lua_interface->GetSInt32Value(state, 2); lua_interface->ResetFunctionStack(state); if (spawn && value != 0) { if (spawn->GetHP() + value > spawn->GetTotalHP()) spawn->SetHP(spawn->GetTotalHP()); else spawn->SetHP(spawn->GetHP() + value); } return 0; } int EQ2Emu_lua_ModifyMaxPower(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); sint32 value = lua_interface->GetSInt32Value(state, 2); lua_interface->ResetFunctionStack(state); if (spawn && value != 0) { spawn->SetTotalPower(value); spawn->SetTotalPowerBaseInstance(value); } return 0; } int EQ2Emu_lua_ModifyMaxHP(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); sint32 value = lua_interface->GetSInt32Value(state, 2); lua_interface->ResetFunctionStack(state); if (spawn && value != 0) { spawn->SetTotalHP(value); spawn->SetTotalHPBaseInstance(value); } return 0; } int EQ2Emu_lua_SetCurrentHP(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); sint32 value = lua_interface->GetSInt32Value(state, 2); lua_interface->ResetFunctionStack(state); if (spawn) { spawn->SetHP(value); if (value > spawn->GetTotalHPBase()) spawn->SetTotalHP(value); } return 0; } int EQ2Emu_lua_SetMaxHP(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); LuaSpell* luaspell = lua_interface->GetCurrentSpell(state); float value = lua_interface->GetFloatValue(state, 2); lua_interface->ResetFunctionStack(state); if (spawn && spawn->IsEntity() && value > 0) ((Entity*)spawn)->AddSpellBonus(luaspell, ITEM_STAT_HEALTH, value - spawn->GetTotalHP()); if (spawn && spawn->IsPlayer()) ((Player*)spawn)->SetCharSheetChanged(true); return 0; } int EQ2Emu_lua_SetMaxHPBase(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); sint32 value = lua_interface->GetSInt32Value(state, 2); lua_interface->ResetFunctionStack(state); if (spawn && spawn->IsEntity() && value > 0) ((Entity*)spawn)->SetTotalHPBase(value); return 0; } int EQ2Emu_lua_SetCurrentPower(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); sint32 value = lua_interface->GetSInt32Value(state, 2); lua_interface->ResetFunctionStack(state); if (spawn && value > 0) { spawn->SetPower(value); if (value > spawn->GetTotalPowerBase()) spawn->SetTotalPower(value); } return 0; } int EQ2Emu_lua_SetMaxPower(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); LuaSpell* luaspell = lua_interface->GetCurrentSpell(state); sint32 value = lua_interface->GetSInt32Value(state, 2); lua_interface->ResetFunctionStack(state); if (spawn && spawn->IsEntity() && value > 0) ((Entity*)spawn)->AddSpellBonus(luaspell, ITEM_STAT_POWER, value - spawn->GetTotalPower()); return 0; } int EQ2Emu_lua_SetMaxPowerBase(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); sint32 value = lua_interface->GetSInt32Value(state, 2); lua_interface->ResetFunctionStack(state); if (spawn && spawn->IsEntity() && value > 0) ((Entity*)spawn)->SetTotalPowerBase(value); return 0; } int EQ2Emu_lua_SetPosition(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); float x = lua_interface->GetFloatValue(state, 2); float y = lua_interface->GetFloatValue(state, 3); float z = lua_interface->GetFloatValue(state, 4); float heading = lua_interface->GetFloatValue(state, 5); lua_interface->ResetFunctionStack(state); if (spawn) { spawn->SetX(x); spawn->SetY(y); spawn->SetZ(z); if (heading != 0) spawn->SetHeading(heading); spawn->SetSpawnOrigX(spawn->GetX()); spawn->SetSpawnOrigY(spawn->GetY()); spawn->SetSpawnOrigZ(spawn->GetZ()); spawn->SetSpawnOrigHeading(spawn->GetHeading()); if (spawn->IsPlayer()) { Client* client = ((Player*)spawn)->GetClient(); if (client) { EQ2Packet* packet = client->GetPlayer()->Move(x, y, z, client->GetVersion(), (heading == 0 ? -1.0f : (heading + 180.0f))); client->QueuePacket(packet); } } } return 0; } int EQ2Emu_lua_SetHeading(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); float value = lua_interface->GetFloatValue(state, 2); lua_interface->ResetFunctionStack(state); if (spawn) { spawn->SetHeading(value); if (spawn->IsPlayer()) { Client* client = ((Player*)spawn)->GetClient(); if (client) { EQ2Packet* packet = client->GetPlayer()->Move(spawn->GetX(), spawn->GetY(), spawn->GetZ(), client->GetVersion(), value + 180.0f); client->QueuePacket(packet); } } } return 0; } int EQ2Emu_lua_SetModelType(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); int16 value = lua_interface->GetInt16Value(state, 2); lua_interface->ResetFunctionStack(state); if (spawn) spawn->SetModelType(value); return 0; } int EQ2Emu_lua_SetAdventureClass(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); int8 value = lua_interface->GetInt8Value(state, 2); lua_interface->ResetFunctionStack(state); if (spawn) { if (spawn->IsPlayer()) ((Player*)spawn)->SetPlayerAdventureClass(value); else spawn->SetAdventureClass(value); } return 0; } int EQ2Emu_lua_SetTradeskillClass(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); int8 value = lua_interface->GetInt8Value(state, 2); lua_interface->ResetFunctionStack(state); if (spawn) { spawn->SetTradeskillClass(value); if (spawn->IsEntity()) { ((Entity*)spawn)->GetInfoStruct()->set_tradeskill_class1(classes.GetTSBaseClass(spawn->GetTradeskillClass())); ((Entity*)spawn)->GetInfoStruct()->set_tradeskill_class2(classes.GetSecondaryTSBaseClass(spawn->GetTradeskillClass())); ((Entity*)spawn)->GetInfoStruct()->set_tradeskill_class3(spawn->GetTradeskillClass()); } if (spawn->IsPlayer()) ((Player*)spawn)->SetCharSheetChanged(true); } return 0; } int EQ2Emu_lua_SetMount(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); int16 value = lua_interface->GetInt16Value(state, 2); if (spawn && spawn->IsEntity()) { ((Entity*)spawn)->SetMount(value); EQ2_Color color; color.red = 255; color.green = 255; color.blue = 255; ((Entity*)spawn)->SetMountColor(&color); ((Entity*)spawn)->SetMountSaddleColor(&color); } return 0; } int EQ2Emu_lua_SetMountColor(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); EQ2_Color mount_color; EQ2_Color saddle_color; mount_color.red = lua_interface->GetInt8Value(state, 2); mount_color.green = lua_interface->GetInt8Value(state, 3); mount_color.blue = lua_interface->GetInt8Value(state, 4); saddle_color.red = lua_interface->GetInt8Value(state, 5); saddle_color.green = lua_interface->GetInt8Value(state, 6); saddle_color.blue = lua_interface->GetInt8Value(state, 7); if (spawn && spawn->IsEntity()) { ((Entity*)spawn)->SetMountColor(&mount_color); ((Entity*)spawn)->SetMountSaddleColor(&saddle_color); } return 0; } int EQ2Emu_lua_GetMount(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); if (spawn && spawn->IsEntity()) { lua_interface->SetInt32Value(state, ((Entity*)spawn)->GetMount()); return 1; } return 0; } int EQ2Emu_lua_GetRace(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); if (spawn) { LogWrite(LUA__DEBUG, 0, "LUA", "%s - Race: %i", __FUNCTION__, spawn->GetRace()); lua_interface->SetInt32Value(state, spawn->GetRace()); return 1; } return 0; } int EQ2Emu_lua_GetRaceName(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); if (spawn) { lua_interface->SetStringValue(state, races.GetRaceName(spawn->GetRace())); return 1; } return 0; } int EQ2Emu_lua_GetClass(lua_State* state) { Spawn* spawn = lua_interface->GetSpawn(state); if (spawn) { lua_interface->SetInt32Value(state, spawn->GetAdventureClass()); return 1; } return 0; } int EQ2Emu_lua_GetClassName(lua_State* state) { Spawn* spawn = lua_interface->GetSpawn(state); if (spawn) { lua_interface->SetStringValue(state, classes.GetClassName(spawn->GetAdventureClass())); return 1; } return 0; } int EQ2Emu_lua_SetSpeed(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); float value = lua_interface->GetFloatValue(state, 2); lua_interface->ResetFunctionStack(state); if (spawn) { spawn->SetSpeed(value); if(spawn->IsEntity()) ((Entity*)spawn)->SetSpeed(value); if (spawn->IsPlayer()) { Client* client = ((Player*)spawn)->GetClient(); if (client) { PacketStruct* packet = configReader.getStruct("WS_SetControlGhost", client->GetVersion()); if (packet) { packet->setDataByName("spawn_id", 0xFFFFFFFF); packet->setDataByName("speed", value); packet->setDataByName("size", 0.51); EQ2Packet* app = packet->serialize(); client->QueuePacket(app); safe_delete(packet); } } } } return 0; } int EQ2Emu_lua_AddSpellBonus(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); const int16 type = lua_interface->GetInt16Value(state, 2); const float value = lua_interface->GetFloatValue(state, 3); LuaSpell* luaspell = lua_interface->GetCurrentSpell(state); if(!luaspell || luaspell->resisted) { lua_interface->ResetFunctionStack(state); return 0; } int64 class_req = 0; int32 class_id = 0; vector faction_req; vector race_req; int32 i = 0; int8 f = 0; int8 r = 0; while ((class_id = lua_interface->GetInt32Value(state, 4 + i))) { if (class_id < 100) { class_req += pow(2.0, double(class_id - 1)); } else if (class_id > 100 && class_id < 1000) { race_req.push_back(class_id); r++; } else { faction_req.push_back(class_id); f++; } i++; } if (value != 0 && type >= 0) { if (luaspell && luaspell->spell && luaspell->caster) { ZoneServer* zone = luaspell->caster->GetZone(); luaspell->MSpellTargets.readlock(__FUNCTION__, __LINE__); for (int32 i = 0; i < luaspell->targets.size(); i++) { Spawn* target = zone->GetSpawnByID(luaspell->targets[i]); if (target) { if (target->IsPlayer()) { ((Player*)target)->AddSpellBonus(luaspell, type, value, class_req, race_req, faction_req); LogWrite(LUA__DEBUG, 0, "LUA", "Applying Spell Bonus to Player '%s'. Is a Group Member.", ((Player*)target)->GetName()); if (((Player*)target)->GetGroupMemberInfo()) ((Player*)target)->UpdateGroupMemberInfo(); ((Player*)target)->SetCharSheetChanged(true); } else if (target->IsNPC()) ((NPC*)target)->AddSpellBonus(luaspell, type, value, class_req, race_req, faction_req); else lua_interface->LogError("%s: Error applying spell bonus on non entity.", lua_interface->GetScriptName(state)); } } luaspell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__); if (!(luaspell->effect_bitmask & EFFECT_FLAG_SPELLBONUS)) luaspell->effect_bitmask += EFFECT_FLAG_SPELLBONUS; } else if (spawn && spawn->IsEntity()) { ((Entity*)spawn)->AddSpellBonus(luaspell, type, value, class_req, race_req, faction_req); LogWrite(LUA__DEBUG, 0, "LUA", "Applying Spell Bonus to Entity '%s'. Is a Group Member.", ((Entity*)spawn)->GetName()); if (spawn->IsPlayer()) ((Player*)spawn)->SetCharSheetChanged(true); } else lua_interface->LogError("%s: Unable to apply spell bonus in AddSpellBonus.", lua_interface->GetScriptName(state)); } else lua_interface->LogError("%s: Invalid parameters for AddSpellBonus.", lua_interface->GetScriptName(state)); return 0; } int EQ2Emu_lua_AddSpawnSpellBonus(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); int16 type = lua_interface->GetInt16Value(state, 2); sint32 value = lua_interface->GetSInt32Value(state, 3); LuaSpell* luaspell = lua_interface->GetCurrentSpell(state); if (!spawn) { lua_interface->LogError("%s: LUA AddSpawnSpellBonus command error: spawn is not valid", lua_interface->GetScriptName(state)); return 0; } if (!spawn->IsEntity()) { lua_interface->LogError("%s: LUA AddSpawnSpellBonus command error: spawn is not an entity", lua_interface->GetScriptName(state)); return 0; } if (value == 0) { lua_interface->LogError("%s: LUA AddSpawnSpellBonus command error: value must be set", lua_interface->GetScriptName(state)); return 0; } if (!luaspell || !luaspell->spell) { lua_interface->LogError("%s: LUA AddSpawnSpellBonus command error: can only be used in a spell script", lua_interface->GetScriptName(state)); return 0; } if(luaspell->resisted) { lua_interface->ResetFunctionStack(state); return 0; } int32 class_req = 0; vector faction_req; vector race_req; int32 class_id = 0; int32 i = 0; int8 f = 0; int8 r = 0; while ((class_id = lua_interface->GetInt32Value(state, 4 + i))) { if (class_id < 100) { class_req += pow(2.0, double(class_id - 1)); } else if (class_id > 100 && class_id < 1000) { race_req.push_back(class_id); r++; } else { faction_req.push_back(class_id); f++; } i++; } ((Entity*)spawn)->AddSpellBonus(luaspell, type, value, class_req, race_req, faction_req); if (!(luaspell->effect_bitmask & EFFECT_FLAG_SPELLBONUS)) luaspell->effect_bitmask += EFFECT_FLAG_SPELLBONUS; if (spawn->IsPlayer()) ((Player*)spawn)->SetCharSheetChanged(true); return 0; } int EQ2Emu_lua_RemoveSpawnSpellBonus(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); LuaSpell* luaspell = lua_interface->GetCurrentSpell(state); if (!spawn) { lua_interface->LogError("%s: LUA AddSpawnSpellBonus command error: spawn is not valid", lua_interface->GetScriptName(state)); return 0; } if (!spawn->IsEntity()) { lua_interface->LogError("%s: LUA AddSpawnSpellBonus command error: spawn is not an entity", lua_interface->GetScriptName(state)); return 0; } if (!luaspell || !luaspell->spell) { lua_interface->LogError("%s: LUA AddSpawnSpellBonus command error: can only be used in a spell script", lua_interface->GetScriptName(state)); return 0; } ((Entity*)spawn)->RemoveSpellBonus(luaspell); if (spawn->IsPlayer()) ((Player*)spawn)->SetCharSheetChanged(true); return 0; } int EQ2Emu_lua_RemoveSpellBonus(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); LuaSpell* luaspell = lua_interface->GetCurrentSpell(state); if (luaspell && luaspell->spell) { ZoneServer* zone = nullptr; if (luaspell->caster != nullptr) zone = luaspell->caster->GetZone(); if(!zone && spawn) { zone = spawn->GetZone(); // workaround to try to establish a zone to find the targets and remove the spells } Spawn* target = 0; if(zone) { luaspell->MSpellTargets.readlock(__FUNCTION__, __LINE__); for (int32 i = 0; i < luaspell->targets.size(); i++) { target = zone->GetSpawnByID(luaspell->targets[i]); if (target && target->IsEntity()) { ((Entity*)target)->RemoveSpellBonus(luaspell); if (target->IsPlayer()) ((Player*)target)->SetCharSheetChanged(true); } } luaspell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__); } else { LogWrite(LUA__ERROR, 0, "LUA", "Error removing spell bonus buff %s called by %s, zone is not available.", luaspell->spell ? luaspell->spell->GetName() : "NotSet", spawn->GetName()); } } else if (spawn && spawn->IsEntity()) { ((Entity*)spawn)->RemoveSpellBonus(luaspell); if (spawn->IsPlayer()) ((Player*)spawn)->SetCharSheetChanged(true); } return 0; } int EQ2Emu_lua_AddSkillBonus(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); int32 skill_id = lua_interface->GetInt32Value(state, 2); float value = lua_interface->GetFloatValue(state, 3); LuaSpell* luaspell = lua_interface->GetCurrentSpell(state); if (value != 0) { int32 spell_id = 0; if (luaspell && luaspell->spell && luaspell->caster) { if(luaspell->resisted) { lua_interface->ResetFunctionStack(state); return 0; } spell_id = luaspell->spell->GetSpellID(); ZoneServer* zone = luaspell->caster->GetZone(); Spawn* target = 0; luaspell->MSpellTargets.readlock(__FUNCTION__, __LINE__); for (int32 i = 0; i < luaspell->targets.size(); i++) { target = zone->GetSpawnByID(luaspell->targets[i]); if (target && target->Alive()) { if (target->IsPlayer()) { ((Player*)target)->AddSkillBonus(spell_id, skill_id, value); Client* client = ((Player*)target)->GetClient(); if (client) { EQ2Packet* packet = ((Player*)target)->GetSkills()->GetSkillPacket(client->GetVersion()); if (packet) client->QueuePacket(packet); } if (!(luaspell->effect_bitmask & EFFECT_FLAG_SKILLBONUS)) luaspell->effect_bitmask += EFFECT_FLAG_SKILLBONUS; } else if (target->IsNPC()) { ((NPC*)target)->AddSkillBonus(spell_id, skill_id, value); if (!(luaspell->effect_bitmask & EFFECT_FLAG_SKILLBONUS)) luaspell->effect_bitmask += EFFECT_FLAG_SKILLBONUS; } else LogWrite(LUA__ERROR, 0, "LUA", "Error applying bonus buff on '%s'. Not a NPC or player.", target->GetName()); } } luaspell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__); } else if (spawn) { if (spawn->IsPlayer()) { ((Player*)spawn)->AddSkillBonus(spell_id, skill_id, value); Client* client = ((Player*)spawn)->GetClient(); if (client) { EQ2Packet* packet = ((Player*)spawn)->GetSkills()->GetSkillPacket(client->GetVersion()); if (packet) client->QueuePacket(packet); } } else if (spawn->IsNPC()) ((NPC*)spawn)->AddSkillBonus(spell_id, skill_id, value); else LogWrite(LUA__ERROR, 0, "LUA", "Error applying skill bonus on '%s'. Not a NPC or player.", spawn->GetName()); } } else lua_interface->LogError("%s: Invalid parameters for AddSkillBonus.", lua_interface->GetScriptName(state)); return 0; } int EQ2Emu_lua_RemoveSkillBonus(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); LuaSpell* luaspell = lua_interface->GetCurrentSpell(state); if (spawn && spawn->IsPlayer()) { int32 spell_id = 0; if (luaspell && luaspell->spell && luaspell->caster) { if(luaspell->resisted) { lua_interface->ResetFunctionStack(state); return 0; } spell_id = luaspell->spell->GetSpellID(); ZoneServer* zone = luaspell->caster->GetZone(); Spawn* target = 0; luaspell->MSpellTargets.readlock(__FUNCTION__, __LINE__); for (int32 i = 0; i < luaspell->targets.size(); i++) { target = zone->GetSpawnByID(luaspell->targets[i]); if (target) { if (target->IsPlayer()) { ((Player*)target)->RemoveSkillBonus(spell_id); Client* client = ((Player*)target)->GetClient(); if (client) { EQ2Packet* packet = ((Player*)target)->GetSkills()->GetSkillPacket(client->GetVersion()); if (packet) client->QueuePacket(packet); } } else if (target->IsNPC()) ((NPC*)target)->RemoveSkillBonus(spell_id); else LogWrite(LUA__ERROR, 0, "LUA", "Error removing skill bonus on '%s'. Not a NPC or player.", spawn->GetName()); } } luaspell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__); } else if (spawn) { if (spawn->IsPlayer()) { ((Player*)spawn)->RemoveSkillBonus(spell_id); Client* client = ((Player*)spawn)->GetClient(); if (client) { EQ2Packet* packet = ((Player*)spawn)->GetSkills()->GetSkillPacket(client->GetVersion()); if (packet) client->QueuePacket(packet); } } else if (spawn->IsNPC()) ((NPC*)spawn)->RemoveSkillBonus(spell_id); else LogWrite(LUA__ERROR, 0, "LUA", "Error removing skill bonus on '%s'. Not a NPC or player.", spawn->GetName()); } } return 0; } int EQ2Emu_lua_AddControlEffect(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); int8 type = lua_interface->GetInt32Value(state, 2); bool only_add_spawn = lua_interface->GetInt8Value(state, 3) == 1; LuaSpell* luaspell = lua_interface->GetCurrentSpell(state); if(luaspell && luaspell->resisted) { lua_interface->ResetFunctionStack(state); return 0; } if (!only_add_spawn && luaspell && luaspell->spell && luaspell->caster && type != 0) { ZoneServer* zone = luaspell->caster->GetZone(); Spawn* target = 0; luaspell->MSpellTargets.readlock(__FUNCTION__, __LINE__); for (int32 i = 0; i < luaspell->targets.size(); i++) { target = zone->GetSpawnByID(luaspell->targets[i]); if (target && target->IsEntity()) { if (type == CONTROL_EFFECT_TYPE_MEZ) { ((Entity*)target)->AddMezSpell(luaspell); if (!(luaspell->effect_bitmask & EFFECT_FLAG_MEZ)) luaspell->effect_bitmask += EFFECT_FLAG_MEZ; if (target->IsNPC()) ((NPC*)target)->Brain()->AddHate(luaspell->caster, 5); } else if (type == CONTROL_EFFECT_TYPE_STIFLE) { ((Entity*)target)->AddStifleSpell(luaspell); if (!(luaspell->effect_bitmask & EFFECT_FLAG_STIFLE)) luaspell->effect_bitmask += EFFECT_FLAG_STIFLE; if (target->IsNPC()) ((NPC*)target)->Brain()->AddHate(luaspell->caster, 5); } else if (type == CONTROL_EFFECT_TYPE_DAZE) { ((Entity*)target)->AddDazeSpell(luaspell); if (!(luaspell->effect_bitmask & EFFECT_FLAG_DAZE)) luaspell->effect_bitmask += EFFECT_FLAG_DAZE; if (target->IsNPC()) ((NPC*)target)->Brain()->AddHate(luaspell->caster, 5); } else if (type == CONTROL_EFFECT_TYPE_STUN) { if (!(luaspell->effect_bitmask & EFFECT_FLAG_STUN)) luaspell->effect_bitmask += EFFECT_FLAG_STUN; ((Entity*)target)->AddStunSpell(luaspell); if (target->IsNPC()) ((NPC*)target)->Brain()->AddHate(luaspell->caster, 5); } else if (type == CONTROL_EFFECT_TYPE_ROOT) { if (!(luaspell->effect_bitmask & EFFECT_FLAG_ROOT)) luaspell->effect_bitmask += EFFECT_FLAG_ROOT; ((Entity*)target)->AddRootSpell(luaspell); if (target->IsNPC()) ((NPC*)target)->Brain()->AddHate(luaspell->caster, 5); } else if (type == CONTROL_EFFECT_TYPE_FEAR) { if (!(luaspell->effect_bitmask & EFFECT_FLAG_FEAR)) luaspell->effect_bitmask += EFFECT_FLAG_FEAR; ((Entity*)target)->AddFearSpell(luaspell); if (target->IsNPC()) ((NPC*)target)->Brain()->AddHate(luaspell->caster, 5); } else if (type == CONTROL_EFFECT_TYPE_WALKUNDERWATER) { ((Entity*)target)->AddWaterwalkSpell(luaspell); if (!(luaspell->effect_bitmask & EFFECT_FLAG_WATERWALK)) luaspell->effect_bitmask += EFFECT_FLAG_WATERWALK; } else if (type == CONTROL_EFFECT_TYPE_JUMPUNDERWATER) { ((Entity*)target)->AddWaterjumpSpell(luaspell); if (!(luaspell->effect_bitmask & EFFECT_FLAG_WATERJUMP)) luaspell->effect_bitmask += EFFECT_FLAG_WATERJUMP; } else if (type == CONTROL_EFFECT_TYPE_SNARE) { ((Entity*)target)->AddSnareSpell(luaspell); if (!(luaspell->effect_bitmask & EFFECT_FLAG_SNARE)) luaspell->effect_bitmask += EFFECT_FLAG_SNARE; if (target->IsNPC()) ((NPC*)target)->Brain()->AddHate(luaspell->caster, 5); } else if (type == CONTROL_EFFECT_TYPE_FLIGHT) { ((Entity*)target)->AddFlightSpell(luaspell); if (!(luaspell->effect_bitmask & EFFECT_FLAG_FLIGHT)) luaspell->effect_bitmask += EFFECT_FLAG_FLIGHT; } else if (type == CONTROL_EFFECT_TYPE_GLIDE) { ((Entity*)target)->AddGlideSpell(luaspell); if (!(luaspell->effect_bitmask & EFFECT_FLAG_GLIDE)) luaspell->effect_bitmask += EFFECT_FLAG_GLIDE; } else if (type == CONTROL_EFFECT_TYPE_SAFEFALL) { ((Entity*)target)->AddSafefallSpell(luaspell); if (!(luaspell->effect_bitmask & EFFECT_FLAG_SAFEFALL)) luaspell->effect_bitmask += EFFECT_FLAG_SAFEFALL; } else lua_interface->LogError("%s: Unhandled control effect type of %u.", lua_interface->GetScriptName(state), type); } else lua_interface->LogError("%s: Error applying control effect on non entity '%s'.", lua_interface->GetScriptName(state), (target != nullptr) ? target->GetName() : "NO_TARGET"); } luaspell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__); } else if (only_add_spawn && spawn && spawn->IsEntity()) { if (type == CONTROL_EFFECT_TYPE_MEZ) { ((Entity*)spawn)->AddMezSpell(luaspell); if (!(luaspell->effect_bitmask & EFFECT_FLAG_MEZ)) luaspell->effect_bitmask += EFFECT_FLAG_MEZ; } else if (type == CONTROL_EFFECT_TYPE_STIFLE) { ((Entity*)spawn)->AddStifleSpell(luaspell); if (!(luaspell->effect_bitmask & EFFECT_FLAG_STIFLE)) luaspell->effect_bitmask += EFFECT_FLAG_STIFLE; } else if (type == CONTROL_EFFECT_TYPE_DAZE) { ((Entity*)spawn)->AddDazeSpell(luaspell); if (!(luaspell->effect_bitmask & EFFECT_FLAG_DAZE)) luaspell->effect_bitmask += EFFECT_FLAG_DAZE; } else if (type == CONTROL_EFFECT_TYPE_STUN) { ((Entity*)spawn)->AddStunSpell(luaspell); if (!(luaspell->effect_bitmask & EFFECT_FLAG_STUN)) luaspell->effect_bitmask += EFFECT_FLAG_STUN; } else if (type == CONTROL_EFFECT_TYPE_ROOT) { ((Entity*)spawn)->AddRootSpell(luaspell); if (!(luaspell->effect_bitmask & EFFECT_FLAG_ROOT)) luaspell->effect_bitmask += EFFECT_FLAG_ROOT; } else if (type == CONTROL_EFFECT_TYPE_FEAR) { ((Entity*)spawn)->AddFearSpell(luaspell); if (!(luaspell->effect_bitmask & EFFECT_FLAG_FEAR)) luaspell->effect_bitmask += EFFECT_FLAG_FEAR; } else if (type == CONTROL_EFFECT_TYPE_WALKUNDERWATER) { ((Entity*)spawn)->AddWaterwalkSpell(luaspell); if (!(luaspell->effect_bitmask & EFFECT_FLAG_WATERWALK)) luaspell->effect_bitmask += EFFECT_FLAG_WATERWALK; } else if (type == CONTROL_EFFECT_TYPE_JUMPUNDERWATER) { ((Entity*)spawn)->AddWaterjumpSpell(luaspell); if (!(luaspell->effect_bitmask & EFFECT_FLAG_WATERJUMP)) luaspell->effect_bitmask += EFFECT_FLAG_WATERJUMP; } else if (type == CONTROL_EFFECT_TYPE_SNARE) { ((Entity*)spawn)->AddSnareSpell(luaspell); if (!(luaspell->effect_bitmask & EFFECT_FLAG_SNARE)) luaspell->effect_bitmask += EFFECT_FLAG_SNARE; } else if (type == CONTROL_EFFECT_TYPE_FLIGHT) { ((Entity*)spawn)->AddFlightSpell(luaspell); if (!(luaspell->effect_bitmask & EFFECT_FLAG_FLIGHT)) luaspell->effect_bitmask += EFFECT_FLAG_FLIGHT; } else if (type == CONTROL_EFFECT_TYPE_GLIDE) { ((Entity*)spawn)->AddGlideSpell(luaspell); if (!(luaspell->effect_bitmask & EFFECT_FLAG_GLIDE)) luaspell->effect_bitmask += EFFECT_FLAG_GLIDE; } else if (type == CONTROL_EFFECT_TYPE_SAFEFALL) { ((Entity*)spawn)->AddSafefallSpell(luaspell); if (!(luaspell->effect_bitmask & EFFECT_FLAG_SAFEFALL)) luaspell->effect_bitmask += EFFECT_FLAG_SAFEFALL; } else lua_interface->LogError("%s: Unhandled control effect type of %u.", lua_interface->GetScriptName(state), type); } else lua_interface->LogError("%s: Error applying control effect on non entity '%s'.", lua_interface->GetScriptName(state), (spawn != nullptr) ? spawn->GetName() : "NO_SPAWN"); return 0; } int EQ2Emu_lua_RemoveControlEffect(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); int8 type = lua_interface->GetInt8Value(state, 2); bool only_remove_spawn = lua_interface->GetInt8Value(state, 3) == 1; LuaSpell* luaspell = lua_interface->GetCurrentSpell(state); if (spawn && spawn->IsEntity()) { if (!only_remove_spawn && luaspell && luaspell->spell && luaspell->caster) { ZoneServer* zone = luaspell->caster->GetZone(); Spawn* target = 0; luaspell->MSpellTargets.readlock(__FUNCTION__, __LINE__); for (int32 i = 0; i < luaspell->targets.size(); i++) { target = zone->GetSpawnByID(luaspell->targets[i]); if (target) { if (type == CONTROL_EFFECT_TYPE_MEZ) ((Entity*)target)->RemoveMezSpell(luaspell); else if (type == CONTROL_EFFECT_TYPE_STIFLE) ((Entity*)target)->RemoveStifleSpell(luaspell); else if (type == CONTROL_EFFECT_TYPE_DAZE) ((Entity*)target)->RemoveDazeSpell(luaspell); else if (type == CONTROL_EFFECT_TYPE_STUN) ((Entity*)target)->RemoveStunSpell(luaspell); else if (type == CONTROL_EFFECT_TYPE_ROOT) ((Entity*)target)->RemoveRootSpell(luaspell); else if (type == CONTROL_EFFECT_TYPE_FEAR) ((Entity*)target)->RemoveFearSpell(luaspell); else if (type == CONTROL_EFFECT_TYPE_WALKUNDERWATER) ((Entity*)target)->RemoveWaterwalkSpell(luaspell); else if (type == CONTROL_EFFECT_TYPE_JUMPUNDERWATER) ((Entity*)target)->RemoveWaterjumpSpell(luaspell); else if (type == CONTROL_EFFECT_TYPE_SNARE) ((Entity*)target)->RemoveSnareSpell(luaspell); else if (type == CONTROL_EFFECT_TYPE_FLIGHT) ((Entity*)target)->RemoveFlightSpell(luaspell); else if (type == CONTROL_EFFECT_TYPE_GLIDE) ((Entity*)target)->RemoveGlideSpell(luaspell); else if (type == CONTROL_EFFECT_TYPE_SAFEFALL) ((Entity*)target)->RemoveGlideSpell(luaspell); else lua_interface->LogError("%s: Unhandled control effect type of %u.", lua_interface->GetScriptName(state), type); } } luaspell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__); } else if (only_remove_spawn) { if (type == CONTROL_EFFECT_TYPE_MEZ) ((Entity*)spawn)->RemoveMezSpell(luaspell); else if (type == CONTROL_EFFECT_TYPE_STIFLE) ((Entity*)spawn)->RemoveStifleSpell(luaspell); else if (type == CONTROL_EFFECT_TYPE_DAZE) ((Entity*)spawn)->RemoveDazeSpell(luaspell); else if (type == CONTROL_EFFECT_TYPE_STUN) ((Entity*)spawn)->RemoveStunSpell(luaspell); else if (type == CONTROL_EFFECT_TYPE_ROOT) ((Entity*)spawn)->RemoveRootSpell(luaspell); else if (type == CONTROL_EFFECT_TYPE_FEAR) ((Entity*)spawn)->RemoveFearSpell(luaspell); else if (type == CONTROL_EFFECT_TYPE_WALKUNDERWATER) ((Entity*)spawn)->RemoveWaterwalkSpell(luaspell); else if (type == CONTROL_EFFECT_TYPE_JUMPUNDERWATER) ((Entity*)spawn)->RemoveWaterjumpSpell(luaspell); else if (type == CONTROL_EFFECT_TYPE_SNARE) ((Entity*)spawn)->RemoveSnareSpell(luaspell); else if (type == CONTROL_EFFECT_TYPE_FLIGHT) ((Entity*)spawn)->RemoveFlightSpell(luaspell); else if (type == CONTROL_EFFECT_TYPE_GLIDE) ((Entity*)spawn)->RemoveGlideSpell(luaspell); else if (type == CONTROL_EFFECT_TYPE_SAFEFALL) ((Entity*)spawn)->RemoveSafefallSpell(luaspell); else lua_interface->LogError("%s: Unhandled control effect type of %u.", lua_interface->GetScriptName(state), type); } } return 0; } int EQ2Emu_lua_HasControlEffect(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); int8 type = lua_interface->GetInt8Value(state, 2); bool hasEffect = false; if (!spawn) lua_interface->LogError("%s: LUA HasControlEffect error: Could not find spawn.", lua_interface->GetScriptName(state)); else if (!spawn->IsEntity()) lua_interface->LogError("%s: LUA HasControlEffect error: spawn %s is not an entity!.", lua_interface->GetScriptName(state), spawn->GetName()); else if (type < CONTROL_MAX_EFFECTS) hasEffect = ((Entity*)spawn)->HasControlEffect(type); else lua_interface->LogError("%s: LUA HasControlEffect unhandled control effect type of %u.", lua_interface->GetScriptName(state), type); lua_interface->SetBooleanValue(state, hasEffect); return 1; } int EQ2Emu_lua_GetBaseAggroRadius(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); float distance = 0.0f; if (!spawn) lua_interface->LogError("%s: LUA GetBaseAggroRadius error: Could not find spawn.", lua_interface->GetScriptName(state)); else if (!spawn->IsNPC()) lua_interface->LogError("%s: LUA GetBaseAggroRadius error: spawn %s is not an NPC!.", lua_interface->GetScriptName(state), spawn->GetName()); else distance = ((NPC*)spawn)->GetBaseAggroRadius(); lua_interface->SetFloatValue(state, distance); return 1; } int EQ2Emu_lua_GetAggroRadius(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); float distance = 0.0f; if (!spawn) lua_interface->LogError("%s: LUA GetAggroRadius error: Could not find spawn.", lua_interface->GetScriptName(state)); else if (!spawn->IsNPC()) lua_interface->LogError("%s: LUA GetAggroRadius error: spawn %s is not an NPC!.", lua_interface->GetScriptName(state), spawn->GetName()); else distance = ((NPC*)spawn)->GetAggroRadius(); lua_interface->SetFloatValue(state, distance); return 1; } int EQ2Emu_lua_SetAggroRadius(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); float distance = lua_interface->GetFloatValue(state, 2); bool override = lua_interface->GetBooleanValue(state, 3); bool result = false; lua_interface->ResetFunctionStack(state); if (!spawn) lua_interface->LogError("%s: LUA SetAggroRadius error: Could not find spawn.", lua_interface->GetScriptName(state)); else if (!spawn->IsNPC()) lua_interface->LogError("%s: LUA SetAggroRadius error: spawn %s is not an NPC!.", lua_interface->GetScriptName(state), spawn->GetName()); else { ((NPC*)spawn)->SetAggroRadius(distance, override); result = true; } lua_interface->SetBooleanValue(state, result); return 1; } int EQ2Emu_lua_SetIntBase(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); int16 value = lua_interface->GetInt16Value(state, 2); if (spawn && spawn->IsEntity()) { ((Entity*)spawn)->GetInfoStruct()->set_intel_base(value); if (spawn->IsPlayer()) ((Player*)spawn)->SetCharSheetChanged(true); } return 0; } int EQ2Emu_lua_SetAgiBase(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); int16 value = lua_interface->GetInt16Value(state, 2); if (spawn && spawn->IsEntity()) { ((Entity*)spawn)->GetInfoStruct()->set_agi_base(value); if (spawn->IsPlayer()) ((Player*)spawn)->SetCharSheetChanged(true); } return 0; } int EQ2Emu_lua_SetWisBase(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); int16 value = lua_interface->GetInt16Value(state, 2); if (spawn && spawn->IsEntity()) { ((Entity*)spawn)->GetInfoStruct()->set_wis_base(value); if (spawn->IsPlayer()) ((Player*)spawn)->SetCharSheetChanged(true); } return 0; } int EQ2Emu_lua_SetStaBase(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); int16 value = lua_interface->GetInt16Value(state, 2); if (spawn && spawn->IsEntity()) { ((Entity*)spawn)->GetInfoStruct()->set_sta_base(value); if (spawn->IsPlayer()) ((Player*)spawn)->SetCharSheetChanged(true); } return 0; } int EQ2Emu_lua_SetStrBase(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); int16 value = lua_interface->GetInt16Value(state, 2); if (spawn && spawn->IsEntity()) { ((Entity*)spawn)->GetInfoStruct()->set_str_base(value); if (spawn->IsPlayer()) ((Player*)spawn)->SetCharSheetChanged(true); } return 0; } int EQ2Emu_lua_SetDeity(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); int8 value = lua_interface->GetInt8Value(state, 2); if (spawn && spawn->IsEntity()) { ((Entity*)spawn)->SetDeity(value); if (spawn->IsPlayer()) ((Player*)spawn)->SetCharSheetChanged(true); } lua_interface->ResetFunctionStack(state); return 0; } int EQ2Emu_lua_GetDeity(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); if (spawn && spawn->IsEntity()) { int8 deity = ((Entity*)spawn)->GetDeity(); lua_interface->SetInt32Value(state, deity); return 1; } return 0; } int EQ2Emu_lua_SetInt(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); LuaSpell* luaspell = lua_interface->GetCurrentSpell(state); sint32 value = lua_interface->GetSInt32Value(state, 2); if (spawn && spawn->IsEntity()) { ((Entity*)spawn)->AddSpellBonus(luaspell, ITEM_STAT_INT, value); if (spawn->IsPlayer()) ((Player*)spawn)->SetCharSheetChanged(true); } return 0; } int EQ2Emu_lua_SetWis(lua_State* state) { if (!lua_interface) return 0; LuaSpell* luaspell = lua_interface->GetCurrentSpell(state); Spawn* spawn = lua_interface->GetSpawn(state); float value = lua_interface->GetFloatValue(state, 2); if (spawn && spawn->IsEntity()) { ((Entity*)spawn)->AddSpellBonus(luaspell, ITEM_STAT_WIS, value); if (spawn->IsPlayer()) ((Player*)spawn)->SetCharSheetChanged(true); } return 0; } int EQ2Emu_lua_SetSta(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); float value = lua_interface->GetFloatValue(state, 2); LuaSpell* luaspell = lua_interface->GetCurrentSpell(state); if (spawn && spawn->IsEntity()) { ((Entity*)spawn)->AddSpellBonus(luaspell, ITEM_STAT_STA, value); if (spawn->IsPlayer()) ((Player*)spawn)->SetCharSheetChanged(true); } return 0; } int EQ2Emu_lua_SetStr(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); LuaSpell* luaspell = lua_interface->GetCurrentSpell(state); float value = lua_interface->GetFloatValue(state, 2); if (spawn && spawn->IsEntity()) { ((Entity*)spawn)->AddSpellBonus(luaspell, ITEM_STAT_STR, value); if (spawn->IsPlayer()) ((Player*)spawn)->SetCharSheetChanged(true); } return 0; } int EQ2Emu_lua_SetAgi(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); LuaSpell* luaspell = lua_interface->GetCurrentSpell(state); float value = lua_interface->GetFloatValue(state, 2); if (spawn && spawn->IsEntity()) { ((Entity*)spawn)->AddSpellBonus(luaspell, ITEM_STAT_AGI, value); if (spawn->IsPlayer()) ((Player*)spawn)->SetCharSheetChanged(true); } return 0; } int EQ2Emu_lua_GetCurrentHP(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); if (spawn) { lua_interface->SetInt32Value(state, spawn->GetHP()); return 1; } return 0; } int EQ2Emu_lua_GetMaxHP(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); if (spawn) { lua_interface->SetInt32Value(state, spawn->GetTotalHP()); return 1; } return 0; } int EQ2Emu_lua_GetMaxHPBase(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); if (spawn) { lua_interface->SetInt32Value(state, spawn->GetTotalHPBase()); return 1; } return 0; } int EQ2Emu_lua_GetName(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); if (spawn) { lua_interface->SetStringValue(state, spawn->GetName()); return 1; } return 0; } int EQ2Emu_lua_GetLevel(lua_State* state) { Spawn* spawn = lua_interface->GetSpawn(state); if (spawn) { lua_interface->SetInt32Value(state, spawn->GetLevel()); return 1; } return 0; } int EQ2Emu_lua_GetDifficulty(lua_State* state) { Spawn* spawn = lua_interface->GetSpawn(state); if (spawn) { lua_interface->SetInt32Value(state, spawn->GetDifficulty()); return 1; } return 0; } int EQ2Emu_lua_GetCurrentPower(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); if (spawn) { lua_interface->SetInt32Value(state, spawn->GetPower()); return 1; } return 0; } int EQ2Emu_lua_GetMaxPower(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); if (spawn) { lua_interface->SetInt32Value(state, spawn->GetTotalPower()); return 1; } return 0; } int EQ2Emu_lua_GetMaxPowerBase(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); if (spawn) { lua_interface->SetInt32Value(state, spawn->GetTotalPowerBase()); return 1; } return 0; } int EQ2Emu_lua_GetDistance(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); Spawn* spawn2 = lua_interface->GetSpawn(state, 2); bool include_radius = lua_interface->GetInt8Value(state, 3) == 1; if (spawn && spawn2) { float distance = spawn->GetDistance(spawn2, false, include_radius); lua_interface->SetFloatValue(state, distance); return 1; } return 0; } int EQ2Emu_lua_GetX(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); if (spawn) { lua_interface->SetFloatValue(state, spawn->GetX()); return 1; } return 0; } int EQ2Emu_lua_GetY(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); if (spawn) { lua_interface->SetFloatValue(state, spawn->GetY()); return 1; } return 0; } int EQ2Emu_lua_GetZ(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); if (spawn) { lua_interface->SetFloatValue(state, spawn->GetZ()); return 1; } return 0; } int EQ2Emu_lua_GetHeading(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); if (spawn) { lua_interface->SetFloatValue(state, spawn->GetHeading()); return 1; } return 0; } int EQ2Emu_lua_GetModelType(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); if (spawn) { lua_interface->SetInt32Value(state, spawn->GetModelType()); return 1; } return 0; } int EQ2Emu_lua_GetSpeed(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); if (spawn) { lua_interface->SetFloatValue(state, spawn->GetSpeed()); return 1; } return 0; } int EQ2Emu_lua_HasMoved(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); if (spawn && spawn->IsEntity()) { lua_interface->SetBooleanValue(state, ((Entity*)spawn)->HasMoved(false)); return 1; } return 0; } int EQ2Emu_lua_GetInt(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); if (spawn && spawn->IsEntity()) { lua_interface->SetInt32Value(state, ((Entity*)spawn)->GetInt()); return 1; } return 0; } int EQ2Emu_lua_GetWis(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); if (spawn && spawn->IsEntity()) { lua_interface->SetInt32Value(state, ((Entity*)spawn)->GetWis()); return 1; } return 0; } int EQ2Emu_lua_GetSta(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); if (spawn && spawn->IsEntity()) { lua_interface->SetInt32Value(state, ((Entity*)spawn)->GetSta()); return 1; } return 0; } int EQ2Emu_lua_GetStr(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); if (spawn && spawn->IsEntity()) { lua_interface->SetInt32Value(state, ((Entity*)spawn)->GetStr()); return 1; } return 0; } int EQ2Emu_lua_GetAgi(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); if (spawn && spawn->IsEntity()) { lua_interface->SetInt32Value(state, ((Entity*)spawn)->GetAgi()); return 1; } return 0; } int EQ2Emu_lua_GetIntBase(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); if (spawn && spawn->IsEntity()) { lua_interface->SetInt32Value(state, ((Entity*)spawn)->GetIntBase()); return 1; } return 0; } int EQ2Emu_lua_GetWisBase(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); if (spawn && spawn->IsEntity()) { lua_interface->SetInt32Value(state, ((Entity*)spawn)->GetWisBase()); return 1; } return 0; } int EQ2Emu_lua_GetStaBase(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); if (spawn && spawn->IsEntity()) { lua_interface->SetInt32Value(state, ((Entity*)spawn)->GetStaBase()); return 1; } return 0; } int EQ2Emu_lua_GetStrBase(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); if (spawn && spawn->IsEntity()) { lua_interface->SetInt32Value(state, ((Entity*)spawn)->GetStrBase()); return 1; } return 0; } int EQ2Emu_lua_GetAgiBase(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); if (spawn && spawn->IsEntity()) { lua_interface->SetInt32Value(state, ((Entity*)spawn)->GetAgiBase()); return 1; } return 0; } int EQ2Emu_lua_SetStepComplete(lua_State* state) { if (!lua_interface) return 0; Spawn* player = lua_interface->GetSpawn(state); if (!player || !player->IsPlayer()) { lua_interface->LogError("%s: LUA SetStepComplete command error: player is not valid", lua_interface->GetScriptName(state)); return 0; } int32 quest_id = lua_interface->GetInt32Value(state, 2); if (quest_id <= 0) { lua_interface->LogError("%s: LUA SetStepComplete command error: quest_id is not valid", lua_interface->GetScriptName(state)); return 0; } else if ((((Player*)player)->player_quests.count(quest_id) <= 0)) { lua_interface->LogError("%s: LUA SetStepComplete command error: player does not have quest", lua_interface->GetScriptName(state)); return 0; } int32 step = lua_interface->GetInt32Value(state, 3); if (step > 0) { Client* client = ((Player*)player)->GetClient(); if (client) client->AddPendingQuestUpdate(quest_id, step); } else { lua_interface->LogError("%s: LUA SetStepComplete command error: step is not valid", lua_interface->GetScriptName(state)); } return 0; } int EQ2Emu_lua_AddStepProgress(lua_State* state) { Spawn* player = lua_interface->GetSpawn(state); int32 quest_id = lua_interface->GetInt32Value(state, 2); int32 step = lua_interface->GetInt32Value(state, 3); int32 progress = lua_interface->GetInt32Value(state, 4); if (player && player->IsPlayer() && quest_id > 0 && step > 0 && progress > 0 && (((Player*)player)->player_quests.count(quest_id) > 0)) { Client* client = ((Player*)player)->GetClient(); if (client) client->AddPendingQuestUpdate(quest_id, step, progress); } return 0; } int EQ2Emu_lua_GetTaskGroupStep(lua_State* state) { if (!lua_interface) return 0; Spawn* player = lua_interface->GetSpawn(state); int32 quest_id = lua_interface->GetInt32Value(state, 2); if (player && player->IsPlayer() && quest_id > 0) { lua_interface->SetInt32Value(state, ((Player*)player)->GetTaskGroupStep(quest_id)); return 1; } return 0; } int EQ2Emu_lua_QuestStepIsComplete(lua_State* state) { if (!lua_interface) return 0; Spawn* player = lua_interface->GetSpawn(state); int32 quest_id = lua_interface->GetInt32Value(state, 2); int32 step_id = lua_interface->GetInt32Value(state, 3); if (player && player->IsPlayer() && quest_id > 0) { lua_interface->SetBooleanValue(state, ((Player*)player)->GetQuestStepComplete(quest_id, step_id)); return 1; } return 0; } int EQ2Emu_lua_GetQuestStep(lua_State* state) { if (!lua_interface) return 0; Spawn* player = lua_interface->GetSpawn(state); int32 quest_id = lua_interface->GetInt32Value(state, 2); if (player && player->IsPlayer() && quest_id > 0) { lua_interface->SetInt32Value(state, ((Player*)player)->GetQuestStep(quest_id)); return 1; } return 0; } int EQ2Emu_lua_RegisterQuest(lua_State* state) { if (!lua_interface) return 0; Quest* quest = lua_interface->GetQuest(state); string name = lua_interface->GetStringValue(state, 2); string type = lua_interface->GetStringValue(state, 3); string zone = lua_interface->GetStringValue(state, 4); int16 level = lua_interface->GetInt16Value(state, 5); string description = lua_interface->GetStringValue(state, 6); bool load = true; if (!quest) { lua_interface->LogError("%s: Quest not given in RegisterQuest!", lua_interface->GetScriptName(state)); load = false; } if (load && name.length() == 0) { lua_interface->LogError("%s: Name not given in RegisterQuest!", lua_interface->GetScriptName(state)); load = false; } if (load && type.length() == 0) { lua_interface->LogError("%s: Type not given in RegisterQuest for '%s'!", lua_interface->GetScriptName(state), name.c_str()); load = false; } if (load && zone.length() == 0) { lua_interface->LogError("%s: Zone not given in RegisterQuest for '%s'!", lua_interface->GetScriptName(state), name.c_str()); load = false; } if (load && description.length() == 0) { lua_interface->LogError("%s: Description not given in RegisterQuest for '%s'!", lua_interface->GetScriptName(state), name.c_str()); load = false; } if (load && level == 0) { lua_interface->LogError("%s: Level not given in RegisterQuest for '%s'!", lua_interface->GetScriptName(state), name.c_str()); load = false; } if (load) quest->RegisterQuest(name, type, zone, level, description); return 0; } int EQ2Emu_lua_SetQuestPrereqLevel(lua_State* state) { if (!lua_interface) return 0; Quest* quest = lua_interface->GetQuest(state); if (quest) { int8 level = lua_interface->GetInt16Value(state, 2); quest->SetPrereqLevel(level); } return 0; } int EQ2Emu_lua_AddQuestPrereqQuest(lua_State* state) { if (!lua_interface) return 0; Quest* quest = lua_interface->GetQuest(state); if (quest) { int32 quest_id = lua_interface->GetInt32Value(state, 2); quest->AddPrereqQuest(quest_id); } return 0; } int EQ2Emu_lua_AddQuestPrereqItem(lua_State* state) { if (!lua_interface) return 0; Quest* quest = lua_interface->GetQuest(state); if (quest) { int32 item_id = lua_interface->GetInt32Value(state, 2); int8 quantity = lua_interface->GetInt32Value(state, 3); if (quantity == 0) quantity = 1; Item* master_item = master_item_list.GetItem(item_id); if (master_item) { Item* item = new Item(master_item); item->details.count = quantity; quest->AddPrereqItem(item); } } return 0; } int EQ2Emu_lua_HasQuest(lua_State* state) { if (!lua_interface) return 0; Spawn* player = lua_interface->GetSpawn(state); if(!player || !player->IsPlayer()) { lua_interface->LogError("%s: LUA HasQuest command error: player is not valid", lua_interface->GetScriptName(state)); return 0; } int32 quest_id = lua_interface->GetInt32Value(state, 2); if (quest_id > 0) { lua_interface->SetBooleanValue(state, (((Player*)player)->HasActiveQuest(quest_id) == TRUE)); return 1; } else { lua_interface->LogError("%s: LUA HasQuest command error: quest_id is not valid", lua_interface->GetScriptName(state)); } return 0; } int EQ2Emu_lua_QuestReturnNPC(lua_State* state) { if (!lua_interface) return 0; Quest* quest = lua_interface->GetQuest(state); int32 spawn_id = lua_interface->GetInt32Value(state, 2); lua_interface->ResetFunctionStack(state); if (quest && spawn_id > 0) quest->SetQuestReturnNPC(spawn_id); return 0; } int EQ2Emu_lua_AddTimer(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); int32 time = lua_interface->GetInt32Value(state, 2); string function = lua_interface->GetStringValue(state, 3); int32 max_count = lua_interface->GetInt32Value(state, 4); Spawn* player = lua_interface->GetSpawn(state, 5); lua_interface->ResetFunctionStack(state); if (!spawn) { lua_interface->LogError("%s: LUA AddTimer command error: spawn is not valid", lua_interface->GetScriptName(state)); return 0; } if (time <= 0) { lua_interface->LogError("%s: LUA AddTimer command error: time is not set", lua_interface->GetScriptName(state)); return 0; } if (function.length() == 0) { lua_interface->LogError("%s: LUA AddTimer command error: function is not set", lua_interface->GetScriptName(state)); return 0; } SpawnScriptTimer* timer = new SpawnScriptTimer; if ( time < 10) time = 10; timer->timer = Timer::GetCurrentTime2() + time; timer->function = function; timer->spawn = spawn->GetID(); timer->player = player ? player->GetID() : 0; if (max_count == 0) max_count = 1; timer->max_count = max_count; timer->current_count = 0; spawn->GetZone()->AddSpawnScriptTimer(timer); return 0; } int EQ2Emu_lua_StopTimer(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); string function = lua_interface->GetStringValue(state, 2); lua_interface->ResetFunctionStack(state); if (!spawn) { lua_interface->LogError("%s: LUA StopTimer command error: spawn is not valid", lua_interface->GetScriptName(state)); return 0; } if(!spawn->GetZone()) { lua_interface->LogError("%s: LUA StopTimer command error: spawn has no zone to check spawn timers", lua_interface->GetScriptName(state)); return 0; } spawn->GetZone()->StopSpawnScriptTimer(spawn, function); return 0; } int EQ2Emu_lua_GetQuest(lua_State* state) { if (!lua_interface) return 0; Spawn* player = lua_interface->GetSpawn(state); int32 quest_id = lua_interface->GetInt32Value(state, 2); lua_interface->ResetFunctionStack(state); if (player && player->IsPlayer() && quest_id > 0) { lua_interface->SetQuestValue(state, ((Player*)player)->player_quests[quest_id]); return 1; } return 0; } int EQ2Emu_lua_QuestIsComplete(lua_State* state) { if (!lua_interface) return 0; Spawn* player = lua_interface->GetSpawn(state); int32 quest_id = lua_interface->GetInt32Value(state, 2); lua_interface->ResetFunctionStack(state); if (player && player->IsPlayer() && quest_id > 0 && (((Player*)player)->player_quests.count(quest_id) > 0)) { Quest* quest = ((Player*)player)->player_quests[quest_id]; if (quest) lua_interface->SetBooleanValue(state, quest->GetCompleted()); return 1; } return 0; } int EQ2Emu_lua_HasCompletedQuest(lua_State* state) { if (!lua_interface) return 0; Spawn* player = lua_interface->GetSpawn(state); int32 quest_id = lua_interface->GetInt32Value(state, 2); lua_interface->ResetFunctionStack(state); if (player && player->IsPlayer() && quest_id > 0) { lua_interface->SetBooleanValue(state, (((Player*)player)->HasQuestBeenCompleted(quest_id) != 0)); return 1; } return 0; } int EQ2Emu_lua_ProvidesQuest(lua_State* state) { if (!lua_interface) return 0; Spawn* npc = lua_interface->GetSpawn(state); int32 quest_id = lua_interface->GetInt32Value(state, 2); lua_interface->ResetFunctionStack(state); if (npc && !npc->IsPlayer() && quest_id > 0) npc->AddProvidedQuest(quest_id); return 0; } int EQ2Emu_lua_OfferQuest(lua_State* state) { if (!lua_interface) return 0; Spawn* npc = lua_interface->GetSpawn(state); Spawn* player = lua_interface->GetSpawn(state, 2); int32 quest_id = lua_interface->GetInt32Value(state, 3); bool forced = lua_interface->GetBooleanValue(state, 4); lua_interface->ResetFunctionStack(state); /* NPC is allowed to be null */ if (player && player->IsPlayer() && quest_id > 0) { Quest* master_quest = master_quest_list.GetQuest(quest_id, false); if (master_quest) { Client* client = ((Player*)player)->GetClient(); if (!client) { lua_interface->LogError("%s: LUA OfferQuest command error: client is not set", lua_interface->GetScriptName(state)); } Quest* quest = new Quest(master_quest); if (!quest) { lua_interface->LogError("%s: LUA OfferQuest command error: new Quest() failed.", lua_interface->GetScriptName(state)); } if (client && quest) { if (npc) quest->SetQuestGiver(npc->GetDatabaseID()); else quest->SetQuestGiver(0); client->AddPendingQuest(quest, forced); } } else { lua_interface->LogError("%s: LUA OfferQuest command error: failed to get quest %d", lua_interface->GetScriptName(state), quest_id); } } else { lua_interface->LogError("%s: LUA OfferQuest command error: player is not set or bad quest id %p %d", lua_interface->GetScriptName(state), player, quest_id); } return 0; } int EQ2Emu_lua_AddQuestPrereqClass(lua_State* state) { if (!lua_interface) return 0; Quest* quest = lua_interface->GetQuest(state); int8 class_id = lua_interface->GetInt8Value(state, 2); lua_interface->ResetFunctionStack(state); if (quest) { quest->AddPrereqClass(class_id); } return 0; } int EQ2Emu_lua_AddQuestPrereqRace(lua_State* state) { if (!lua_interface) return 0; Quest* quest = lua_interface->GetQuest(state); int8 race = lua_interface->GetInt8Value(state, 2); lua_interface->ResetFunctionStack(state); if (quest) { quest->AddPrereqRace(race); } return 0; } int EQ2Emu_lua_AddQuestPrereqModelType(lua_State* state) { if (!lua_interface) return 0; Quest* quest = lua_interface->GetQuest(state); int16 model_type = lua_interface->GetInt16Value(state, 2); lua_interface->ResetFunctionStack(state); if (quest) { quest->AddPrereqModelType(model_type); } return 0; } int EQ2Emu_lua_AddQuestPrereqTradeskillLevel(lua_State* state) { if (!lua_interface) return 0; Quest* quest = lua_interface->GetQuest(state); int8 level = lua_interface->GetInt8Value(state, 2); lua_interface->ResetFunctionStack(state); if (!quest) { lua_interface->LogError("%s: LUA AddQuestPrereqTradeskillLevel command error: quest is not valid", lua_interface->GetScriptName(state)); return 0; } quest->SetPrereqTSLevel(level); return 0; } int EQ2Emu_lua_AddQuestPrereqTradeskillClass(lua_State* state) { if (!lua_interface) return 0; Quest* quest = lua_interface->GetQuest(state); int8 class_id = lua_interface->GetInt8Value(state, 2); lua_interface->ResetFunctionStack(state); if (!quest) { lua_interface->LogError("%s: LUA AddQuestPrereqTradeskillClass command error: quest is not valid", lua_interface->GetScriptName(state)); return 0; } quest->AddPrereqTradeskillClass(class_id); return 0; } int EQ2Emu_lua_AddQuestPrereqFaction(lua_State* state) { if (!lua_interface) return 0; Quest* quest = lua_interface->GetQuest(state); int32 faction_id = lua_interface->GetInt32Value(state, 2); sint32 min = lua_interface->GetSInt32Value(state, 3); sint32 max = lua_interface->GetSInt32Value(state, 4); lua_interface->ResetFunctionStack(state); if (quest) { quest->AddPrereqFaction(faction_id, min, max); } return 0; } int EQ2Emu_lua_AddQuestSelectableRewardItem(lua_State* state) { if (!lua_interface) return 0; Quest* quest = lua_interface->GetQuest(state); int32 item_id = lua_interface->GetInt32Value(state, 2); int8 quantity = lua_interface->GetInt8Value(state, 3); lua_interface->ResetFunctionStack(state); if (quest) { if (quantity == 0) quantity = 1; Item* master_item = master_item_list.GetItem(item_id); if (master_item) { Item* item = new Item(master_item); item->details.count = quantity; quest->AddSelectableRewardItem(item); } } return 0; } int EQ2Emu_lua_HasQuestRewardItem(lua_State* state) { if (!lua_interface) return 0; Quest* quest = lua_interface->GetQuest(state); if (quest) { int32 item_id = lua_interface->GetInt32Value(state, 2); vector* items = quest->GetRewardItems(); if (items) { vector::iterator itr; for (itr = items->begin(); itr != items->end(); itr++) { if (*itr && (*itr)->details.item_id == item_id) { lua_interface->SetBooleanValue(state, true); return 1; } } } } lua_interface->SetBooleanValue(state, false); return 1; } int EQ2Emu_lua_AddQuestRewardItem(lua_State* state) { if (!lua_interface) return 0; Quest* quest = lua_interface->GetQuest(state); int32 item_id = lua_interface->GetInt32Value(state, 2); int8 quantity = lua_interface->GetInt32Value(state, 3); lua_interface->ResetFunctionStack(state); if (quest) { if (quantity == 0) quantity = 1; Item* master_item = master_item_list.GetItem(item_id); if (master_item) { Item* item = new Item(master_item); item->details.count = quantity; quest->AddRewardItem(item); } } return 0; } int EQ2Emu_lua_AddQuestRewardCoin(lua_State* state) { if (!lua_interface) return 0; Quest* quest = lua_interface->GetQuest(state); int32 copper = lua_interface->GetInt32Value(state, 2); int32 silver = lua_interface->GetInt32Value(state, 3); int32 gold = lua_interface->GetInt32Value(state, 4); int32 plat = lua_interface->GetInt32Value(state, 5); lua_interface->ResetFunctionStack(state); if (quest) { quest->AddRewardCoins(copper, silver, gold, plat); } return 0; } int EQ2Emu_lua_AddQuestRewardFaction(lua_State* state) { if (!lua_interface) return 0; Quest* quest = lua_interface->GetQuest(state); int32 faction_id = lua_interface->GetInt32Value(state, 2); sint32 amount = lua_interface->GetSInt32Value(state, 3); lua_interface->ResetFunctionStack(state); if (quest && faction_id > 0 && amount != 0) quest->AddRewardFaction(faction_id, amount); return 0; } int EQ2Emu_lua_SetQuestRewardStatus(lua_State* state) { if (!lua_interface) return 0; Quest* quest = lua_interface->GetQuest(state); int32 status = lua_interface->GetInt32Value(state, 2); lua_interface->ResetFunctionStack(state); if (quest) { quest->SetRewardStatus(status); } return 0; } int EQ2Emu_lua_SetStatusTmpReward(lua_State* state) { if (!lua_interface) return 0; Quest* quest = lua_interface->GetQuest(state); int32 status = lua_interface->GetInt32Value(state, 2); lua_interface->ResetFunctionStack(state); if (quest) { quest->SetStatusTmpReward(status); } return 0; } int EQ2Emu_lua_SetCoinTmpReward(lua_State* state) { if (!lua_interface) return 0; Quest* quest = lua_interface->GetQuest(state); int64 coins = lua_interface->GetInt64Value(state, 2); lua_interface->ResetFunctionStack(state); if (quest) { quest->SetCoinTmpReward(coins); } return 0; } int EQ2Emu_lua_SetQuestRewardComment(lua_State* state) { if (!lua_interface) return 0; Quest* quest = lua_interface->GetQuest(state); string comment = lua_interface->GetStringValue(state, 2); lua_interface->ResetFunctionStack(state); if (quest) { quest->SetRewardComment(comment); } return 0; } int EQ2Emu_lua_SetQuestRewardExp(lua_State* state) { if (!lua_interface) return 0; Quest* quest = lua_interface->GetQuest(state); int32 exp = lua_interface->GetInt32Value(state, 2); lua_interface->ResetFunctionStack(state); if (quest) { quest->SetRewardXP(exp); } return 0; } int EQ2Emu_lua_AddQuestStep(lua_State* state) { Quest* quest = lua_interface->GetQuest(state); int32 step = lua_interface->GetInt32Value(state, 2); string description = lua_interface->GetStringValue(state, 3); int32 quantity = lua_interface->GetInt32Value(state, 4); float percentage = lua_interface->GetFloatValue(state, 5); string str_taskgroup = lua_interface->GetStringValue(state, 6); int16 icon = lua_interface->GetInt16Value(state, 7); int32 usableitemid = lua_interface->GetInt32Value(state, 8); if (quest) { const char* taskgroup = 0; if (str_taskgroup.length() > 0) taskgroup = str_taskgroup.c_str(); int32 id = 0; vector* ids = 0; int i = 0; while ((id = lua_interface->GetInt32Value(state, 9 + i))) { if (ids == 0) ids = new vector; ids->push_back(id); i++; } QuestStep* quest_step = quest->AddQuestStep(step, QUEST_STEP_TYPE_NORMAL, description, ids, quantity, taskgroup, 0, 0, percentage, usableitemid); if (quest_step && icon && quantity > 0) quest_step->SetIcon(icon); if (quest->GetPlayer() && ((Player*)quest->GetPlayer())->GetClient()) { Client* client = ((Player*)quest->GetPlayer())->GetClient(); quest->GetPlayer()->GetZone()->SendQuestUpdates(client); } } lua_interface->ResetFunctionStack(state); return 0; } int EQ2Emu_lua_AddQuestStepKillLogic(lua_State* state, int8 type) { if (!lua_interface) return 0; Quest* quest = lua_interface->GetQuest(state); int32 step = lua_interface->GetInt32Value(state, 2); string description = lua_interface->GetStringValue(state, 3); int32 quantity = lua_interface->GetInt32Value(state, 4); float percentage = lua_interface->GetFloatValue(state, 5); string str_taskgroup = lua_interface->GetStringValue(state, 6); int16 icon = lua_interface->GetInt16Value(state, 7); if (quest) { const char* taskgroup = 0; if (str_taskgroup.length() > 0) taskgroup = str_taskgroup.c_str(); int32 id = 0; vector* ids = 0; int i = 0; while ((id = lua_interface->GetInt32Value(state, 8 + i))) { if (ids == 0) ids = new vector; ids->push_back(id); i++; } QuestStep* quest_step = quest->AddQuestStep(step, type, description, ids, quantity, taskgroup, 0, 0, percentage, 0); if (quest_step && icon > 0 && quantity > 0) quest_step->SetIcon(icon); if (quest->GetPlayer() && ((Player*)quest->GetPlayer())->GetClient()) { Client* client = ((Player*)quest->GetPlayer())->GetClient(); quest->GetPlayer()->GetZone()->SendQuestUpdates(client); } safe_delete(ids); } lua_interface->ResetFunctionStack(state); return 0; } int EQ2Emu_lua_AddQuestStepKill(lua_State* state) { return EQ2Emu_lua_AddQuestStepKillLogic(state, QUEST_STEP_TYPE_KILL); } int EQ2Emu_lua_AddQuestStepKillByRace(lua_State* state) { return EQ2Emu_lua_AddQuestStepKillLogic(state, QUEST_STEP_TYPE_KILL_RACE_REQ); } int EQ2Emu_lua_AddQuestStepChat(lua_State* state) { if (!lua_interface) return 0; Quest* quest = lua_interface->GetQuest(state); int32 step = lua_interface->GetInt32Value(state, 2); string description = lua_interface->GetStringValue(state, 3); int32 quantity = lua_interface->GetInt32Value(state, 4); string str_taskgroup = lua_interface->GetStringValue(state, 5); int16 icon = lua_interface->GetInt16Value(state, 6); if (quest) { const char* taskgroup = 0; if (str_taskgroup.length() > 0) taskgroup = str_taskgroup.c_str(); int32 npc_id = 0; vector* ids = 0; int i = 0; while ((npc_id = lua_interface->GetInt32Value(state, 7 + i))) { if (ids == 0) ids = new vector; ids->push_back(npc_id); i++; } QuestStep* quest_step = quest->AddQuestStep(step, QUEST_STEP_TYPE_CHAT, description, ids, quantity, taskgroup); if (quest_step && icon > 0) quest_step->SetIcon(icon); if (quest->GetPlayer() && ((Player*)quest->GetPlayer())->GetClient()) { Client* client = ((Player*)quest->GetPlayer())->GetClient(); if(client) quest->GetPlayer()->GetZone()->SendQuestUpdates(client); } safe_delete(ids); } lua_interface->ResetFunctionStack(state); return 0; } int EQ2Emu_lua_AddQuestStepObtainItem(lua_State* state) { if (!lua_interface) return 0; Quest* quest = lua_interface->GetQuest(state); int32 step = lua_interface->GetInt32Value(state, 2); string description = lua_interface->GetStringValue(state, 3); int32 quantity = lua_interface->GetInt32Value(state, 4); float percentage = lua_interface->GetFloatValue(state, 5); string str_taskgroup = lua_interface->GetStringValue(state, 6); int16 icon = lua_interface->GetInt16Value(state, 7); if (quest) { const char* taskgroup = 0; if (str_taskgroup.length() > 0) taskgroup = str_taskgroup.c_str(); int32 item_id = 0; vector* ids = 0; int i = 0; while ((item_id = lua_interface->GetInt32Value(state, 8 + i))) { if (ids == 0) ids = new vector; ids->push_back(item_id); i++; } QuestStep* quest_step = quest->AddQuestStep(step, QUEST_STEP_TYPE_OBTAIN_ITEM, description, ids, quantity, taskgroup, 0, 0, percentage, 0); if (quest_step && icon > 0 && quantity > 0) quest_step->SetIcon(icon); if (quest->GetPlayer() && ((Player*)quest->GetPlayer())->GetClient()) { Client* client = ((Player*)quest->GetPlayer())->GetClient(); quest->GetPlayer()->GetZone()->SendQuestUpdates(client); } safe_delete(ids); } lua_interface->ResetFunctionStack(state); return 0; } int EQ2Emu_lua_AddQuestStepZoneLoc(lua_State* state) { if (!lua_interface) return 0; Quest* quest = lua_interface->GetQuest(state); int32 step = lua_interface->GetInt32Value(state, 2); string description = lua_interface->GetStringValue(state, 3); float max_variation = lua_interface->GetFloatValue(state, 4); string str_taskgroup = lua_interface->GetStringValue(state, 5); int16 icon = lua_interface->GetInt16Value(state, 6); if (quest) { const char* taskgroup = 0; if (str_taskgroup.length() > 0) taskgroup = str_taskgroup.c_str(); vector* locations = 0; int8 i = 7; int8 num_args = (int8)lua_interface->GetNumberOfArgs(state); while (true) { Location loc; loc.x = lua_interface->GetFloatValue(state, i); loc.y = lua_interface->GetFloatValue(state, i + 1); loc.z = lua_interface->GetFloatValue(state, i + 2); loc.zone_id = lua_interface->GetInt32Value(state, i + 3); if (loc.x == 0 && loc.y == 0 && loc.z == 0) break; if (locations == 0) locations = new vector; locations->push_back(loc); i += 4; } QuestStep* quest_step = quest->AddQuestStep(step, QUEST_STEP_TYPE_LOCATION, description, 0, 1, taskgroup, locations, max_variation); safe_delete(locations); // gets duplicated into new table in QuestStep constructor if (quest_step && icon > 0) quest_step->SetIcon(icon); if (quest->GetPlayer() && ((Player*)quest->GetPlayer())->GetClient()) { Client* client = ((Player*)quest->GetPlayer())->GetClient(); quest->GetPlayer()->GetZone()->SendQuestUpdates(client); } } lua_interface->ResetFunctionStack(state); return 0; } int EQ2Emu_lua_AddQuestStepLocation(lua_State* state) { if (!lua_interface) return 0; Quest* quest = lua_interface->GetQuest(state); int32 step = lua_interface->GetInt32Value(state, 2); string description = lua_interface->GetStringValue(state, 3); float max_variation = lua_interface->GetFloatValue(state, 4); string str_taskgroup = lua_interface->GetStringValue(state, 5); int16 icon = lua_interface->GetInt16Value(state, 6); if (quest) { const char* taskgroup = 0; if (str_taskgroup.length() > 0) taskgroup = str_taskgroup.c_str(); vector* locations = 0; int8 i = 7; int8 num_args = (int8)lua_interface->GetNumberOfArgs(state); while (true) { Location loc; loc.x = lua_interface->GetFloatValue(state, i); loc.y = lua_interface->GetFloatValue(state, i + 1); loc.z = lua_interface->GetFloatValue(state, i + 2); loc.zone_id = 0; if (loc.x == 0 && loc.y == 0 && loc.z == 0) break; if (locations == 0) locations = new vector; locations->push_back(loc); i += 3; } QuestStep* quest_step = quest->AddQuestStep(step, QUEST_STEP_TYPE_LOCATION, description, 0, 1, taskgroup, locations, max_variation); safe_delete(locations); // gets duplicated into new table in QuestStep constructor if (quest_step && icon > 0) quest_step->SetIcon(icon); if (quest->GetPlayer() && ((Player*)quest->GetPlayer())->GetClient()) { Client* client = ((Player*)quest->GetPlayer())->GetClient(); quest->GetPlayer()->GetZone()->SendQuestUpdates(client); } } lua_interface->ResetFunctionStack(state); return 0; } int EQ2Emu_lua_AddQuestUsableItem(lua_State* state) { if (!lua_interface) return 0; Quest* quest = lua_interface->GetQuest(state); int32 step = lua_interface->GetInt32Value(state, 2); string description = lua_interface->GetStringValue(state, 3); float max_variation = lua_interface->GetFloatValue(state, 4); string str_taskgroup = lua_interface->GetStringValue(state, 5); int16 icon = lua_interface->GetInt16Value(state, 6); if (quest) { const char* taskgroup = 0; if (str_taskgroup.length() > 0) taskgroup = str_taskgroup.c_str(); vector* locations = 0; int i = 7; while (true) { Location loc; loc.x = lua_interface->GetFloatValue(state, i); loc.y = lua_interface->GetFloatValue(state, i + 1); loc.z = lua_interface->GetFloatValue(state, i + 2); if (loc.x == 0 && loc.y == 0 && loc.z == 0) break; if (locations == 0) locations = new vector; locations->push_back(loc); i += 3; } QuestStep* quest_step = quest->AddQuestStep(step, QUEST_STEP_TYPE_LOCATION, description, 0, 1, taskgroup, locations, max_variation); safe_delete(locations); // gets duplicated into new table in QuestStep constructor if (quest_step && icon > 0) quest_step->SetIcon(icon); if (quest->GetPlayer() && ((Player*)quest->GetPlayer())->GetClient()) { Client* client = ((Player*)quest->GetPlayer())->GetClient(); quest->GetPlayer()->GetZone()->SendQuestUpdates(client); } } lua_interface->ResetFunctionStack(state); return 0; } int EQ2Emu_lua_AddQuestStepSpell(lua_State* state) { Quest* quest = lua_interface->GetQuest(state); int32 step = lua_interface->GetInt32Value(state, 2); string description = lua_interface->GetStringValue(state, 3); int32 quantity = lua_interface->GetInt32Value(state, 4); float percentage = lua_interface->GetFloatValue(state, 5); string str_taskgroup = lua_interface->GetStringValue(state, 6); int16 icon = lua_interface->GetInt16Value(state, 7); if (quest) { const char* taskgroup = 0; if (str_taskgroup.length() > 0) taskgroup = str_taskgroup.c_str(); int32 spell_id = 0; vector* ids = 0; int i = 0; while ((spell_id = lua_interface->GetInt32Value(state, 8 + i))) { if (ids == 0) ids = new vector; ids->push_back(spell_id); i++; } QuestStep* quest_step = quest->AddQuestStep(step, QUEST_STEP_TYPE_SPELL, description, ids, quantity, taskgroup, 0, 0, percentage, 0); if (quest_step && icon > 0 && quantity > 0) quest_step->SetIcon(icon); if (quest->GetPlayer() && ((Player*)quest->GetPlayer())->GetClient()) { Client* client = ((Player*)quest->GetPlayer())->GetClient(); quest->GetPlayer()->GetZone()->SendQuestUpdates(client); } safe_delete(ids); } lua_interface->ResetFunctionStack(state); return 0; } int EQ2Emu_lua_AddQuestStepCraft(lua_State* state) { if (!lua_interface) return 0; Quest* quest = lua_interface->GetQuest(state); int32 step = lua_interface->GetInt32Value(state, 2); string description = lua_interface->GetStringValue(state, 3); int32 quantity = lua_interface->GetInt32Value(state, 4); float percentage = lua_interface->GetFloatValue(state, 5); string str_taskgroup = lua_interface->GetStringValue(state, 6); int16 icon = lua_interface->GetInt16Value(state, 7); if (quest) { const char* taskgroup = 0; if (str_taskgroup.length() > 0) taskgroup = str_taskgroup.c_str(); int32 item_id = 0; vector* ids = 0; int i = 0; while ((item_id = lua_interface->GetInt32Value(state, 8 + i))) { if (ids == 0) ids = new vector; ids->push_back(item_id); i++; } QuestStep* quest_step = quest->AddQuestStep(step, QUEST_STEP_TYPE_CRAFT, description, ids, quantity, taskgroup, 0, 0, percentage, 0); if (quest_step && icon > 0 && quantity > 0) quest_step->SetIcon(icon); if (quest->GetPlayer() && ((Player*)quest->GetPlayer())->GetClient()) { Client* client = ((Player*)quest->GetPlayer())->GetClient(); quest->GetPlayer()->GetZone()->SendQuestUpdates(client); } safe_delete(ids); } lua_interface->ResetFunctionStack(state); return 0; } int EQ2Emu_lua_AddQuestStepHarvest(lua_State* state) { if (!lua_interface) return 0; Quest* quest = lua_interface->GetQuest(state); int32 step = lua_interface->GetInt32Value(state, 2); string description = lua_interface->GetStringValue(state, 3); int32 quantity = lua_interface->GetInt32Value(state, 4); float percentage = lua_interface->GetFloatValue(state, 5); string str_taskgroup = lua_interface->GetStringValue(state, 6); int16 icon = lua_interface->GetInt16Value(state, 7); if (quest) { const char* taskgroup = 0; if (str_taskgroup.length() > 0) taskgroup = str_taskgroup.c_str(); int32 item_id = 0; vector* ids = 0; int i = 0; while ((item_id = lua_interface->GetInt32Value(state, 8 + i))) { if (ids == 0) ids = new vector; ids->push_back(item_id); i++; } QuestStep* quest_step = quest->AddQuestStep(step, QUEST_STEP_TYPE_HARVEST, description, ids, quantity, taskgroup, 0, 0, percentage, 0); if (quest_step && icon > 0 && quantity > 0) quest_step->SetIcon(icon); if (quest->GetPlayer() && ((Player*)quest->GetPlayer())->GetClient()) { Client* client = ((Player*)quest->GetPlayer())->GetClient(); quest->GetPlayer()->GetZone()->SendQuestUpdates(client); } safe_delete(ids); } lua_interface->ResetFunctionStack(state); return 0; } int EQ2Emu_lua_SetQuestCompleteAction(lua_State* state) { if (!lua_interface) return 0; Quest* quest = lua_interface->GetQuest(state); string action = lua_interface->GetStringValue(state, 2); lua_interface->ResetFunctionStack(state); if (quest) { if (action.length() > 0) quest->SetCompleteAction(action); } return 0; } int EQ2Emu_lua_AddQuestStepCompleteAction(lua_State* state) { if (!lua_interface) return 0; Quest* quest = lua_interface->GetQuest(state); int32 step = lua_interface->GetInt32Value(state, 2); string action = lua_interface->GetStringValue(state, 3); lua_interface->ResetFunctionStack(state); if (quest) { if (step > 0 && action.length() > 0) quest->AddCompleteAction(step, action); } return 0; } int EQ2Emu_lua_AddQuestStepProgressAction(lua_State* state) { if (!lua_interface) return 0; Quest* quest = lua_interface->GetQuest(state); int32 step = lua_interface->GetInt32Value(state, 2); string action = lua_interface->GetStringValue(state, 3); lua_interface->ResetFunctionStack(state); if (quest) { if (step > 0 && action.length() > 0) quest->AddProgressAction(step, action); } return 0; } int EQ2Emu_lua_UpdateQuestDescription(lua_State* state) { if (!lua_interface) return 0; Quest* quest = lua_interface->GetQuest(state); string description = lua_interface->GetStringValue(state, 2); lua_interface->ResetFunctionStack(state); if (quest && description.length() > 0) quest->SetDescription(description); return 0; } int EQ2Emu_lua_SetCompletedDescription(lua_State* state) { if (!lua_interface) return 0; Quest* quest = lua_interface->GetQuest(state); string description = lua_interface->GetStringValue(state, 2); lua_interface->ResetFunctionStack(state); if (quest && description.length() > 0) quest->SetCompletedDescription(description); return 0; } int EQ2Emu_lua_UpdateQuestTaskGroupDescription(lua_State* state) { if (!lua_interface) return 0; Quest* quest = lua_interface->GetQuest(state); int32 step = lua_interface->GetInt32Value(state, 2); string description = lua_interface->GetStringValue(state, 3); bool display_bullets = (lua_interface->GetInt8Value(state, 4) == 1); lua_interface->ResetFunctionStack(state); if (quest && step > 0 && description.length() > 0) { quest->SetTaskGroupDescription(step, description, display_bullets); } return 0; } int EQ2Emu_lua_UpdateQuestStepDescription(lua_State* state) { if (!lua_interface) return 0; Quest* quest = lua_interface->GetQuest(state); int32 step = lua_interface->GetInt32Value(state, 2); string description = lua_interface->GetStringValue(state, 3); lua_interface->ResetFunctionStack(state); if (quest && step > 0 && description.length() > 0) { quest->SetStepDescription(step, description); } return 0; } int EQ2Emu_lua_UpdateQuestZone(lua_State* state) { Quest* quest = lua_interface->GetQuest(state); string zone = lua_interface->GetStringValue(state, 2); lua_interface->ResetFunctionStack(state); if (quest && zone.length() > 0) quest->SetZone(zone); return 0; } int EQ2Emu_lua_GiveQuestReward(lua_State* state) { if (!lua_interface) return 0; Quest* quest = lua_interface->GetQuest(state); Spawn* spawn = lua_interface->GetSpawn(state, 2); lua_interface->ResetFunctionStack(state); if (quest && spawn) { if (spawn->IsPlayer()) { Client* client = ((Player*)spawn)->GetClient(); if (client) { client->AddPendingQuestReward(quest); } } } return 0; } int EQ2Emu_lua_Harvest(lua_State* state) { if (!lua_interface) return 0; Spawn* player = lua_interface->GetSpawn(state); Spawn* node = lua_interface->GetSpawn(state, 2); if (player && node && player->IsPlayer() && node->IsGroundSpawn()) { Client* client = ((Player*)player)->GetClient(); if (client) { ((GroundSpawn*)node)->ProcessHarvest(client); if (((GroundSpawn*)node)->GetNumberHarvests() == 0) { LuaSpell* spell = lua_interface->GetCurrentSpell(state); player->GetZone()->RemoveSpawn(node, true, true, true, true, (spell != nullptr) ? false : true); } } } else if (player && player->IsPlayer()) { Client* client = ((Player*)player)->GetClient(); if (client) client->Message(CHANNEL_COLOR_RED, "Invalid target for this spell."); } lua_interface->ResetFunctionStack(state); return 0; } int EQ2Emu_lua_Bind(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); int32 zone_id = lua_interface->GetInt32Value(state, 2); float x = lua_interface->GetFloatValue(state, 3); float y = lua_interface->GetFloatValue(state, 4); float z = lua_interface->GetFloatValue(state, 5); float h = lua_interface->GetFloatValue(state, 6); lua_interface->ResetFunctionStack(state); if (!spawn) { lua_interface->LogError("%s: LUA Bind command error: spawn is not valid", lua_interface->GetScriptName(state)); return 0; } if (!spawn->IsPlayer()) { lua_interface->LogError("%s: LUA Bind command error: spawn is not a player", lua_interface->GetScriptName(state)); return 0; } if (zone_id == 0) { Client* client = ((Player*)spawn)->GetClient(); if (!client) { lua_interface->LogError("%s: LUA Bind command error: unable to get client from spawn", lua_interface->GetScriptName(state)); return 0; } if (!client->Bind()) client->SimpleMessage(CHANNEL_COLOR_RED, "Unable to set bind point."); } else { Player* player = (Player*)spawn; player->GetPlayerInfo()->SetBindZone(zone_id); player->GetPlayerInfo()->SetBindX(x); player->GetPlayerInfo()->SetBindY(y); player->GetPlayerInfo()->SetBindZ(z); player->GetPlayerInfo()->SetBindHeading(h); } return 0; } int EQ2Emu_lua_Gate(lua_State* state) { if (!lua_interface) return 0; LuaSpell* spell = lua_interface->GetCurrentSpell(state); Spawn* spawn = lua_interface->GetSpawn(state); lua_interface->ResetFunctionStack(state); if (spawn) { if (spawn->IsPlayer()) { Client* client = ((Player*)spawn)->GetClient(); if (client) { if (!client->Gate((spell != nullptr) ? true : false)) client->SimpleMessage(CHANNEL_COLOR_RED, "Unable to gate."); } } } return 0; } int EQ2Emu_lua_IsBindAllowed(lua_State* state) { if (!lua_interface) return 0; bool ret = false; Spawn* spawn = lua_interface->GetSpawn(state); lua_interface->ResetFunctionStack(state); if (spawn) { if (spawn->IsPlayer()) { Client* client = ((Player*)spawn)->GetClient(); if (client) ret = client->BindAllowed(); } } lua_interface->SetBooleanValue(state, ret); return 1; } int EQ2Emu_lua_IsGateAllowed(lua_State* state) { if (!lua_interface) return 0; bool ret = false; Spawn* spawn = lua_interface->GetSpawn(state); lua_interface->ResetFunctionStack(state); if (spawn) { if (spawn->IsPlayer()) { Client* client = ((Player*)spawn)->GetClient(); ZoneServer* zone = lua_interface->GetZone(state); if (client && zone){ ret = zone->GetCanGate(); } } } lua_interface->SetBooleanValue(state, ret); return 1; } int EQ2Emu_lua_IsAlive(lua_State* state) { Spawn* spawn = lua_interface->GetSpawn(state); lua_interface->ResetFunctionStack(state); if (spawn) { lua_interface->SetBooleanValue(state, spawn->Alive()); return 1; } return 0; } int EQ2Emu_lua_IsSpawnGroupAlive(lua_State* state) { ZoneServer* zone = lua_interface->GetZone(state); int32 group_id = lua_interface->GetInt32Value(state, 2); lua_interface->ResetFunctionStack(state); if (zone) { lua_interface->SetBooleanValue(state, zone->IsSpawnGroupAlive(group_id)); return 1; } return 0; } int EQ2Emu_lua_IsInCombat(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); lua_interface->ResetFunctionStack(state); if (spawn && spawn->IsEntity()) { lua_interface->SetBooleanValue(state, ((Entity*)spawn)->EngagedInCombat()); return 1; } return 0; } int EQ2Emu_lua_SendMessage(lua_State* state) { Spawn* spawn = lua_interface->GetSpawn(state); string message = lua_interface->GetStringValue(state, 2); string color_str = lua_interface->GetStringValue(state, 3); lua_interface->ResetFunctionStack(state); int8 color = CHANNEL_NARRATIVE; if (spawn && spawn->IsPlayer() && message.length() > 0) { Client* client = ((Player*)spawn)->GetClient(); if (client) { if (color_str.length() > 0) { // leave for backwards compat, but all future should just use the number if (strncasecmp(color_str.c_str(), "red", 3) == 0) color = CHANNEL_COLOR_RED; else if (strncasecmp(color_str.c_str(), "yellow", 6) == 0) color = CHANNEL_COLOR_YELLOW; else { // use a number to specify the channel as per Commands/Commands.h defines color = (int8)atoul(color_str.c_str()); } } client->SimpleMessage(color, message.c_str()); } } return 0; } int EQ2Emu_lua_SendPopUpMessage(lua_State* state) { Spawn* spawn = lua_interface->GetSpawn(state); string message = lua_interface->GetStringValue(state, 2); int8 red = lua_interface->GetInt8Value(state, 3); int8 green = lua_interface->GetInt8Value(state, 4); int8 blue = lua_interface->GetInt8Value(state, 5); lua_interface->ResetFunctionStack(state); if (!spawn) { lua_interface->LogError("%s: LUA SendPopUpMessage command error: Spawn is not valid.", lua_interface->GetScriptName(state)); return 0; } if (!spawn->IsPlayer()) { lua_interface->LogError("%s: LUA SendPopUpMessage command error: Spawn is not a player.", lua_interface->GetScriptName(state)); return 0; } int32 words = ::CountWordsInString(message.c_str()); if (words < 5) words = 5; Client* client = ((Player*)spawn)->GetClient(); if (client) client->SendPopupMessage(10, message.c_str(), "ui_harvested_normal", words, red, green, blue); return 0; } int EQ2Emu_lua_SetServerControlFlag(lua_State* state) { Spawn* spawn = lua_interface->GetSpawn(state); int8 param = lua_interface->GetInt8Value(state, 2); int8 param_value = lua_interface->GetInt8Value(state, 3); int8 value = lua_interface->GetInt8Value(state, 4); lua_interface->ResetFunctionStack(state); if (spawn && spawn->IsPlayer() && (param >= 1 && param <= 5)) { Client* client = ((Player*)spawn)->GetClient(); if (client) { PacketStruct* packet = configReader.getStruct("WS_ServerControlFlags", client->GetVersion()); switch (param) { case 1: { packet->setDataByName("parameter1", param_value); break; } case 2: { packet->setDataByName("parameter2", param_value); break; } case 3: { packet->setDataByName("parameter3", param_value); break; } case 4: { packet->setDataByName("parameter4", param_value); break; } case 5: { packet->setDataByName("parameter5", param_value); break; } } packet->setDataByName("value", value); client->QueuePacket(packet->serialize()); safe_delete(packet); } } return 0; } int EQ2Emu_lua_ToggleTracking(lua_State* state) { Spawn* spawn = lua_interface->GetSpawn(state); lua_interface->ResetFunctionStack(state); if (spawn && spawn->IsPlayer()) { if (((Player*)spawn)->GetIsTracking()) spawn->GetZone()->AddPlayerTracking((Player*)spawn); else spawn->GetZone()->RemovePlayerTracking((Player*)spawn, TRACKING_STOP); } return 0; } int EQ2Emu_lua_AddPrimaryEntityCommand(lua_State* state) { Spawn* player = lua_interface->GetSpawn(state); Spawn* spawn = lua_interface->GetSpawn(state, 2); string name = lua_interface->GetStringValue(state, 3); float distance = lua_interface->GetFloatValue(state, 4); string command = lua_interface->GetStringValue(state, 5); string error_text = lua_interface->GetStringValue(state, 6); int16 cast_time = lua_interface->GetInt16Value(state, 7); int32 spell_visual = lua_interface->GetInt32Value(state, 8); bool denyListDefault = (lua_interface->GetInt8Value(state, 9) == 1); lua_interface->ResetFunctionStack(state); if (spawn) { if (distance == 0) distance = 10.0f; if (command.length() == 0) command = name; if (command.length() < 1 && name.length() < 1) { // have to run this first to send a 'blank' default command, then remove all commands from the list spawn->GetZone()->SendUpdateDefaultCommand(spawn, command.c_str(), distance); spawn->RemovePrimaryCommands(); } else { spawn->AddPrimaryEntityCommand(name.c_str(), distance, command.c_str(), error_text.c_str(), cast_time, spell_visual, denyListDefault, (player && player->IsPlayer()) ? (Player*)player : NULL); } } return 0; } int EQ2Emu_lua_HasSpell(lua_State* state) { if (!lua_interface) return 0; Spawn* player = lua_interface->GetSpawn(state); int32 spellid = lua_interface->GetInt32Value(state, 2); int16 tier = lua_interface->GetInt16Value(state, 3); lua_interface->ResetFunctionStack(state); if (player && player->IsPlayer()) { lua_interface->SetBooleanValue(state, ((Player*)player)->HasSpell(spellid, tier, true)); return 1; } return 0; } int EQ2Emu_lua_AddSpellBookEntry(lua_State* state) { if (!lua_interface) return 0; Spawn* player = lua_interface->GetSpawn(state); int32 spellid = lua_interface->GetInt32Value(state, 2); int16 tier = lua_interface->GetInt16Value(state, 3); int8 num_args = (int8)lua_interface->GetNumberOfArgs(state); bool add_silently = lua_interface->GetBooleanValue(state, 4); bool add_to_hotbar = true; if (num_args > 4) { add_to_hotbar = lua_interface->GetBooleanValue(state, 5); } lua_interface->ResetFunctionStack(state); Spell* spell = master_spell_list.GetSpell(spellid, tier); if (player && spell && player->IsPlayer()) { Client* client = player->GetClient(); if (client) { if (!client->GetPlayer()->HasSpell(spellid, tier - 1, true)) { Spell* spell = master_spell_list.GetSpell(spellid, tier); client->GetPlayer()->AddSpellBookEntry(spellid, 1, client->GetPlayer()->GetFreeSpellBookSlot(spell->GetSpellData()->spell_book_type), spell->GetSpellData()->spell_book_type, spell->GetSpellData()->linked_timer, true); client->GetPlayer()->UnlockSpell(spell); client->SendSpellUpdate(spell, add_silently, add_to_hotbar); } else { Spell* spell = master_spell_list.GetSpell(spellid, tier); int8 old_slot = client->GetPlayer()->GetSpellSlot(spell->GetSpellID()); client->GetPlayer()->RemoveSpellBookEntry(spell->GetSpellID()); client->GetPlayer()->AddSpellBookEntry(spell->GetSpellID(), spell->GetSpellTier(), old_slot, spell->GetSpellData()->spell_book_type, spell->GetSpellData()->linked_timer, true); client->GetPlayer()->UnlockSpell(spell); client->SendSpellUpdate(spell, add_silently, add_to_hotbar); } //if (client ) { // ((Player*)player)->AddSpellBookEntry(spell->GetSpellID(), spell->GetSpellTier(), ((Player*)player)->GetFreeSpellBookSlot(spell->GetSpellData()->spell_book_type), spell->GetSpellData()->spell_book_type, spell->GetSpellData()->linked_timer, true); EQ2Packet* outapp = ((Player*)player)->GetSpellBookUpdatePacket(client->GetVersion()); if (outapp) client->QueuePacket(outapp); } } return 0; } int EQ2Emu_lua_DeleteSpellBook(lua_State* state) { if (!lua_interface) return 0; Spawn* player = lua_interface->GetSpawn(state); int8 type_selection = lua_interface->GetInt8Value(state, 2); lua_interface->ResetFunctionStack(state); if (player && player->IsPlayer()) { Client* client = player->GetClient(); if (client) { ((Player*)player)->DeleteSpellBook(type_selection); EQ2Packet* outapp = ((Player*)player)->GetSpellBookUpdatePacket(client->GetVersion()); if (outapp) client->QueuePacket(outapp); } } return 0; } int EQ2Emu_lua_SendNewAdventureSpells(lua_State* state) { if (!lua_interface) return 0; Spawn* player = lua_interface->GetSpawn(state); lua_interface->ResetFunctionStack(state); if (player && player->IsPlayer()) { Client* client = player->GetClient(); if (client) { client->SendNewAdventureSpells(); } } return 0; } int EQ2Emu_lua_SendNewTradeskillSpells(lua_State* state) { if (!lua_interface) return 0; Spawn* player = lua_interface->GetSpawn(state); lua_interface->ResetFunctionStack(state); if (player && player->IsPlayer()) { Client* client = player->GetClient(); if (client) { client->SendNewTradeskillSpells(); } } return 0; } int EQ2Emu_lua_RemoveSpellBookEntry(lua_State* state) { if (!lua_interface) return 0; Spawn* player = lua_interface->GetSpawn(state); int32 spellid = lua_interface->GetInt32Value(state, 2); lua_interface->ResetFunctionStack(state); if (player && player->IsPlayer()) { SpellBookEntry* sbe = ((Player*)player)->GetSpellBookSpell(spellid); Client* client = player->GetClient(); if (sbe && client) { ((Player*)player)->RemoveSpellBookEntry(spellid); EQ2Packet* outapp = ((Player*)player)->GetSpellBookUpdatePacket(client->GetVersion()); if (outapp) client->QueuePacket(outapp); } } return 0; } int EQ2Emu_lua_HasFreeSlot(lua_State* state) { if (!lua_interface) return 0; Spawn* player = lua_interface->GetSpawn(state); lua_interface->ResetFunctionStack(state); if (player && player->IsPlayer()) { lua_interface->SetBooleanValue(state, ((Player*)player)->item_list.HasFreeSlot()); return 1; } return 0; } int EQ2Emu_lua_Attack(lua_State* state) { if (lua_interface) { Spawn* npc = lua_interface->GetSpawn(state); Spawn* player = lua_interface->GetSpawn(state, 2); lua_interface->ResetFunctionStack(state); if (npc && player && npc->IsNPC() && player->IsEntity()) ((NPC*)npc)->AddHate((Entity*)player, 100); } return 0; } int EQ2Emu_lua_ApplySpellVisual(lua_State* state) { if (lua_interface) { Spawn* target = lua_interface->GetSpawn(state); int32 spell_visual = lua_interface->GetInt32Value(state, 2); lua_interface->ResetFunctionStack(state); if (target && target->GetZone()) target->GetZone()->SendCastSpellPacket(spell_visual, target); } return 0; } int EQ2Emu_lua_HasCollectionsToHandIn(lua_State* state) { Spawn* player; if (lua_interface) { player = lua_interface->GetSpawn(state); lua_interface->ResetFunctionStack(state); if (player && player->IsPlayer()) { lua_interface->SetBooleanValue(state, ((Player*)player)->GetCollectionList()->HasCollectionsToHandIn()); return 1; } } return 0; } int EQ2Emu_lua_HandInCollections(lua_State* state) { Spawn* player; Client* client; if (lua_interface) { player = lua_interface->GetSpawn(state); lua_interface->ResetFunctionStack(state); if (player && ((Player*)player)->IsPlayer() && ((Player*)player)->GetCollectionList()->HasCollectionsToHandIn()) if ((client = ((Player*)player)->GetClient())) client->HandInCollections(); } return 0; } int EQ2Emu_lua_UseWidget(lua_State* state) { Spawn* widget; if (lua_interface) { widget = lua_interface->GetSpawn(state); lua_interface->ResetFunctionStack(state); if (widget && widget->IsWidget()) ((Widget*)widget)->HandleUse(nullptr, ""); } return 0; } int EQ2Emu_lua_SetSpellList(lua_State* state) { Spawn* spawn = 0; int32 primary_list = 0; int32 secondary_list = 0; if (lua_interface) { spawn = lua_interface->GetSpawn(state); primary_list = lua_interface->GetInt32Value(state, 2); secondary_list = lua_interface->GetInt32Value(state, 3); lua_interface->ResetFunctionStack(state); if (!spawn->IsNPC()) { lua_interface->LogError("%s: LUA SetSpellList command error: Spawn was not a valid NPC", lua_interface->GetScriptName(state)); return 0; } NPC* npc = (NPC*)spawn; npc->SetPrimarySpellList(primary_list); npc->SetSecondarySpellList(secondary_list); npc->SetSpells(world.GetNPCSpells(npc->GetPrimarySpellList(), npc->GetSecondarySpellList())); } return 0; } int EQ2Emu_lua_GetPet(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); lua_interface->ResetFunctionStack(state); if (spawn) { if (spawn->IsEntity() && ((Entity*)spawn)->GetPet()) { lua_interface->SetSpawnValue(state, ((Entity*)spawn)->GetPet()); return 1; } } return 0; } int EQ2Emu_lua_GetCharmedPet(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); lua_interface->ResetFunctionStack(state); if (spawn) { if (spawn->IsEntity() && ((Entity*)spawn)->GetCharmedPet()) { lua_interface->SetSpawnValue(state, ((Entity*)spawn)->GetCharmedPet()); return 1; } } return 0; } int EQ2Emu_lua_GetDeityPet(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); lua_interface->ResetFunctionStack(state); if (spawn) { if (spawn->IsEntity() && ((Entity*)spawn)->GetDeityPet()) { lua_interface->SetSpawnValue(state, ((Entity*)spawn)->GetDeityPet()); return 1; } } return 0; } int EQ2Emu_lua_GetCosmeticPet(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); lua_interface->ResetFunctionStack(state); if (spawn) { if (spawn->IsEntity() && ((Entity*)spawn)->GetCosmeticPet()) { lua_interface->SetSpawnValue(state, ((Entity*)spawn)->GetCosmeticPet()); return 1; } } return 0; } int EQ2Emu_lua_Charm(lua_State* state) { if (!lua_interface) return 0; Spawn* owner = lua_interface->GetSpawn(state); Spawn* pet = lua_interface->GetSpawn(state, 2); LuaSpell* luaspell = lua_interface->GetCurrentSpell(state); lua_interface->ResetFunctionStack(state); if (!luaspell) { lua_interface->LogError("%s: LUA Charm command error: Spell is not valid, charm can only be used in spell scripts.", lua_interface->GetScriptName(state)); return 0; } if(luaspell->resisted) { return 0; } if (owner && pet && owner->IsEntity() && pet->IsNPC()) { ((Entity*)owner)->SetCharmedPet((Entity*)pet); pet->SetPet(true); ((NPC*)pet)->SetPetType(PET_TYPE_CHARMED); ((NPC*)pet)->SetOwner((Entity*)owner); // If owner is player and player does not have a summoned pet set the players charsheet if (owner->IsPlayer() && !((Entity*)owner)->GetPet()) { Player* player = (Player*)owner; player->GetInfoStruct()->set_pet_id(player->GetIDWithPlayerSpawn(pet)); player->GetInfoStruct()->set_pet_name(std::string(pet->GetName())); player->GetInfoStruct()->set_pet_movement(2); player->GetInfoStruct()->set_pet_behavior(3); player->GetInfoStruct()->set_pet_health_pct(1.0f); player->GetInfoStruct()->set_pet_power_pct(1.0f); // Make sure the values get sent to the client player->SetCharSheetChanged(true); } // Clear the spawns script so the charmed mob doesn't try to do anything like random walks pet->SetSpawnScript(""); // Set faction to the same as the owner pet->SetFactionID(owner->GetFactionID()); ((NPC*)pet)->SetPetSpellID(luaspell->spell->GetSpellData()->id); ((NPC*)pet)->SetPetSpellTier(luaspell->spell->GetSpellData()->tier); // Clear hate list ((NPC*)pet)->Brain()->ClearHate(); // Set the brain to a pet brain ((NPC*)pet)->SetBrain(new CombatPetBrain((NPC*)pet)); } return 0; } int EQ2Emu_lua_GetGroup(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); lua_interface->ResetFunctionStack(state); if (!spawn) { lua_interface->LogError("%s: LUA GetGroup command error: spawn is not valid", lua_interface->GetScriptName(state)); return 0; } vector groupMembers; if (!spawn->IsPlayer() && spawn->HasSpawnGroup()) { groupMembers = *spawn->GetSpawnGroup(); } else if (spawn->IsPlayer() && ((Player*)spawn)->GetGroupMemberInfo()) { world.GetGroupManager()->GroupLock(__FUNCTION__, __LINE__); deque::iterator itr; PlayerGroup* group = world.GetGroupManager()->GetGroup(((Player*)spawn)->GetGroupMemberInfo()->group_id); if (group) { group->MGroupMembers.readlock(__FUNCTION__, __LINE__); deque* members = group->GetMembers(); GroupMemberInfo* info = 0; for (itr = members->begin(); itr != members->end(); itr++) { info = *itr; if (info->client) groupMembers.push_back(info->client->GetPlayer()); } group->MGroupMembers.releasereadlock(__FUNCTION__, __LINE__); } world.GetGroupManager()->ReleaseGroupLock(__FUNCTION__, __LINE__); } else return 0; lua_createtable(state, groupMembers.size(), 0); int newTable = lua_gettop(state); for (int32 i = 0; i < groupMembers.size(); i++) { lua_interface->SetSpawnValue(state, groupMembers.at(i)); lua_rawseti(state, newTable, i + 1); } return 1; } int EQ2Emu_lua_CreateOptionWindow(lua_State* state) { if (!lua_interface) return 0; lua_interface->ResetFunctionStack(state); vector* option_window = new vector(); lua_interface->SetOptionWindowValue(state, option_window); return 1; } int EQ2Emu_lua_AddOptionWindowOption(lua_State* state) { if (!lua_interface) return 0; vector* option_window = lua_interface->GetOptionWindow(state); if (option_window) { OptionWindowOption option_window_option; option_window_option.optionName = lua_interface->GetStringValue(state, 2); option_window_option.optionDescription = lua_interface->GetStringValue(state, 3); option_window_option.optionIconSheet = lua_interface->GetInt32Value(state, 4); option_window_option.optionIconID = lua_interface->GetInt16Value(state, 5); option_window_option.optionCommand = lua_interface->GetStringValue(state, 6); option_window_option.optionConfirmTitle = lua_interface->GetStringValue(state, 7); if (option_window_option.optionName.length() > 0 && option_window_option.optionDescription.length() > 0) option_window->push_back(option_window_option); } lua_interface->ResetFunctionStack(state); return 0; } int EQ2Emu_lua_SendOptionWindow(lua_State* state) { if (!lua_interface) return 0; vector* option_window = lua_interface->GetOptionWindow(state); Spawn* player = lua_interface->GetSpawn(state, 2); string window_title = lua_interface->GetStringValue(state, 3); string cancel_command = lua_interface->GetStringValue(state, 4); lua_interface->ResetFunctionStack(state); if (!player->IsPlayer()) { lua_interface->LogError("%s: LUA SendOptionWindow command error: spawn is not a player", lua_interface->GetScriptName(state)); return 0; } Client* client = ((Player*)player)->GetClient(); if (option_window && window_title.length() > 0 && client) { PacketStruct* packet = configReader.getStruct("WS_SelectTradeskill", client->GetVersion()); if (!packet) return 0; packet->setDataByName("title_text", window_title.c_str()); if (cancel_command.length() > 0) packet->setDataByName("command_text_cancel", cancel_command.c_str()); packet->setArrayLengthByName("num_selections", option_window->size()); vector::iterator itr; int8 i = 0; for (itr = option_window->begin(); itr != option_window->end(); itr++) { OptionWindowOption opt = *itr; packet->setArrayDataByName("tradeskill_name", opt.optionName.c_str(), i); packet->setArrayDataByName("tradeskill_description", opt.optionDescription.c_str(), i); packet->setArrayDataByName("icon_sheet", opt.optionIconSheet, i); packet->setArrayDataByName("icon_id", opt.optionIconID, i); if (opt.optionCommand.length() > 0) packet->setArrayDataByName("command_text", opt.optionCommand.c_str(), i); if (opt.optionConfirmTitle.length() > 0) packet->setArrayDataByName("confirm_window_title", opt.optionConfirmTitle.c_str(), i); i++; } client->QueuePacket(packet->serialize()); lua_interface->SetLuaUserDataStale(option_window); safe_delete(option_window); safe_delete(packet); } return 0; } int EQ2Emu_lua_GetTradeskillClass(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); lua_interface->ResetFunctionStack(state); if (spawn) { lua_interface->SetInt32Value(state, spawn->GetTradeskillClass()); return 1; } else lua_interface->LogError("%s: LUA GetTradeskillClass command error: Spawn was not valid", lua_interface->GetScriptName(state)); return 0; } int EQ2Emu_lua_GetTradeskillLevel(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); lua_interface->ResetFunctionStack(state); if (spawn) { lua_interface->SetInt32Value(state, spawn->GetTSLevel()); return 1; } else lua_interface->LogError("%s: LUA GetTradeskillLevel command error: Spawns was not valid", lua_interface->GetScriptName(state)); return 0; } int EQ2Emu_lua_GetTradeskillClassName(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); lua_interface->ResetFunctionStack(state); if (spawn) { int8 class_id = spawn->GetTradeskillClass(); // Need to add 42 for the offset in the array class_id += 44; lua_interface->SetStringValue(state, classes.GetClassNameCase(class_id).c_str()); return 1; } else lua_interface->LogError("%s: LUA GetTradeskillClassName command error: Spawn was not valid", lua_interface->GetScriptName(state)); return 0; } int EQ2Emu_lua_SetTradeskillLevel(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); int16 level = lua_interface->GetInt8Value(state, 2); lua_interface->ResetFunctionStack(state); if (spawn) { if (spawn->IsPlayer() && ((Player*)spawn)->GetClient()) ((Player*)spawn)->GetClient()->ChangeTSLevel(spawn->GetTSLevel(), level); else spawn->SetTSLevel(level); } else lua_interface->LogError("%s: LUA SetTradeskillLevel command error: Spawn was not valid", lua_interface->GetScriptName(state)); return 0; } int EQ2Emu_lua_SetAttackable(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); int8 attackable = lua_interface->GetInt8Value(state, 2); lua_interface->ResetFunctionStack(state); if (spawn) { spawn->SetAttackable(attackable); spawn->vis_changed = true; //some clients store this in vis instead of info, need to make sense both are updated } return 0; } int EQ2Emu_lua_SummonPet(lua_State* state) { // Check to see if we have a valid lua_interface if (!lua_interface) return 0; // Get the spawn that is getting the pet Spawn* spawn = lua_interface->GetSpawn(state); // Get the DB ID of the pet int32 pet_id = lua_interface->GetInt32Value(state, 2); // The max level the pet can gain int8 max_level = lua_interface->GetInt8Value(state, 3); // Get the spell that this command was called from LuaSpell* luaspell = lua_interface->GetCurrentSpell(state); lua_interface->ResetFunctionStack(state); // Check to make sure the spawn pointer is valid if (!spawn) { lua_interface->LogError("%s: LUA SummonPet command error: Spawn is not valid", lua_interface->GetScriptName(state)); return 0; } // Check to make sure the spawn is an entity if (!spawn->IsEntity()) { lua_interface->LogError("%s: LUA SummonPet command error: Spawn is not an entity", lua_interface->GetScriptName(state)); return 0; } // Check to make sure the spawn doesn't already have a pet of this type if (((Entity*)spawn)->GetPet()) { if (spawn->IsPlayer()) { Client* client = ((Player*)spawn)->GetClient(); if (client) client->SimpleMessage(CHANNEL_COLOR_YELLOW, "You already have a pet."); } lua_interface->LogError("%s: LUA SummonPet command error: spawn already has a pet of this type", lua_interface->GetScriptName(state)); return 0; } // Check to see if the DB ID for the pet is set if (pet_id == 0) { lua_interface->LogError("%s: LUA SummonPet command error: pet_id can not be set to 0", lua_interface->GetScriptName(state)); return 0; } // Check to see if the pointer to the spell is valid if (!luaspell) { lua_interface->LogError("%s: LUA SummonPet command error: valid spell not found, SummonPet can only be used in spell scripts", lua_interface->GetScriptName(state)); return 0; } if(luaspell->resisted) { return 0; } // Get a pointer to a spawn with the given DB ID and check if the pointer is valid Spawn* pet = spawn->GetZone()->GetSpawn(pet_id); if (!pet) { lua_interface->LogError("%s: LUA SummonPet command error: Could not find spawn with id of %u.", lua_interface->GetScriptName(state), pet_id); return 0; } // Check to make sure the pet is an npc if (!pet->IsNPC()) { lua_interface->LogError("%s: LUA SummonPet command error: id (%u) did not point to a npc", lua_interface->GetScriptName(state), pet_id); return 0; } // Spawn the pet at the same location as the owner pet->SetX(spawn->GetX()); pet->SetY(spawn->GetY()); pet->SetZ(spawn->GetZ()); pet->SetLocation(spawn->GetLocation()); pet->SetHeading(spawn->GetHeading()); std::string petName = std::string(""); if(spawn->IsEntity()) { petName = ((Entity*)spawn)->GetInfoStruct()->get_pet_name(); } if(petName.size() < 1) { int16 rand_index = MakeRandomInt(0, spawn->GetZone()->pet_names.size() - 1); petName = spawn->GetZone()->pet_names.at(rand_index); LogWrite(PET__DEBUG, 0, "Pets", "Randomize Pet Name: '%s' (rand: %i)", petName.c_str(), rand_index); } // If player set various values for the char sheet (pet window) if (spawn->IsPlayer()) { Player* player = (Player*)spawn; player->GetInfoStruct()->set_pet_id(player->GetIDWithPlayerSpawn(pet)); player->GetInfoStruct()->set_pet_name(petName); player->GetInfoStruct()->set_pet_movement(2); player->GetInfoStruct()->set_pet_behavior(3); player->GetInfoStruct()->set_pet_health_pct(1.0f); player->GetInfoStruct()->set_pet_power_pct(1.0f); // Make sure the values get sent to the client player->SetCharSheetChanged(true); } // Set the pets name pet->SetName(petName.c_str()); // Set the level of the pet to the owners level or max level(if set) if owners level is greater if (max_level > 0) pet->SetLevel(spawn->GetLevel() >= max_level ? max_level : spawn->GetLevel()); else pet->SetLevel(spawn->GetLevel()); // Set the max level this pet can reach ((NPC*)pet)->SetMaxPetLevel(max_level); ((NPC*)pet)->UpdateWeapons(); // Set the faction of the pet to the same faction as the owner pet->SetFactionID(spawn->GetFactionID()); // Set the spawn as a pet pet->SetPet(true); // Give a pointer of the owner to the pet ((NPC*)pet)->SetOwner((Entity*)spawn); // Give a pointer of the pet to the owner ((Entity*)spawn)->SetCombatPet((Entity*)pet); // Set the pet type ((NPC*)pet)->SetPetType(PET_TYPE_COMBAT); // Set the spell id used to create this pet ((NPC*)pet)->SetPetSpellID(luaspell->spell->GetSpellData()->id); // Set the spell tier used to create this pet ((NPC*)pet)->SetPetSpellTier(luaspell->spell->GetSpellData()->tier); // Set the pets spawn type to 6 pet->SetSpawnType(6); // Set the pets brain ((NPC*)pet)->SetBrain(new CombatPetBrain((NPC*)pet)); // Check to see if the pet has a subtitle if (strlen(pet->GetSubTitle()) > 0) { // Add the players name to the front of the sub title string pet_subtitle; pet_subtitle.append(spawn->GetName()).append("'s ").append(pet->GetSubTitle()); LogWrite(PET__DEBUG, 0, "Pets", "Pet Subtitle: '%s'", pet_subtitle.c_str()); // Set the pets subtitle to the new one pet->SetSubTitle(pet_subtitle.c_str()); } // Add the "Pet Options" entity command to the pet pet->AddSecondaryEntityCommand("Pet Options", 10.0f, "petoptions", "", 0, 0); const char* spawn_script = world.GetSpawnScript(pet_id); bool runScript = false; if(spawn_script && lua_interface->GetSpawnScript(spawn_script) != 0){ runScript = true; pet->SetSpawnScript(string(spawn_script)); spawn->GetZone()->CallSpawnScript(pet, SPAWN_SCRIPT_PRESPAWN); } spawn->GetZone()->AddSpawn(pet); if(runScript){ spawn->GetZone()->CallSpawnScript(pet, SPAWN_SCRIPT_SPAWN); } // Set the pet as the return value for this function lua_interface->SetSpawnValue(state, pet); return 1; } int EQ2Emu_lua_SummonDeityPet(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); int32 pet_id = lua_interface->GetInt32Value(state, 2); LuaSpell* luaspell = lua_interface->GetCurrentSpell(state); lua_interface->ResetFunctionStack(state); if (!spawn) { lua_interface->LogError("%s: LUA SummonDeityPet command error: Spawn is not valid", lua_interface->GetScriptName(state)); return 0; } if (!spawn->IsEntity()) { lua_interface->LogError("%s: LUA SummonDeityPet command error: Spawn is not an entity", lua_interface->GetScriptName(state)); return 0; } if (((Entity*)spawn)->GetDeityPet()) { if (spawn->IsPlayer()) { Client* client = ((Player*)spawn)->GetClient(); if (client) client->SimpleMessage(CHANNEL_COLOR_YELLOW, "You already have a deity pet."); } lua_interface->LogError("%s: LUA SummonDeityPet command error: spawn already has a pet of this type", lua_interface->GetScriptName(state)); return 0; } if (pet_id == 0) { lua_interface->LogError("%s: LUA SummonDeityPet command error: pet_id can not be set to 0", lua_interface->GetScriptName(state)); return 0; } if (!luaspell) { lua_interface->LogError("%s: LUA SummonDeityPet command error: valid spell not found, SummonDeityPet can only be used in spell scripts", lua_interface->GetScriptName(state)); return 0; } if(luaspell->resisted) { return 0; } Spawn* pet = spawn->GetZone()->GetSpawn(pet_id); if (!pet) { lua_interface->LogError("%s: LUA SummonDeityPet command error: Could not find spawn with id of %u.", lua_interface->GetScriptName(state), pet_id); return 0; } if (!pet->IsNPC()) { lua_interface->LogError("%s: LUA SummonDeityPet command error: spawn with id of %u is not a npc", lua_interface->GetScriptName(state), pet_id); return 0; } pet->SetX(spawn->GetX()); pet->SetY(spawn->GetY()); pet->SetZ(spawn->GetZ()); pet->SetLocation(spawn->GetLocation()); pet->SetHeading(spawn->GetHeading()); spawn->GetZone()->AddSpawn(pet); string random_pet_name; int16 rand_index = MakeRandomInt(0, spawn->GetZone()->pet_names.size() - 1); random_pet_name = spawn->GetZone()->pet_names.at(rand_index); LogWrite(PET__DEBUG, 0, "Pets", "Randomize Pet Name: '%s' (rand: %i)", random_pet_name.c_str(), rand_index); pet->SetName(random_pet_name.c_str()); pet->SetLevel(spawn->GetLevel()); pet->SetFactionID(spawn->GetFactionID()); pet->SetPet(true); ((NPC*)pet)->SetPetType(PET_TYPE_DEITY); ((NPC*)pet)->SetOwner((Entity*)spawn); ((Entity*)spawn)->SetDeityPet((Entity*)pet); pet->SetSpawnType(6); ((NPC*)pet)->SetBrain(new NonCombatPetBrain((NPC*)pet)); ((NPC*)pet)->SetPetSpellID(luaspell->spell->GetSpellData()->id); ((NPC*)pet)->SetPetSpellTier(luaspell->spell->GetSpellData()->tier); if (strlen(pet->GetSubTitle()) > 0) { string pet_subtitle; pet_subtitle.append(spawn->GetName()).append("'s ").append(pet->GetSubTitle()); LogWrite(PET__DEBUG, 0, "Pets", "Pet Subtitle: '%s'", pet_subtitle.c_str()); pet->SetSubTitle(pet_subtitle.c_str()); } // deity and cosmetic pets are not attackable pet->SetAttackable(false); pet->AddSecondaryEntityCommand("Pet Options", 10.0f, "petoptions", "", 0, 0); lua_interface->SetSpawnValue(state, pet); return 1; } int EQ2Emu_lua_SummonCosmeticPet(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); int32 pet_id = lua_interface->GetInt32Value(state, 2); LuaSpell* luaspell = lua_interface->GetCurrentSpell(state); lua_interface->ResetFunctionStack(state); if (!spawn) { lua_interface->LogError("%s: LUA SummonCosmeticPet command error: Spawn is not valid", lua_interface->GetScriptName(state)); return 0; } if (!spawn->IsEntity()) { lua_interface->LogError("%s: LUA SummonCosmeticPet command error: Spawn is not an entity", lua_interface->GetScriptName(state)); return 0; } if (((Entity*)spawn)->GetCosmeticPet()) { if (spawn->IsPlayer()) { Client* client = ((Player*)spawn)->GetClient(); if (client) client->SimpleMessage(CHANNEL_COLOR_YELLOW, "You already have a cosmetic pet."); } lua_interface->LogError("%s: LUA SummonCosmeticPet command error: spawn already has a pet of this type", lua_interface->GetScriptName(state)); return 0; } if (pet_id == 0) { lua_interface->LogError("%s: LUA SummonCosmeticPet command error: pet_id can not be set to 0", lua_interface->GetScriptName(state)); return 0; } if (!luaspell) { lua_interface->LogError("%s: LUA SummonCosmeticPet command error: valid spell not found, SummonCosmeticPet can only be used in spell scripts", lua_interface->GetScriptName(state)); return 0; } if(luaspell->resisted) { return 0; } Spawn* pet = spawn->GetZone()->GetSpawn(pet_id); if (!pet) { lua_interface->LogError("%s: LUA SummonCosmeticPet command error: Could not find spawn with id of %u.", lua_interface->GetScriptName(state), pet_id); return 0; } if (!pet->IsNPC()) { lua_interface->LogError("%s: LUA SummonCosmeticPet command error: spawn with id of %u is not a npc", lua_interface->GetScriptName(state), pet_id); return 0; } pet->SetX(spawn->GetX()); pet->SetY(spawn->GetY()); pet->SetZ(spawn->GetZ()); pet->SetLocation(spawn->GetLocation()); pet->SetHeading(spawn->GetHeading()); spawn->GetZone()->AddSpawn(pet); string random_pet_name; int16 rand_index = MakeRandomInt(0, spawn->GetZone()->pet_names.size() - 1); random_pet_name = spawn->GetZone()->pet_names.at(rand_index); LogWrite(PET__DEBUG, 0, "Pets", "Randomize Pet Name: '%s' (rand: %i)", random_pet_name.c_str(), rand_index); pet->SetName(random_pet_name.c_str()); pet->SetLevel(spawn->GetLevel()); pet->SetFactionID(spawn->GetFactionID()); pet->SetPet(true); ((NPC*)pet)->SetPetType(PET_TYPE_COSMETIC); ((NPC*)pet)->SetOwner((Entity*)spawn); ((Entity*)spawn)->SetCosmeticPet((Entity*)pet); pet->SetSpawnType(6); ((NPC*)pet)->SetBrain(new NonCombatPetBrain((NPC*)pet)); ((NPC*)pet)->SetPetSpellID(luaspell->spell->GetSpellData()->id); ((NPC*)pet)->SetPetSpellTier(luaspell->spell->GetSpellData()->tier); if (strlen(pet->GetSubTitle()) > 0) { string pet_subtitle; pet_subtitle.append(spawn->GetName()).append("'s ").append(pet->GetSubTitle()); LogWrite(PET__DEBUG, 0, "Pets", "Pet Subtitle: '%s'", pet_subtitle.c_str()); pet->SetSubTitle(pet_subtitle.c_str()); } pet->SetAttackable(false); pet->AddSecondaryEntityCommand("Pet Options", 10.0f, "petoptions", "", 0, 0); lua_interface->SetSpawnValue(state, pet); return 1; } int EQ2Emu_lua_DismissPet(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); lua_interface->ResetFunctionStack(state); if (!spawn) { lua_interface->LogError("%s: LUA DismissPet command error: spawn is not valid", lua_interface->GetScriptName(state)); return 0; } if (!spawn->IsPet()) { lua_interface->LogError("%s: LUA DismissPet command error: spawn is not a pet", lua_interface->GetScriptName(state)); return 0; } if (!((NPC*)spawn)->IsDismissing() && ((NPC*)spawn)->GetOwner()) ((NPC*)spawn)->GetOwner()->DismissPet((NPC*)spawn, false, true); return 0; } int EQ2Emu_lua_SetQuestFeatherColor(lua_State* state) { if (!lua_interface) return 0; Quest* quest = lua_interface->GetQuest(state); if (!quest) { lua_interface->LogError("%s: LUA SetQuestFeatherColor command error: valid quest not found, SetQuestFeatherColor can only be called from a quest script", lua_interface->GetScriptName(state)); lua_interface->ResetFunctionStack(state); return 0; } int8 feather_color = lua_interface->GetInt8Value(state, 2); lua_interface->ResetFunctionStack(state); if (feather_color > 0) quest->SetFeatherColor(feather_color); return 0; } int EQ2Emu_lua_RemoveSpawnAccess(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); Spawn* spawn2 = lua_interface->GetSpawn(state, 2); lua_interface->ResetFunctionStack(state); if (!spawn) { lua_interface->LogError("%s: LUA RemoveSpawnAccess command error: first spawn is not valid", lua_interface->GetScriptName(state)); return 0; } if (!spawn2) { lua_interface->LogError("%s: LUA RemoveSpawnAccess command error: second spawn is not valid", lua_interface->GetScriptName(state)); return 0; } spawn->RemoveSpawnAccess(spawn2); return 0; } int EQ2Emu_lua_SpawnByLocationID(lua_State* state) { if (!lua_interface) return 0; ZoneServer* zone = lua_interface->GetZone(state); int32 location_id = lua_interface->GetInt32Value(state, 2); lua_interface->ResetFunctionStack(state); if (!zone) { lua_interface->LogError("%s: LUA SpawnByLocationID command error: zone is not valid", lua_interface->GetScriptName(state)); return 0; } if (location_id == 0) { lua_interface->LogError("%s: LUA SpawnByLocationID command error: location id can not be 0", lua_interface->GetScriptName(state)); return 0; } SpawnLocation* location = zone->GetSpawnLocation(location_id); if (!location) { lua_interface->LogError("%s: LUA SpawnByLocationID command error: no location found for the given ID (%u)", lua_interface->GetScriptName(state), location_id); return 0; } Spawn* spawn = 0; if (location->entities[0]) { if (location->entities[0]->spawn_type == SPAWN_ENTRY_TYPE_NPC) spawn = zone->AddNPCSpawn(location, location->entities[0]); else if (location->entities[0]->spawn_type == SPAWN_ENTRY_TYPE_GROUNDSPAWN) spawn = zone->AddGroundSpawn(location, location->entities[0]); else if (location->entities[0]->spawn_type == SPAWN_ENTRY_TYPE_OBJECT) spawn = zone->AddObjectSpawn(location, location->entities[0]); else if (location->entities[0]->spawn_type == SPAWN_ENTRY_TYPE_WIDGET) spawn = zone->AddWidgetSpawn(location, location->entities[0]); else if (location->entities[0]->spawn_type == SPAWN_ENTRY_TYPE_SIGN) spawn = zone->AddSignSpawn(location, location->entities[0]); if(spawn && spawn->IsOmittedByDBFlag()) { LogWrite(SPAWN__WARNING, 0, "Spawn", "Spawn (%u) was skipped due to a missing expansion / holiday flag being met.", location->entities[0]->spawn_id); safe_delete(spawn); spawn = 0; return 0; } if (spawn) { const char* script = 0; for (int x = 0; x < 3; x++) { switch (x) { case 0: script = world.GetSpawnEntryScript(location->entities[0]->spawn_entry_id); break; case 1: script = world.GetSpawnLocationScript(location->entities[0]->spawn_location_id); break; case 2: script = world.GetSpawnScript(location->entities[0]->spawn_id); break; } if (script && lua_interface->GetSpawnScript(script) != 0) { spawn->SetSpawnScript(string(script)); break; } } zone->CallSpawnScript(spawn, SPAWN_SCRIPT_SPAWN); lua_interface->SetSpawnValue(state, spawn); return 1; } else { LogWrite(ZONE__ERROR, 0, "Zone", "Error adding spawn by location id to zone %s with location id %u.", zone->GetZoneName(), location_id); safe_delete(spawn); } } return 0; } int EQ2Emu_lua_CastEntityCommand(lua_State* state) { if (!lua_interface) return 0; Spawn* caster = lua_interface->GetSpawn(state); Spawn* target = lua_interface->GetSpawn(state, 2); int32 id = lua_interface->GetInt32Value(state, 3); string command = lua_interface->GetStringValue(state, 4); lua_interface->ResetFunctionStack(state); if (!caster) { lua_interface->LogError("%s: LUA CastEntityCommand command error: caster is not valid", lua_interface->GetScriptName(state)); return 0; } if (!target) { lua_interface->LogError("%s: LUA CastEntityCommand command error: target is not valid", lua_interface->GetScriptName(state)); return 0; } if (!caster->IsPlayer()) { lua_interface->LogError("%s: LUA CastEntityCommand command error: caster is not a player", lua_interface->GetScriptName(state)); return 0; } EntityCommand* entity_command = caster->GetZone()->GetEntityCommand(id, command); if (!entity_command) { lua_interface->LogError("%s: LUA CastEntityCommand command error: unable to get a valid EntityCommand with the given ID (%u) and name (%s)", lua_interface->GetScriptName(state), id, command.c_str()); return 0; } Client* client = ((Player*)caster)->GetClient(); if (!client) { lua_interface->LogError("%s: LUA CastEntityCommand command error: unable to get a valid client for the given caster", lua_interface->GetScriptName(state)); return 0; } client->GetCurrentZone()->ProcessEntityCommand(entity_command, (Player*)caster, target); return 0; } int EQ2Emu_lua_SetLuaBrain(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); lua_interface->ResetFunctionStack(state); if (!spawn) { lua_interface->LogError("%s: LUA SetLuaBrain command error: spawn is not valid", lua_interface->GetScriptName(state)); return 0; } if (!spawn->IsNPC()) { lua_interface->LogError("%s: LUA SetLuaBrain command error: spawn is not a npc", lua_interface->GetScriptName(state)); return 0; } ((NPC*)spawn)->SetBrain(new LuaBrain((NPC*)spawn)); return 0; } int EQ2Emu_lua_SetBrainTick(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); int16 tick = lua_interface->GetInt16Value(state, 2); lua_interface->ResetFunctionStack(state); if (!spawn) { lua_interface->LogError("%s: LUA SetBrainTick command error: spawn is not valid", lua_interface->GetScriptName(state)); return 0; } if (!spawn->IsNPC()) { lua_interface->LogError("%s: LUA SetBrainTick command error: spawn is not a valid npc", lua_interface->GetScriptName(state)); return 0; } if (tick < 20) { lua_interface->LogError("%s: LUA SetBrainTick command error: tick can not be set below 20 milliseconds", lua_interface->GetScriptName(state)); return 0; } ((NPC*)spawn)->Brain()->SetTick(tick); return 0; } int EQ2Emu_lua_SetFollowTarget(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); Spawn* target = lua_interface->GetSpawn(state, 2); int32 follow_distance = lua_interface->GetInt32Value(state, 3); lua_interface->ResetFunctionStack(state); if (!spawn) { lua_interface->LogError("%s: LUA SetFollowTarget command error: spawn is not valid", lua_interface->GetScriptName(state)); return 0; } // Target can be null, setting follow target to 0 clears it and will cancel follow, so no need to check it spawn->SetFollowTarget(target, follow_distance); return 0; } int EQ2Emu_lua_GetFollowTarget(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); lua_interface->ResetFunctionStack(state); if (!spawn) { lua_interface->LogError("%s: LUA GetFollowTarget command error: spawn is not valid", lua_interface->GetScriptName(state)); return 0; } Spawn* target = spawn->GetFollowTarget(); if (target) { lua_interface->SetSpawnValue(state, target); return 1; } return 0; } int EQ2Emu_lua_ToggleFollow(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); lua_interface->ResetFunctionStack(state); if (!spawn) { lua_interface->LogError("%s: LUA ToggleFollow command error: spawn is not valid", lua_interface->GetScriptName(state)); return 0; } if (spawn->following) spawn->following = false; else spawn->following = true; return 0; } int EQ2Emu_lua_IsFollowing(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); lua_interface->ResetFunctionStack(state); if (!spawn) { lua_interface->LogError("%s: LUA IsFollowing command error: spawn is not valid", lua_interface->GetScriptName(state)); return 0; } lua_interface->SetBooleanValue(state, spawn->following); return 1; } int EQ2Emu_lua_SetTempVariable(lua_State* state) { // As this is unique among the rest of our lua functions as the 3rd param can be of multiple types // I will attempt to explain how this function works for future refrence // Fist lets make sure lua_interface is valid, if not return out if (!lua_interface) return 0; // Next we grab the first 2 params same as we usually would Spawn* spawn = lua_interface->GetSpawn(state); string var = lua_interface->GetStringValue(state, 2); // DataType will let us know the value type so we can handle it correctly, we set these ourself so the values I used are made up // 1 = Spawn // 2 = Zone // 3 = Item // 4 = Quest // 5 = String // 6 = nil (null) int8 dataType = 0; // Define pointers for each potential type Spawn* spawnVal = 0; ZoneServer* zone = 0; Item* item = 0; Quest* quest = 0; string val; // Finally we get to grabbing the third param, we will first check to see if it is light user data // which is custom data types, in this case it can be Spawn, Zone, Item, or Quest. Conversation and // options window are also light user data be we do not handle those. // We check with lua_islightuserdata(lua_State*, index) if (lua_islightuserdata(state, 3)) { // It is light user data so we will grab the param with lua_touserdata(lua_State*, index) // and convert it to LUAUserData* LUAUserData* data = (LUAUserData*)lua_touserdata(state, 3); // Check to make sure the data we got is valid, if not give an error if (!data || !data->IsCorrectlyInitialized()) { lua_interface->LogError("%s: LUA SetTempVariable command error while processing %s", lua_interface->GetScriptName(state), lua_tostring(state, -1)); } // Check if data is a Spawn, if so set our Spawn pointer and the dataType variable else if (data->IsSpawn()) { spawnVal = data->spawn; dataType = 1; } // Check if data is a Zone, if so set our Zone pointer and the dataType variable else if (data->IsZone()) { zone = data->zone; dataType = 2; } // Check if data is a Item, if so set our Item pointer and the dataType variable else if (data->IsItem()) { item = data->item; dataType = 3; } // Check if data is a Ques, if so set our Quest pointer and the dataType variable else if (data->IsQuest()) { quest = data->quest; dataType = 4; } } // Wasn't light user data, check if it is nil(null) else if (lua_isnil(state, 3)) { // It is nil (null) set the dataType variable, no need to set a pointer in this case dataType = 6; } // Wasn't light user data or nil (null), must be a string else { // Set the string and dataType variable val = lua_interface->GetStringValue(state, 3); dataType = 5; } lua_interface->ResetFunctionStack(state); // We now have all the params, lets check to make sure they are valid if (!spawn) { lua_interface->LogError("%s: LUA SetTempVariable command error: spawn is not valid", lua_interface->GetScriptName(state)); return 0; } if (var.length() == 0) { lua_interface->LogError("%s: LUA SetTempVariable command error: var must be set", lua_interface->GetScriptName(state)); return 0; } if (dataType == 0) { lua_interface->LogError("%s: LUA SetTempVariable command error: unknown data type", lua_interface->GetScriptName(state)); return 0; } // All params are valid, lets set the spawns temp variable, this is where dataType variable comes in. // AddTempVariable has overloads for all the types of data we support, we need to make sure the third // param gets sent to the correct list so we check the value of dataType to know where it should go. switch (dataType) { case 1: // 1 = Spawn spawn->AddTempVariable(var, spawnVal); break; case 2: // 2 = Zone spawn->AddTempVariable(var, zone); break; case 3: // 3 = Item spawn->AddTempVariable(var, item); break; case 4: // 4 = Quest spawn->AddTempVariable(var, quest); break; case 5: // 5 = String spawn->AddTempVariable(var, val); break; case 6: // 6 = nil (null) so the variable is no longer set, lets remove it from the spawn spawn->DeleteTempVariable(var); break; } // And we are done so return out return 0; } int EQ2Emu_lua_GetTempVariable(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); string var = lua_interface->GetStringValue(state, 2); lua_interface->ResetFunctionStack(state); if (!spawn) { lua_interface->LogError("%s: LUA GetTempVariable command error: spawn is not valid", lua_interface->GetScriptName(state)); return 0; } if (var.length() == 0) { lua_interface->LogError("%s: LUA GetTempVariable command error: var must be set", lua_interface->GetScriptName(state)); return 0; } // This will tell us the type of data this variable contains, uses the same values as the previous function int8 type = spawn->GetTempVariableType(var); Spawn* spawn2 = 0; ZoneServer* zone = 0; Item* item = 0; Quest* quest = 0; // Set the lua function return value based on the type of data the variable contains switch (type) { case 1: spawn2 = spawn->GetTempVariableSpawn(var); if (!spawn2) return 0; lua_interface->SetSpawnValue(state, spawn2); break; case 2: zone = spawn->GetTempVariableZone(var); if (!zone) return 0; lua_interface->SetZoneValue(state, zone); break; case 3: item = spawn->GetTempVariableItem(var); if (!item) return 0; lua_interface->SetItemValue(state, item); break; case 4: quest = spawn->GetTempVariableQuest(var); if (!quest) return 0; lua_interface->SetQuestValue(state, quest); break; case 5: lua_interface->SetStringValue(state, spawn->GetTempVariable(var).c_str()); break; default: // Not a valid type then the variable was not set so return out return 0; } // Return value was set so return out return 1; } int EQ2Emu_lua_GiveQuestItem(lua_State* state) { if (!lua_interface) return 0; Quest* quest = lua_interface->GetQuest(state); Spawn* spawn = lua_interface->GetSpawn(state, 2); string description = lua_interface->GetStringValue(state, 3); int32 item_id = lua_interface->GetInt32Value(state, 4); if (!quest) { lua_interface->LogError("%s: LUA GiveQuestItem command error: quest is not valid", lua_interface->GetScriptName(state)); lua_interface->ResetFunctionStack(state); lua_interface->SetBooleanValue(state, false); return 1; } if (!spawn) { lua_interface->LogError("%s: LUA GiveQuestItem command error: spawn is not valid", lua_interface->GetScriptName(state)); lua_interface->ResetFunctionStack(state); lua_interface->SetBooleanValue(state, false); return 1; } if (!spawn->IsPlayer()) { lua_interface->LogError("%s: LUA GiveQuestItem command error: spawn must be a player", lua_interface->GetScriptName(state)); lua_interface->ResetFunctionStack(state); lua_interface->SetBooleanValue(state, false); return 1; } if (item_id == 0) { lua_interface->LogError("%s: LUA GiveQuestItem command error: item_id is not valid", lua_interface->GetScriptName(state)); lua_interface->ResetFunctionStack(state); lua_interface->SetBooleanValue(state, false); return 1; } Client* client = ((Player*)spawn)->GetClient(); if (!client) { lua_interface->LogError("%s: LUA GiveQuestItem command error: unable to get a valid client from the given player spawn", lua_interface->GetScriptName(state)); lua_interface->ResetFunctionStack(state); lua_interface->SetBooleanValue(state, false); return 1; } Item* item = master_item_list.GetItem(item_id); if (!item) { lua_interface->LogError("%s: LUA GiveQuestItem command error: unable to get an item from the given id (%u)", lua_interface->GetScriptName(state), item_id); lua_interface->ResetFunctionStack(state); lua_interface->SetBooleanValue(state, false); return 1; } Item* firstItem = new Item(item); quest->AddTmpRewardItem(firstItem); int8 num_args = (int8)lua_interface->GetNumberOfArgs(state); bool itemsAddedSuccessfully = true; if(num_args > 4) { for(int8 n=5;nGetInt32Value(state, n); Item* tmpItem = master_item_list.GetItem(new_item); if(tmpItem) { Item* newTmpItem = new Item(tmpItem); quest->AddTmpRewardItem(newTmpItem); } else itemsAddedSuccessfully = false; } } client->AddPendingQuestReward(quest, true, true, description); // queue for display lua_interface->ResetFunctionStack(state); lua_interface->SetBooleanValue(state, itemsAddedSuccessfully); return 1; } int EQ2Emu_lua_SetQuestRepeatable(lua_State* state) { if (!lua_interface) return 0; Quest* quest = lua_interface->GetQuest(state); lua_interface->ResetFunctionStack(state); if (!quest) { lua_interface->LogError("%s: LUA SetQuestRepeatable command error: quest is not valid", lua_interface->GetScriptName(state)); return 0; } quest->SetRepeatable(true); return 0; } int EQ2Emu_lua_GetArchetypeName(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); lua_interface->ResetFunctionStack(state); if (!spawn) { lua_interface->LogError("%s: LUA GetArchetypeName command error: spawn is not valid", lua_interface->GetScriptName(state)); return 0; } int8 base_class = classes.GetBaseClass(spawn->GetAdventureClass()); string ret = classes.GetClassNameCase(base_class); if (ret.length() > 0) { lua_interface->SetStringValue(state, ret.c_str()); return 1; } return 0; } int EQ2Emu_lua_SendWaypoints(lua_State* state) { if (!lua_interface) return 0; Spawn* player = lua_interface->GetSpawn(state); lua_interface->ResetFunctionStack(state); if (player && player->IsPlayer()) { Client* client = player->GetClient(); if (client) client->SendWaypoints(); } return 0; } int EQ2Emu_lua_AddWaypoint(lua_State* state) { if (!lua_interface) return 0; Spawn* player = lua_interface->GetSpawn(state); string name = lua_interface->GetStringValue(state, 2); int32 type = lua_interface->GetInt32Value(state, 3); lua_interface->ResetFunctionStack(state); if (type == 0) type = 2; if (name.length() > 0) { if (player && player->IsPlayer()) { Client* client = player->GetClient(); if (client) client->AddWaypoint(name, type); } } return 0; } int EQ2Emu_lua_RemoveWaypoint(lua_State* state) { if (!lua_interface) return 0; Spawn* player = lua_interface->GetSpawn(state); string name = lua_interface->GetStringValue(state, 2); lua_interface->ResetFunctionStack(state); if (name.length() > 0) { if (player && player->IsPlayer()) { Client* client = player->GetClient(); if (client) client->RemoveWaypoint(name); } } return 0; } int EQ2Emu_lua_AddWard(lua_State* state) { if (!lua_interface) return 0; int32 damage = lua_interface->GetInt32Value(state); bool keepWard = (lua_interface->GetInt8Value(state, 2) == 1); int8 wardType = lua_interface->GetInt8Value(state, 3); int8 damageTypes = lua_interface->GetInt8Value(state, 4); int32 damageAbsorptionPercent = lua_interface->GetInt32Value(state, 5); int32 damageAbsorptionMaxHealthPercent = lua_interface->GetInt32Value(state, 6); int32 redirectDamagePercent = lua_interface->GetInt32Value(state, 7); int32 maxHitCount = lua_interface->GetInt32Value(state, 8); LuaSpell* spell = lua_interface->GetCurrentSpell(state); lua_interface->ResetFunctionStack(state); if(!spell || spell->resisted) { return 0; } bool ward_was_added = false; ZoneServer* zone = spell->caster->GetZone(); spell->MSpellTargets.readlock(__FUNCTION__, __LINE__); for (int32 i = 0; i < spell->targets.size(); i++) { Spawn* target = zone->GetSpawnByID(spell->targets.at(i)); if (!target) continue; if (target->IsEntity()) { // If the ward is already active remove it if (((Entity*)target)->GetWard(spell->spell->GetSpellID())) ((Entity*)target)->RemoveWard(spell->spell->GetSpellID()); // Create new ward info WardInfo* ward = new WardInfo; ward->Spell = spell; ward->BaseDamage = damage; ward->DamageLeft = damage; ward->AbsorbAllDamage = (damage == 0) ? true : false; ward->keepWard = keepWard; ward->WardType = wardType; if (damageAbsorptionPercent > 100) damageAbsorptionPercent = 100; ward->DamageAbsorptionPercentage = damageAbsorptionPercent; if (damageAbsorptionMaxHealthPercent > 100) damageAbsorptionMaxHealthPercent = 100; ward->DamageAbsorptionMaxHealthPercent = damageAbsorptionMaxHealthPercent; ward->RedirectDamagePercent = redirectDamagePercent; ward->LastRedirectDamage = 0; ward->LastAbsorbedDamage = 0; ward->HitCount = 0; spell->num_triggers = maxHitCount; spell->had_triggers = true; spell->cancel_after_all_triggers = false; ward->MaxHitCount = maxHitCount; ward->RoundTriggered = false; if (wardType == WARD_TYPE_MAGICAL) ward->DamageType = damageTypes; // Add the ward to the entity ((Entity*)target)->AddWard(spell->spell->GetSpellID(), ward); ward_was_added = true; } } spell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__); if (ward_was_added && spell->caster->IsPlayer()) { spell->had_dmg_remaining = true; ClientPacketFunctions::SendMaintainedExamineUpdate(((Player*)spell->caster)->GetClient(), spell->slot_pos, damage, 1); } return 0; } int EQ2Emu_lua_AddToWard(lua_State* state) { if (!lua_interface) return 0; int32 amount = lua_interface->GetInt32Value(state); LuaSpell* spell = lua_interface->GetCurrentSpell(state); lua_interface->ResetFunctionStack(state); WardInfo* ward = 0; if(!spell || spell->resisted) { return 0; } ZoneServer* zone = spell->caster->GetZone(); spell->MSpellTargets.readlock(__FUNCTION__, __LINE__); if (spell->targets.size() > 0 && zone->GetSpawnByID(spell->targets.at(0))->IsEntity()) { Entity* target = (Entity*)zone->GetSpawnByID(spell->targets.at(0)); ward = target->GetWard(spell->spell->GetSpellID()); if (target && ward) { ward->DamageLeft += amount; if (ward->DamageLeft > ward->BaseDamage) ward->DamageLeft = ward->BaseDamage; for (int32 i = 0; i < spell->targets.size(); i++) { if (Spawn* spawn = zone->GetSpawnByID(spell->targets.at(i))) zone->SendHealPacket(ward->Spell->caster, spawn, HEAL_PACKET_TYPE_REGEN_ABSORB, amount, ward->Spell->spell->GetName()); } } } spell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__); if (ward && spell->caster->IsPlayer()) ClientPacketFunctions::SendMaintainedExamineUpdate(((Player*)spell->caster)->GetClient(), spell->slot_pos, ward->DamageLeft, 1); return 0; } int EQ2Emu_lua_GetWardAmountLeft(lua_State* state) { if (!lua_interface) return 0; LuaSpell* spell = lua_interface->GetCurrentSpell(state); lua_interface->ResetFunctionStack(state); if (!spell) { lua_interface->LogError("%s: LUA GetWardAmountLeft command error: this command can only be used in a spell script", lua_interface->GetScriptName(state)); return 0; } spell->MSpellTargets.readlock(__FUNCTION__, __LINE__); if (spell->caster && spell->caster->GetZone() && spell->targets.size() > 0 && spell->caster->GetZone()->GetSpawnByID(spell->targets.at(0))->IsEntity()) { Entity* target = (Entity*)spell->caster->GetZone()->GetSpawnByID(spell->targets.at(0)); WardInfo* ward = target->GetWard(spell->spell->GetSpellID()); if (ward) { lua_interface->SetInt32Value(state, ward->DamageLeft); spell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__); return 1; } } spell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__); return 0; } int EQ2Emu_lua_GetWardValue(lua_State* state) { if (!lua_interface) return 0; LuaSpell* spell = lua_interface->GetCurrentSpell(state); if (!spell) { lua_interface->LogError("%s: LUA GetWardValue command error: this command can only be used in a spell script", lua_interface->GetScriptName(state)); lua_interface->ResetFunctionStack(state); return 0; } string type = lua_interface->GetStringValue(state, 2); lua_interface->ResetFunctionStack(state); spell->MSpellTargets.readlock(__FUNCTION__, __LINE__); if (spell->caster && spell->caster->GetZone() && spell->targets.size() > 0 && spell->caster->GetZone()->GetSpawnByID(spell->targets.at(0))->IsEntity()) { Entity* target = (Entity*)spell->caster->GetZone()->GetSpawnByID(spell->targets.at(0)); WardInfo* ward = target->GetWard(spell->spell->GetSpellID()); if (ward) { if (boost::iequals(type, "damageleft")) lua_interface->SetInt32Value(state, ward->DamageLeft); else if (boost::iequals(type, "basedamage")) lua_interface->SetInt32Value(state, ward->BaseDamage); else if (boost::iequals(type, "keepward")) lua_interface->SetBooleanValue(state, ward->keepWard); else if (boost::iequals(type, "wardtype")) lua_interface->SetInt32Value(state, ward->WardType); else if (boost::iequals(type, "dmgabsorptionpct")) lua_interface->SetInt32Value(state, ward->DamageAbsorptionPercentage); else if (boost::iequals(type, "dmgabsorptionmaxhealthpct")) lua_interface->SetInt32Value(state, ward->DamageAbsorptionMaxHealthPercent); else if (boost::iequals(type, "redirectdamagepercent")) lua_interface->SetInt32Value(state, ward->RedirectDamagePercent); else if (boost::iequals(type, "lastredirectdamage")) lua_interface->SetInt32Value(state, ward->LastRedirectDamage); else if (boost::iequals(type, "lastabsorbeddamage")) lua_interface->SetInt32Value(state, ward->LastAbsorbedDamage); else if (boost::iequals(type, "hitcount")) lua_interface->SetInt32Value(state, ward->HitCount); else if (boost::iequals(type, "maxhitcount")) lua_interface->SetInt32Value(state, ward->MaxHitCount); else lua_interface->LogError("%s: LUA GetWardValue command argument type '%s' did not match any options", lua_interface->GetScriptName(state), type); spell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__); return 1; } } spell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__); return 0; } int EQ2Emu_lua_RemoveWard(lua_State* state) { if (!lua_interface) return 0; LuaSpell* spell = lua_interface->GetCurrentSpell(state); lua_interface->ResetFunctionStack(state); if(!spell) { return 0; } ZoneServer* zone = spell->caster->GetZone(); Spawn* target = 0; spell->MSpellTargets.readlock(__FUNCTION__, __LINE__); for (int32 i = 0; i < spell->targets.size(); i++) { target = zone->GetSpawnByID(spell->targets.at(i)); if (target && target->IsEntity()) { ((Entity*)target)->RemoveWard(spell->spell->GetSpellID()); } } spell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__); return 0; } int EQ2Emu_lua_Interrupt(lua_State* state) { if (!lua_interface) return 0; Spawn* caster = lua_interface->GetSpawn(state); // Second param in lua_interface->get functions defaults to 1 Spawn* target = lua_interface->GetSpawn(state, 2); LuaSpell* spell = lua_interface->GetCurrentSpell(state); lua_interface->ResetFunctionStack(state); if (!caster) { lua_interface->LogError("%s: LUA Interrupt command error: caster is not a valid spawn", lua_interface->GetScriptName(state)); return 0; } if (!target) { lua_interface->LogError("%s: LUA Interrupt command error: target is not a valid spawn", lua_interface->GetScriptName(state)); return 0; } if (!spell) { lua_interface->LogError("%s: LUA Interrupt command error: spell is not a valid spawn", lua_interface->GetScriptName(state)); return 0; } if (!target->IsEntity() && !spell) { lua_interface->LogError("%s: LUA Interrupt command error: Target is not an entity", lua_interface->GetScriptName(state)); return 0; } if (!target && spell) { spell->MSpellTargets.readlock(__FUNCTION__, __LINE__); for (int8 i = 0; i < spell->targets.size(); i++) { target = caster->GetZone()->GetSpawnByID(spell->targets.at(i)); if (!target || !target->IsEntity()) continue; ((Entity*)target)->GetZone()->GetSpellProcess()->Interrupted((Entity*)target, caster, SPELL_ERROR_INTERRUPTED); } spell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__); } else caster->GetZone()->GetSpellProcess()->Interrupted((Entity*)target, caster, SPELL_ERROR_INTERRUPTED); return 0; } int EQ2Emu_lua_Stealth(lua_State* state) { if (!lua_interface) return 0; int8 type = lua_interface->GetInt8Value(state); Spawn* spawn = lua_interface->GetSpawn(state, 2); LuaSpell* spell = lua_interface->GetCurrentSpell(state); lua_interface->ResetFunctionStack(state); if (!spell) { lua_interface->LogError("%s: LUA Stealth command error: must be used from spell script", lua_interface->GetScriptName(state)); return 0; } ZoneServer* zone = spell->caster->GetZone(); if (spawn) { if (spawn->IsEntity()) { if (type == 1) { ((Entity*)spawn)->AddStealthSpell(spell); if (!(spell->effect_bitmask & EFFECT_FLAG_STEALTH)) spell->effect_bitmask += EFFECT_FLAG_STEALTH; } else if (type == 2) { ((Entity*)spawn)->AddInvisSpell(spell); if (!(spell->effect_bitmask & EFFECT_FLAG_INVIS)) spell->effect_bitmask += EFFECT_FLAG_INVIS; } return 0; } else { lua_interface->LogError("%s: LUA Stealth command error: target override is not Entity", lua_interface->GetScriptName(state)); return 0; } } else { spell->MSpellTargets.readlock(__FUNCTION__, __LINE__); for (int32 i = 0; i < spell->targets.size(); i++) { spawn = zone->GetSpawnByID(spell->targets.at(i)); if (!spawn || !spawn->IsEntity()) continue; if (type == 1) { ((Entity*)spawn)->AddStealthSpell(spell); if (!(spell->effect_bitmask & EFFECT_FLAG_STEALTH)) spell->effect_bitmask += EFFECT_FLAG_STEALTH; } else if (type == 2) { ((Entity*)spawn)->AddInvisSpell(spell); if (!(spell->effect_bitmask & EFFECT_FLAG_INVIS)) spell->effect_bitmask += EFFECT_FLAG_INVIS; } else { lua_interface->LogError("%s: LUA Stealth command error: invalid stealth type given", lua_interface->GetScriptName(state)); break; } } spell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__); } return 0; } int EQ2Emu_lua_IsStealthed(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); lua_interface->ResetFunctionStack(state); if (!spawn) { lua_interface->LogError("%s: LUA IsStealthed command error: spawn is not valid", lua_interface->GetScriptName(state)); return 0; } if (spawn->IsEntity()) { lua_interface->SetBooleanValue(state, ((Entity*)spawn)->IsStealthed()); return 1; } else lua_interface->LogError("%s: LUA IsStealthed command error: spawn is not entity", lua_interface->GetScriptName(state)); return 0; } int EQ2Emu_lua_IsInvis(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); lua_interface->ResetFunctionStack(state); if (!spawn) { lua_interface->LogError("%s: LUA IsInvis command error: spawn is not valid", lua_interface->GetScriptName(state)); return 0; } if (spawn->IsEntity()) { lua_interface->SetBooleanValue(state, ((Entity*)spawn)->IsInvis()); return 1; } else lua_interface->LogError("%s: LUA IsInvis command error: spawn is not entity", lua_interface->GetScriptName(state)); return 0; } int EQ2Emu_lua_HasItemEquipped(lua_State* state) { if (!lua_interface) return 0; Spawn* player = lua_interface->GetSpawn(state); int32 item_id = lua_interface->GetInt32Value(state, 2); lua_interface->ResetFunctionStack(state); if (!player->IsPlayer()) { lua_interface->LogError("%s: LUA HasItemEquipped command error: spawn is not player", lua_interface->GetScriptName(state)); return 0; } lua_interface->SetBooleanValue(state, ((Player*)player)->GetEquipmentList()->HasItem(item_id)); return 1; } int EQ2Emu_lua_GetEquippedItemBySlot(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); int8 slot = lua_interface->GetInt8Value(state, 2); lua_interface->ResetFunctionStack(state); if (!spawn) { lua_interface->LogError("%s: LUA GetEquippedItemBySlot command error: spawn is not valid", lua_interface->GetScriptName(state)); return 0; } if (!spawn->IsEntity()) { lua_interface->LogError("%s: LUA GetEquippedItemBySlot command error: spawn is not an entity", lua_interface->GetScriptName(state)); return 0; } Item* item = ((Entity*)spawn)->GetEquipmentList()->GetItem(slot); if (!item) { lua_interface->LogError("%s: LUA GetEquippedItemBySlot command error: item was not found in slot", lua_interface->GetScriptName(state)); return 0; } lua_interface->SetItemValue(state, item); return 1; } int EQ2Emu_lua_GetEquippedItemByID(lua_State* state) { if (!lua_interface) return 0; Spawn* player = lua_interface->GetSpawn(state); int32 id = lua_interface->GetInt32Value(state, 2); lua_interface->ResetFunctionStack(state); if (!player) { lua_interface->LogError("%s: LUA GetEquippedItemByID command error: spawn is not valid", lua_interface->GetScriptName(state)); return 0; } if (!player->IsPlayer()) { lua_interface->LogError("%s: LUA GetEquippedItemByID command error: spawn is not player", lua_interface->GetScriptName(state)); return 0; } Item* item = ((Player*)player)->GetEquipmentList()->GetItemFromItemID(id); if (!item) { lua_interface->LogError("%s: LUA GetEquippedItemByID command error: equipped item with used id not found", lua_interface->GetScriptName(state)); return 0; } lua_interface->SetItemValue(state, item); return 1; } int EQ2Emu_lua_SetEquippedItemByID(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); int8 slot = lua_interface->GetInt8Value(state, 2); int32 item_id = lua_interface->GetInt32Value(state, 3); lua_interface->ResetFunctionStack(state); if (!spawn) { lua_interface->LogError("%s: LUA SetEquippedItemByID command error: spawn is not valid", lua_interface->GetScriptName(state)); return 0; } if (!spawn->IsEntity()) { lua_interface->LogError("%s: LUA SetEquippedItemByID command error: spawn is not an entity", lua_interface->GetScriptName(state)); return 0; } Item* item = master_item_list.GetItem(item_id); if (!item) { lua_interface->LogError("%s: LUA SetEquippedItemByID command error: equipped item with used id %u not found", item_id, lua_interface->GetScriptName(state)); return 0; } Item* copy = new Item(item); bool result = ((Entity*)spawn)->GetEquipmentList()->AddItem(slot, copy); if(result) { ((Entity*)spawn)->SetEquipment(copy, slot); spawn->vis_changed = true; if(spawn->IsPlayer()) ((Player*)spawn)->GetClient()->SendEquipOrInvUpdateBySlot(slot); } else { safe_delete(copy); } lua_interface->SetBooleanValue(state, result); return 1; } int EQ2Emu_lua_SetEquippedItem(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); int8 slot = lua_interface->GetInt8Value(state, 2); Item* item = lua_interface->GetItem(state, 3); lua_interface->ResetFunctionStack(state); if (!spawn) { lua_interface->LogError("%s: LUA SetEquippedItem command error: spawn is not valid", lua_interface->GetScriptName(state)); return 0; } if (!spawn->IsEntity()) { lua_interface->LogError("%s: LUA SetEquippedItem command error: spawn is not an entity", lua_interface->GetScriptName(state)); return 0; } if (!item) { lua_interface->LogError("%s: LUA SetEquippedItem command error: passed item not found", lua_interface->GetScriptName(state)); return 0; } bool result = ((Entity*)spawn)->GetEquipmentList()->AddItem(slot, item); if(result) { ((Entity*)spawn)->SetEquipment(item, slot); spawn->vis_changed = true; if(spawn->IsPlayer()) ((Player*)spawn)->GetClient()->SendEquipOrInvUpdateBySlot(slot); } lua_interface->SetBooleanValue(state, result); return 1; } int EQ2Emu_lua_UnequipSlot(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); int8 slot = lua_interface->GetInt8Value(state, 2); bool no_delete_item = (lua_interface->GetBooleanValue(state, 3) == false); // if not set then we default to deleting it, otherwise if set to true we don't delete lua_interface->ResetFunctionStack(state); if (!spawn) { lua_interface->LogError("%s: LUA UnequipSlot command error: spawn is not valid", lua_interface->GetScriptName(state)); return 0; } if (!spawn->IsEntity()) { lua_interface->LogError("%s: LUA UnequipSlot command error: spawn is not an entity", lua_interface->GetScriptName(state)); return 0; } if(slot >= NUM_SLOTS) { lua_interface->LogError("%s: LUA UnequipSlot command error: wrong slot id given %u, max %u", lua_interface->GetScriptName(state), slot, NUM_SLOTS); return 0; } if(spawn->IsPlayer() && ((Player*)spawn)->GetClient()) { Item* item = ((Player*)spawn)->GetEquipmentList()->GetItem(slot); if(item) { item->save_needed = true; if(no_delete_item) { database.DeleteItem(((Player*)spawn)->GetClient()->GetCharacterID(), item, 0); ((Player*)spawn)->GetEquipmentList()->RemoveItem(slot, no_delete_item); } else{ Client* client = ((Player*)spawn)->GetClient(); client->UnequipItem(item->details.index); } } } else ((Entity*)spawn)->GetEquipmentList()->RemoveItem(slot, no_delete_item); ((Entity*)spawn)->SetEquipment(nullptr, slot); spawn->vis_changed = true; if(spawn->IsPlayer()) ((Player*)spawn)->GetClient()->SendEquipOrInvUpdateBySlot(slot); lua_interface->SetBooleanValue(state, true); return 1; } int EQ2Emu_lua_SetEquipment(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); int8 slot = lua_interface->GetInt8Value(state, 2); int16 type = lua_interface->GetInt16Value(state, 3); int8 r = lua_interface->GetInt8Value(state, 4); int8 g = lua_interface->GetInt8Value(state, 5); int8 b = lua_interface->GetInt8Value(state, 6); int8 h_r = lua_interface->GetInt8Value(state, 7); int8 h_g = lua_interface->GetInt8Value(state, 8); int8 h_b = lua_interface->GetInt8Value(state, 9); lua_interface->ResetFunctionStack(state); if (!spawn) { lua_interface->LogError("%s: LUA SetEquipment command error: spawn is not valid", lua_interface->GetScriptName(state)); return 0; } if (!spawn->IsEntity()) { lua_interface->LogError("%s: LUA SetEquipment command error: spawn is not an entity", lua_interface->GetScriptName(state)); return 0; } ((Entity*)spawn)->SetEquipment(slot, type, r, g, b, h_r, h_g, h_b); spawn->vis_changed = true; lua_interface->SetBooleanValue(state, true); return 1; } int EQ2Emu_lua_GetItemByID(lua_State* state) { if (!lua_interface) return 0; Spawn* player = lua_interface->GetSpawn(state); int32 id = lua_interface->GetInt32Value(state, 2); int8 count = lua_interface->GetInt8Value(state, 3); bool include_bank = lua_interface->GetInt8Value(state, 4); lua_interface->ResetFunctionStack(state); if (!player) { lua_interface->LogError("%s: LUA GetItemByID command error: spawn is not valid", lua_interface->GetScriptName(state)); return 0; } if (!player->IsPlayer()) { lua_interface->LogError("%s: LUA GetItemByID command error: spawn is not player", lua_interface->GetScriptName(state)); return 0; } if (!count) count = 1; Item* item = ((Player*)player)->GetPlayerItemList()->GetItemFromID(id, count, include_bank); if (!item) { lua_interface->LogError("%s: LUA GetItemByID command error: item with used id not found", lua_interface->GetScriptName(state)); return 0; } lua_interface->SetItemValue(state, item); return 1; } int EQ2Emu_lua_PlayAnimation(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); int32 anim = lua_interface->GetInt32Value(state, 2); Spawn* spawn2 = lua_interface->GetSpawn(state, 3); int8 type = lua_interface->GetInt8Value(state, 4); lua_interface->ResetFunctionStack(state); if (!spawn) { lua_interface->LogError("%s: LUA PlayAnimation command error: spawn is not valid", lua_interface->GetScriptName(state)); return 0; } if (spawn2) { if (spawn2->IsPlayer()) { if (type != 1 && type != 2) spawn->GetZone()->PlayAnimation(spawn, anim, spawn2); else spawn->GetZone()->PlayAnimation(spawn, anim, spawn2, type); return 0; } else { lua_interface->LogError("%s: LUA PlayAnimation command error: second spawn not a player", lua_interface->GetScriptName(state)); return 0; } } else spawn->GetZone()->PlayAnimation(spawn, anim); return 0; } int EQ2Emu_lua_IsPet(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); lua_interface->ResetFunctionStack(state); if (!spawn) { lua_interface->LogError("%s: LUA IsPet command error: spawn is not valid", lua_interface->GetScriptName(state)); return 0; } lua_interface->SetBooleanValue(state, spawn->IsPet()); return 1; } int EQ2Emu_lua_GetOwner(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); lua_interface->ResetFunctionStack(state); if (!spawn) { lua_interface->LogError("%s: LUA GetOwner command error: spawn is not valid", lua_interface->GetScriptName(state)); return 0; } if (!spawn->IsNPC()) { lua_interface->LogError("%s: LUA GetOwner command error: spawn is not a NPC", lua_interface->GetScriptName(state)); return 0; } if (((NPC*)spawn)->GetOwner()) { lua_interface->SetSpawnValue(state, ((NPC*)spawn)->GetOwner()); return 1; } return 0; } int EQ2Emu_lua_SetTarget(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); Spawn* target = lua_interface->GetSpawn(state, 2); lua_interface->ResetFunctionStack(state); if (!spawn) { lua_interface->LogError("%s: LUA SetTarget command error: spawn is not valid", lua_interface->GetScriptName(state)); return 0; } if (!spawn) { lua_interface->LogError("%s: LUA SetTarget command error: target is not valid", lua_interface->GetScriptName(state)); return 0; } spawn->SetTarget(target); return 0; } int EQ2Emu_lua_SetInCombat(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); bool val = lua_interface->GetBooleanValue(state, 2); lua_interface->ResetFunctionStack(state); if (!spawn) { lua_interface->LogError("%s: LUA SetInCombat command error: spawn is not valid", lua_interface->GetScriptName(state)); return 0; } if (!spawn->IsEntity()) { lua_interface->LogError("%s: LUA SetInCombat command error: spawn is not an entity", lua_interface->GetScriptName(state)); return 0; } ((Entity*)spawn)->InCombat(val); if (val) { spawn->ClearRunningLocations(); spawn->CalculateRunningLocation(true); } return 0; } int EQ2Emu_lua_CompareSpawns(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn1 = lua_interface->GetSpawn(state); Spawn* spawn2 = lua_interface->GetSpawn(state, 2); lua_interface->ResetFunctionStack(state); if (!spawn1) { lua_interface->LogError("%s: LUA CompareSpawns command error: first spawn is not valid", lua_interface->GetScriptName(state)); return 0; } if (!spawn2) { lua_interface->LogError("%s: LUA CompareSpawns command error: second spawn is not valid", lua_interface->GetScriptName(state)); return 0; } lua_interface->SetBooleanValue(state, (spawn1 == spawn2)); return 1; } int EQ2Emu_lua_ClearRunback(lua_State* state){ if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); lua_interface->ResetFunctionStack(state); if (!spawn) { lua_interface->LogError("%s: LUA ClearRunback command error: spawn is not valid", lua_interface->GetScriptName(state)); return 0; } if (!spawn->IsNPC()) { lua_interface->LogError("%s: LUA ClearRunback command error: spawn is not an NPC", lua_interface->GetScriptName(state)); return 0; } ((NPC*)spawn)->ClearRunback(); return 0; } int EQ2Emu_lua_Runback(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); lua_interface->ResetFunctionStack(state); if (!spawn) { lua_interface->LogError("%s: LUA Runback command error: spawn is not valid", lua_interface->GetScriptName(state)); return 0; } if (!spawn->IsNPC()) { lua_interface->LogError("%s: LUA Runback command error: spawn is not an NPC", lua_interface->GetScriptName(state)); return 0; } ((NPC*)spawn)->Runback(); return 0; } int EQ2Emu_lua_GetRunbackDistance(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); lua_interface->ResetFunctionStack(state); if (!spawn) { lua_interface->LogError("%s: LUA GetRunbackDistance command error: spawn is not valid", lua_interface->GetScriptName(state)); return 0; } if (!spawn->IsNPC()) { lua_interface->LogError("%s: LUA GetRunbackDistance command error: spawn is not an NPC", lua_interface->GetScriptName(state)); return 0; } lua_interface->SetFloatValue(state, ((NPC*)spawn)->GetRunbackDistance()); return 1; } int EQ2Emu_lua_IsCasting(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); lua_interface->ResetFunctionStack(state); if (!spawn) { lua_interface->LogError("%s: LUA IsCasting command error: spawn is not valid", lua_interface->GetScriptName(state)); return 0; } if (!spawn->IsEntity()) { lua_interface->LogError("%s: LUA IsCasting command error: spawn is not an entity", lua_interface->GetScriptName(state)); return 0; } lua_interface->SetBooleanValue(state, ((Entity*)spawn)->IsCasting()); return 1; } int EQ2Emu_lua_IsMezzed(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); lua_interface->ResetFunctionStack(state); if (!spawn) { lua_interface->LogError("%s: LUA IsMezzed command error: spawn is not valid", lua_interface->GetScriptName(state)); return 0; } if (!spawn->IsEntity()) { lua_interface->LogError("%s: LUA IsMezzed command error: spawn is not an entity", lua_interface->GetScriptName(state)); return 0; } lua_interface->SetBooleanValue(state, ((Entity*)spawn)->IsMezzed()); return 1; } int EQ2Emu_lua_IsStunned(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); lua_interface->ResetFunctionStack(state); if (!spawn) { lua_interface->LogError("%s: LUA IsStunned command error: spawn is not valid", lua_interface->GetScriptName(state)); return 0; } if (!spawn->IsEntity()) { lua_interface->LogError("%s: LUA IsStunned command error: spawn is not an entity", lua_interface->GetScriptName(state)); return 0; } lua_interface->SetBooleanValue(state, ((Entity*)spawn)->IsStunned()); return 1; } int EQ2Emu_lua_IsMezzedOrStunned(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); lua_interface->ResetFunctionStack(state); if (!spawn) { lua_interface->LogError("%s: LUA IsMezzedOrStunned command error: spawn is not valid", lua_interface->GetScriptName(state)); return 0; } if (!spawn->IsEntity()) { lua_interface->LogError("%s: LUA IsMezzedOrStunned command error: spawn is not an entity", lua_interface->GetScriptName(state)); return 0; } lua_interface->SetBooleanValue(state, ((Entity*)spawn)->IsMezzedOrStunned()); return 1; } int EQ2Emu_lua_ProcessSpell(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); Spawn* target = lua_interface->GetSpawn(state, 2); float distance = lua_interface->GetFloatValue(state, 3); lua_interface->ResetFunctionStack(state); if (!spawn) { lua_interface->LogError("%s: LUA ProcessSpell command error: spawn is not valid", lua_interface->GetScriptName(state)); return 0; } if (!target) { lua_interface->LogError("%s: LUA ProcessSpell command error: spawn is not an entity", lua_interface->GetScriptName(state)); return 0; } if (!spawn->IsNPC()) { lua_interface->LogError("%s: LUA ProcessSpell command error: spawn is not an NPC", lua_interface->GetScriptName(state)); return 0; } if (!target->IsEntity()) { lua_interface->LogError("%s: LUA ProcessSpell command error: target is not an entity", lua_interface->GetScriptName(state)); return 0; } lua_interface->SetBooleanValue(state, ((NPC*)spawn)->Brain()->ProcessSpell(((Entity*)target), distance)); return 1; } int EQ2Emu_lua_ProcessMelee(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); Spawn* target = lua_interface->GetSpawn(state, 2); float distance = lua_interface->GetFloatValue(state, 3); lua_interface->ResetFunctionStack(state); if (!spawn) { lua_interface->LogError("%s: LUA ProcessMelee command error: spawn is not valid", lua_interface->GetScriptName(state)); return 0; } if (!target) { lua_interface->LogError("%s: LUA ProcessMelee command error: target is not valid", lua_interface->GetScriptName(state)); return 0; } if (!spawn->IsNPC()) { lua_interface->LogError("%s: LUA ProcessMelee command error: spawn is not an NPC", lua_interface->GetScriptName(state)); return 0; } if (!target->IsEntity()) { lua_interface->LogError("%s: LUA ProcessMelee command error: target is not an entity", lua_interface->GetScriptName(state)); return 0; } ((NPC*)spawn)->Brain()->ProcessMelee(((Entity*)target), distance); return 0; } int EQ2Emu_lua_HasRecovered(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); lua_interface->ResetFunctionStack(state); if (!spawn) { lua_interface->LogError("%s: LUA HasRecovered command error: spawn is not valid", lua_interface->GetScriptName(state)); return 0; } if (!spawn->IsNPC()) { lua_interface->LogError("%s: LUA HasRecovered command error: spawn is not an NPC", lua_interface->GetScriptName(state)); return 0; } lua_interface->SetBooleanValue(state, ((NPC*)spawn)->Brain()->HasRecovered()); return 1; } int EQ2Emu_lua_GetEncounterSize(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); lua_interface->ResetFunctionStack(state); if (!spawn) { lua_interface->LogError("%s: LUA GetEncounterSize command error: spawn is not valid", lua_interface->GetScriptName(state)); return 0; } if (!spawn->IsNPC()) { lua_interface->LogError("%s: LUA GetEncounterSize command error: spawn is not an NPC", lua_interface->GetScriptName(state)); return 0; } lua_interface->SetInt32Value(state, ((NPC*)spawn)->Brain()->GetEncounterSize()); return 1; } int EQ2Emu_lua_GetMostHated(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); lua_interface->ResetFunctionStack(state); if (!spawn) { lua_interface->LogError("%s: LUA GetMostHated command error: spawn is not valid", lua_interface->GetScriptName(state)); return 0; } if (!spawn->IsNPC()) { lua_interface->LogError("%s: LUA GetMostHated command error: spawn is not an NPC", lua_interface->GetScriptName(state)); return 0; } Entity* hated = ((NPC*)spawn)->Brain()->GetMostHated(); if (hated) { lua_interface->SetSpawnValue(state, hated); return 1; } return 0; } int EQ2Emu_lua_ClearHate(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); Spawn* hated = lua_interface->GetSpawn(state, 2); lua_interface->ResetFunctionStack(state); if (!spawn) { lua_interface->LogError("%s: LUA ClearHate command error: spawn is not valid", lua_interface->GetScriptName(state)); return 0; } if (!spawn->IsNPC()) { lua_interface->LogError("%s: LUA ClearHate command error: spawn is not NPC", lua_interface->GetScriptName(state)); return 0; } if (!hated) { ((NPC*)spawn)->Brain()->ClearHate(); return 0; } else { if (!hated->IsEntity()) { lua_interface->LogError("%s: LUA ClearHate command error: second param is not entity", lua_interface->GetScriptName(state)); return 0; } ((NPC*)spawn)->Brain()->ClearHate(((Entity*)hated)); return 0; } return 0; } int EQ2Emu_lua_ClearEncounter(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); lua_interface->ResetFunctionStack(state); if (!spawn) { lua_interface->LogError("%s: LUA ClearEncounter command error: spawn is not valid", lua_interface->GetScriptName(state)); return 0; } if (!spawn->IsNPC()) { lua_interface->LogError("%s: LUA ClearEncounter command error: spawn is not an NPC", lua_interface->GetScriptName(state)); return 0; } ((NPC*)spawn)->Brain()->ClearEncounter(); return 0; } int EQ2Emu_lua_GetEncounter(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); lua_interface->ResetFunctionStack(state); if (!spawn) { lua_interface->LogError("%s: LUA GetEncounter command error: Spawn is not valid", lua_interface->GetScriptName(state)); return 0; } if (!spawn->IsNPC()) { lua_interface->LogError("%s: LUA GetEncounter command error: spawn is not a NPC", lua_interface->GetScriptName(state)); return 0; } // Temp list to store hate list vector* encounterList = ((NPC*)spawn)->Brain()->GetEncounter(); if (encounterList->size() == 0) { safe_delete(encounterList); return 0; } lua_createtable(state, encounterList->size(), 0); int newTable = lua_gettop(state); for (int32 i = 0; i < encounterList->size(); i++) { Spawn* temp = spawn->GetZone()->GetSpawnByID(encounterList->at(i)); if (temp) lua_interface->SetSpawnValue(state, temp); lua_rawseti(state, newTable, i + 1); } safe_delete(encounterList); return 1; } int EQ2Emu_lua_GetHateList(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); lua_interface->ResetFunctionStack(state); if (!spawn) { lua_interface->LogError("%s: LUA GetHateList command error: spawn is not valid", lua_interface->GetScriptName(state)); return 0; } if (!spawn->IsNPC()) { lua_interface->LogError("%s: LUA GetHateList command error: spawn is not a NPC", lua_interface->GetScriptName(state)); return 0; } // Temp list to store hate list vector* hateList = ((NPC*)spawn)->Brain()->GetHateList(); if (hateList->size() == 0) { safe_delete(hateList); return 0; } lua_createtable(state, hateList->size(), 0); int newTable = lua_gettop(state); for (int32 i = 0; i < hateList->size(); i++) { lua_interface->SetSpawnValue(state, hateList->at(i)); lua_rawseti(state, newTable, i + 1); } safe_delete(hateList); return 1; } int EQ2Emu_lua_HasGroup(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); lua_interface->ResetFunctionStack(state); if (!spawn) { lua_interface->LogError("%s: LUA HasGroup command error: spawn is not valid", lua_interface->GetScriptName(state)); return 0; } if (spawn->IsPlayer()) { if (((Player*)spawn)->GetGroupMemberInfo() && world.GetGroupManager()->GetGroupSize(((Player*)spawn)->GetGroupMemberInfo()->group_id) > 1) lua_interface->SetBooleanValue(state, true); else lua_interface->SetBooleanValue(state, false); return 1; } else { lua_interface->SetBooleanValue(state, spawn->HasSpawnGroup()); return 1; } } int EQ2Emu_lua_SetCompleteFlag(lua_State* state) { if (!lua_interface) return 0; Quest* quest = lua_interface->GetQuest(state); lua_interface->ResetFunctionStack(state); if (!quest) { lua_interface->LogError("%s: LUA SetCompleteFlag command error: quest is not valid", lua_interface->GetScriptName(state)); return 0; } quest->SetCompletedFlag(true); return 0; } int EQ2Emu_lua_HasSpellEffect(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); int32 spellID = lua_interface->GetInt32Value(state, 2); int8 tier = lua_interface->GetInt8Value(state, 3); lua_interface->ResetFunctionStack(state); if (!spawn) { lua_interface->LogError("%s: LUA HasSpellEffect command error: spawn is not valid", lua_interface->GetScriptName(state)); return 0; } if (!spawn->IsEntity()) { lua_interface->LogError("%s: LUA HasSpellEffect command error: spawn is not an entity", lua_interface->GetScriptName(state)); return 0; } if (spellID == 0) { lua_interface->LogError("%s: LUA HasSpellEffect command error: spell id is not valid", lua_interface->GetScriptName(state)); return 0; } SpellEffects* effect = ((Entity*)spawn)->GetSpellEffect(spellID); if (effect) { if (tier > 0) { // If a tier was passed chec to see if it is the same as the effect if (tier == effect->tier) lua_interface->SetBooleanValue(state, true); else lua_interface->SetBooleanValue(state, false); return 1; } else { // Have an effect but no tier was passed so return true lua_interface->SetBooleanValue(state, true); } return 1; } // no effect so return false lua_interface->SetBooleanValue(state, false); return 1; } int EQ2Emu_lua_AddSpawnIDAccess(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); int32 id = lua_interface->GetInt32Value(state, 2); ZoneServer* zone = lua_interface->GetZone(state, 3); lua_interface->ResetFunctionStack(state); Spawn* spawn2 = 0; vector list; if (!spawn) { lua_interface->LogError("%s: LUA AddSpawnIDAccess command error: spawn is not valid", lua_interface->GetScriptName(state)); return 0; } //If zone not provided, use spawn's zone if (!zone) zone = spawn->GetZone(); list = zone->GetSpawnsByID(id); if (list.size() == 0) { lua_interface->LogError("%s: LUA AddSpawnIDAccess command error: GetSpawnsByID returned no spawns", lua_interface->GetScriptName(state)); return 0; } vector::iterator itr = list.begin(); for (int8 i = 0; i < list.size(); i++) { spawn2 = itr[i]; if (spawn2) spawn2->AddAllowAccessSpawn(spawn); } return 0; } int EQ2Emu_lua_RemoveSpawnIDAccess(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); int32 id = lua_interface->GetInt32Value(state, 2); ZoneServer* zone = lua_interface->GetZone(state, 3); lua_interface->ResetFunctionStack(state); Spawn* spawn2 = 0; if (!spawn) { lua_interface->LogError("%s: LUA RemoveSpawnIDAccess command error: spawn is not valid", lua_interface->GetScriptName(state)); return 0; } //If zone not provided, use spawn's zone if (!zone) zone = spawn->GetZone(); vector list = zone->GetSpawnsByID(id); vector::iterator itr = list.begin(); if (list.size() == 0) { lua_interface->LogError("%s: LUA RemoveSpawnIDAccess command error: GetSpawnsByID returned no spawns", lua_interface->GetScriptName(state)); return 0; } for (int8 i = 0; i < list.size(); i++) { spawn2 = itr[i]; if (spawn2) spawn2->RemoveSpawnAccess(spawn); } return 0; } int EQ2Emu_lua_SetQuestYellow(lua_State* state) { if (!lua_interface) return 0; Quest* quest = lua_interface->GetQuest(state); lua_interface->ResetFunctionStack(state); if (!quest) { lua_interface->LogError("%s: LUA SetQuestYellow command error: quest is not valid", lua_interface->GetScriptName(state)); return 0; } quest->SetYellowName(true); return 0; } int EQ2Emu_lua_CanReceiveQuest(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); int32 quest_id = lua_interface->GetInt32Value(state, 2); lua_interface->ResetFunctionStack(state); if (!spawn) { lua_interface->LogError("%s: LUA CanReceieveQuest command error: spawn is not valid", lua_interface->GetScriptName(state)); return 0; } if (!spawn->IsPlayer()) { lua_interface->LogError("%s: LUA CanReceieveQuest command error: spawn is not player", lua_interface->GetScriptName(state)); return 0; } lua_interface->SetBooleanValue(state, ((Player*)spawn)->CanReceiveQuest(quest_id)); return 1; } int EQ2Emu_lua_SetSuccessTimer(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); lua_interface->ResetFunctionStack(state); if (!spawn) { lua_interface->LogError("%s: LUA SetSuccessTimer command error: spawn is not valid", lua_interface->GetScriptName(state)); return 0; } if (!spawn->IsPlayer()) { lua_interface->LogError("%s: LUA SetSuccessTimer command error: spawn is not a player", lua_interface->GetScriptName(state)); return 0; } ZoneServer* zone = spawn->GetZone(); if (!zone) { lua_interface->LogError("%s: LUA SetSuccessTimer command error: unable to get a valid zone for the given spawn", lua_interface->GetScriptName(state)); return 0; } Instance_Type iType = zone->GetInstanceType(); if (iType == SOLO_LOCKOUT_INSTANCE || iType == GROUP_LOCKOUT_INSTANCE || iType == RAID_LOCKOUT_INSTANCE || iType == SOLO_PERSIST_INSTANCE || iType == GROUP_PERSIST_INSTANCE || iType == RAID_PERSIST_INSTANCE) { InstanceData* data = ((Player*)spawn)->GetCharacterInstances()->FindInstanceByZoneID(spawn->GetZone()->GetZoneID()); if (data) { // Check to see if the timer has already been set, if it has return out. if (Timer::GetUnixTimeStamp() <= data->last_success_timestamp + data->success_lockout_time) return 0; database.UpdateCharacterInstance(((Player*)spawn)->GetCharacterID(), string(spawn->GetZone()->GetZoneName()), spawn->GetZone()->GetInstanceID(), 1, Timer::GetUnixTimeStamp()); data->last_success_timestamp = Timer::GetUnixTimeStamp(); if(spawn->IsPlayer()) { Client* client = ((Player*)spawn)->GetClient(); if (client) { string time_msg = ""; int32 time = data->success_lockout_time; int16 hour; int8 min; int8 sec; hour = time / 3600; time = time % 3600; min = time / 60; time = time % 60; sec = time; if (hour > 0) { char temp[10]; sprintf(temp, " %i", hour); time_msg.append(temp); time_msg.append(" hour"); time_msg.append((hour > 1) ? "s" : ""); } if (min > 0) { char temp[5]; sprintf(temp, " %i", min); time_msg.append(temp); time_msg.append(" minute"); time_msg.append((min > 1) ? "s" : ""); } // Only add seconds if minutes and hours are 0 if (hour == 0 && min == 0 && sec > 0) { char temp[5]; sprintf(temp, " %i", sec); time_msg.append(temp); time_msg.append(" second"); time_msg.append((sec > 1) ? "s" : ""); } client->Message(CHANNEL_COLOR_YELLOW, "The success zone reuse timer for %s has been set. You can return in%s.", data->zone_name.c_str(), time_msg.c_str()); } else { lua_interface->LogError("LUA SetSuccessTimer command error: instance id %u client missing for player %s", spawn->GetZone()->GetInstanceID(), spawn->GetName()); } } } else lua_interface->LogError("LUA SetSuccessTimer command error: unable to get instance data for instance %u for player %s", spawn->GetZone()->GetInstanceID(), spawn->GetName()); } else lua_interface->LogError("%s: LUA SetSuccessTimer command error: current zone for given spawn is not a lockout or persistent instance", lua_interface->GetScriptName(state)); return 0; } int EQ2Emu_lua_SetFailureTimer(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); lua_interface->ResetFunctionStack(state); if (!spawn) { lua_interface->LogError("%s: LUA SetFailureTimer command error: spawn is not valid", lua_interface->GetScriptName(state)); return 0; } if (!spawn->IsPlayer()) { lua_interface->LogError("%s: LUA SetFailureTimer command error: spawn is not a player", lua_interface->GetScriptName(state)); return 0; } ZoneServer* zone = spawn->GetZone(); if (!zone) { lua_interface->LogError("%s: LUA SetFailureTimer command error: unable to get a valid zone for the given spawn", lua_interface->GetScriptName(state)); return 0; } Instance_Type iType = zone->GetInstanceType(); if (iType == SOLO_LOCKOUT_INSTANCE || iType == GROUP_LOCKOUT_INSTANCE || iType == RAID_LOCKOUT_INSTANCE || iType == SOLO_PERSIST_INSTANCE || iType == GROUP_PERSIST_INSTANCE || iType == RAID_PERSIST_INSTANCE) { InstanceData* data = ((Player*)spawn)->GetCharacterInstances()->FindInstanceByZoneID(spawn->GetZone()->GetZoneID()); if (data) { // Check to see if the timer has already been set, if it has return out. if (Timer::GetUnixTimeStamp() <= data->last_failure_timestamp + data->failure_lockout_time) return 0; database.UpdateCharacterInstance(((Player*)spawn)->GetCharacterID(), string(spawn->GetZone()->GetZoneName()), spawn->GetZone()->GetInstanceID(), 2, Timer::GetUnixTimeStamp()); data->last_failure_timestamp = Timer::GetUnixTimeStamp(); if(spawn->IsPlayer()) { Client* client = ((Player*)spawn)->GetClient(); if (client) { string time_msg = ""; int32 time = data->failure_lockout_time; int16 hour; int8 min; int8 sec; hour = time / 3600; time = time % 3600; min = time / 60; time = time % 60; sec = time; if (hour > 0) { char temp[10]; sprintf(temp, " %i", hour); time_msg.append(temp); time_msg.append(" hour"); time_msg.append((hour > 1) ? "s" : ""); } if (min > 0) { char temp[5]; sprintf(temp, " %i", min); time_msg.append(temp); time_msg.append(" minute"); time_msg.append((min > 1) ? "s" : ""); } // Only add seconds if minutes and hours are 0 if (hour == 0 && min == 0 && sec > 0) { char temp[5]; sprintf(temp, " %i", sec); time_msg.append(temp); time_msg.append(" second"); time_msg.append((sec > 1) ? "s" : ""); } client->Message(CHANNEL_COLOR_YELLOW, "The failure zone reuse timer for %s has been set. You can return in%s", data->zone_name.c_str(), time_msg.c_str()); } } else { lua_interface->LogError("LUA SetFailureTimer command error: instance id %u client missing for player %s", spawn->GetZone()->GetInstanceID(), spawn->GetName()); } } else lua_interface->LogError("LUA SetFailureTimer command error: unable to get instance data for instance %u for player %s", spawn->GetZone()->GetInstanceID(), spawn->GetName()); } else lua_interface->LogError("%s: LUA SetFailureTimer command error: current zone for given spawn is not a lockout or persistent instance", lua_interface->GetScriptName(state)); return 0; } int EQ2Emu_lua_IsGroundSpawn(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); lua_interface->ResetFunctionStack(state); if (!spawn) { lua_interface->LogError("%s: LUA IsGroundSpawn command error: not a valid spawn", lua_interface->GetScriptName(state)); return 0; } lua_interface->SetBooleanValue(state, spawn->IsGroundSpawn()); return 1; } int EQ2Emu_lua_CanHarvest(lua_State* state) { if (!lua_interface) return 0; Spawn* player = lua_interface->GetSpawn(state); Spawn* ground = lua_interface->GetSpawn(state, 2); if (!player) { lua_interface->LogError("%s: LUA CanHarvest command error: not a valid spawn", lua_interface->GetScriptName(state)); lua_interface->ResetFunctionStack(state); return 0; } if (!player->IsPlayer()) { lua_interface->LogError("%s: LUA CanHarvest command error: spawn is not a player", lua_interface->GetScriptName(state)); lua_interface->ResetFunctionStack(state); return 0; } if (!ground) { lua_interface->LogError("%s: LUA CanHarvest command error: not a valid spawn", lua_interface->GetScriptName(state)); lua_interface->ResetFunctionStack(state); return 0; } if (!ground->IsGroundSpawn()) { lua_interface->LogError("%s: LUA CanHarvest command error: spawn is not a ground spawn", lua_interface->GetScriptName(state)); lua_interface->ResetFunctionStack(state); return 0; } vector* groundspawn_entries = player->GetZone()->GetGroundSpawnEntries(((GroundSpawn*)ground)->GetGroundSpawnEntryID()); if (!groundspawn_entries) { lua_interface->LogError("LUA CanHarvest command error: No groundspawn entries assigned to groundspawn id: %u", ((GroundSpawn*)ground)->GetGroundSpawnEntryID()); lua_interface->ResetFunctionStack(state); return 0; } Skill* skill = 0; string collection_skill = string(((GroundSpawn*)ground)->GetCollectionSkill()); if (collection_skill == "Collecting") skill = ((Player*)player)->GetSkillByName("Gathering"); else skill = ((Player*)player)->GetSkillByName(collection_skill.c_str()); if (!skill) { lua_interface->LogError("LUA CanHarvest command error: Player '%s' lacks the skill: '%s'", player->GetName(), collection_skill.c_str()); lua_interface->ResetFunctionStack(state); return 0; } vector::iterator itr; GroundSpawnEntry* entry = 0; bool can_harvest = false; sint32 min_skill = -1; int16 totalSkill = skill->current_val; int32 skillID = master_item_list.GetItemStatIDByName(collection_skill); if(skillID != 0xFFFFFFFF) { ((Entity*)player)->MStats.lock(); totalSkill += ((Entity*)player)->stats[skillID]; ((Entity*)player)->MStats.unlock(); } // first, iterate through groundspawn_entries, discard tables player cannot use for (itr = groundspawn_entries->begin(); itr != groundspawn_entries->end(); itr++) { entry = *itr; if (min_skill == -1 || entry->min_skill_level < min_skill) min_skill = entry->min_skill_level; // if player lacks skill, skip table if (entry->min_skill_level > totalSkill) continue; // if bonus, but player lacks level, skip table if (entry->bonus_table && (player->GetLevel() < entry->min_adventure_level)) continue; can_harvest = true; break; } lua_interface->SetBooleanValue(state, can_harvest); // If false, send the message to the client if (!can_harvest) { Client* client = ((Player*)player)->GetClient(); if (client) { string msg = "You do not have enough skill to "; if (collection_skill == "Gathering" || collection_skill == "Collecting") msg.append("gather"); else if (collection_skill == "Mining") msg.append("mine"); else if (collection_skill == "Trapping") msg.append("trap"); else if (collection_skill == "Foresting") msg.append("forest"); else if (collection_skill == "Fishing") msg.append("catch"); msg.append(" the %s. It requires %i %s skill, and your skill is %i."); client->Message(CHANNEL_HARVESTING_WARNINGS, msg.c_str(), ground->GetName(), min_skill, skill->name.data.c_str(), totalSkill); // You do not have enough skill to catch the band of fish. It requires 20 Fishing skill, and your skill is 12. } } lua_interface->ResetFunctionStack(state); return 1; } int EQ2Emu_lua_HasRecipeBook(lua_State* state) { if (!lua_interface) return 0; Spawn* player = lua_interface->GetSpawn(state); int32 recipe_id = lua_interface->GetInt32Value(state, 2); lua_interface->ResetFunctionStack(state); if (!player) { lua_interface->LogError("%s: LUA HasRecipeBook command error, Spawn is not valid", lua_interface->GetScriptName(state)); return 0; } if (!player->IsPlayer()) { lua_interface->LogError("%s: LUA HasRecipeBook command error, Spawn is not a player", lua_interface->GetScriptName(state)); return 0; } bool ret = ((Player*)player)->HasRecipeBook(recipe_id); lua_interface->SetBooleanValue(state, ret); return 1; } int EQ2Emu_lua_SummonDumbFirePet(lua_State* state) { // Check to see if we have a valid lua_interface if (!lua_interface) return 0; // Get the spawn that is getting the pet Spawn* spawn = lua_interface->GetSpawn(state); Spawn* target = lua_interface->GetSpawn(state, 2); // Get the DB ID of the pet int32 pet_id = lua_interface->GetInt32Value(state, 3); float x = lua_interface->GetFloatValue(state, 4); float y = lua_interface->GetFloatValue(state, 5); float z = lua_interface->GetFloatValue(state, 6); // Get the spell that this command was called from LuaSpell* luaspell = lua_interface->GetCurrentSpell(state); lua_interface->ResetFunctionStack(state); // Check to make sure the spawn pointer is valid if (!spawn) { lua_interface->LogError("%s: LUA SummonDumbFirePet command error: Spawn is not valid", lua_interface->GetScriptName(state)); return 0; } // Check to make sure the spawn is an entity if (!spawn->IsEntity()) { lua_interface->LogError("%s: LUA SummonDumbFirePet command error: Spawn is not an entity", lua_interface->GetScriptName(state)); return 0; } if (!target) { lua_interface->LogError("%s: LUA SummonDumbFirePet command error: target is not valid", lua_interface->GetScriptName(state)); return 0; } if (!target->IsEntity()) { lua_interface->LogError("%s: LUA SummonDumbFirePet command error: target is not an entity", lua_interface->GetScriptName(state)); return 0; } // Check to see if the DB ID for the pet is set if (pet_id == 0) { lua_interface->LogError("%s: LUA SummonDumbFirePet command error: pet_id can not be set to 0", lua_interface->GetScriptName(state)); return 0; } // Check to see if the pointer to the spell is valid if (!luaspell) { lua_interface->LogError("%s: LUA SummonDumbFirePet command error: valid spell not found, SummonPet can only be used in spell scripts", lua_interface->GetScriptName(state)); return 0; } if(luaspell->resisted) { return 0; } // Get a pointer to a spawn with the given DB ID and check if the pointer is valid Spawn* pet = spawn->GetZone()->GetSpawn(pet_id); if (!pet) { lua_interface->LogError("LUA SummonDumbFirePet command error: Could not find spawn with id of %u.", pet_id); return 0; } // Check to make sure the pet is an npc if (!pet->IsNPC()) { lua_interface->LogError("LUA SummonDumbFirePet command error: id (%u) did not point to a npc", pet_id); return 0; } if (x == 0) x = spawn->GetX(); if (y == 0) y = spawn->GetY(); if (z == 0) z = spawn->GetZ(); // Spawn the pet at the same location as the owner pet->SetX(x); pet->SetY(y); pet->SetZ(z); pet->SetLocation(spawn->GetLocation()); pet->SetHeading(spawn->GetHeading()); spawn->GetZone()->AddSpawn(pet); const char* spawn_script = world.GetSpawnScript(pet_id); if(spawn_script && lua_interface->GetSpawnScript(spawn_script) != 0){ spawn->SetSpawnScript(string(spawn_script)); spawn->GetZone()->CallSpawnScript(spawn, SPAWN_SCRIPT_SPAWN); } std::string petName = std::string(""); if(spawn->IsEntity()) { petName = ((Entity*)spawn)->GetInfoStruct()->get_pet_name(); } if(petName.size() < 1) { int16 rand_index = MakeRandomInt(0, spawn->GetZone()->pet_names.size() - 1); petName = spawn->GetZone()->pet_names.at(rand_index); LogWrite(PET__DEBUG, 0, "Pets", "Randomize Pet Name: '%s' (rand: %i)", petName.c_str(), rand_index); } // Set the pets name pet->SetName(petName.c_str()); // Set the level of the pet to the owners level pet->SetLevel(spawn->GetLevel()); // Set the faction of the pet to the same faction as the owner pet->SetFactionID(spawn->GetFactionID()); // Set the spawn as a pet pet->SetPet(true); // Give a pointer of the owner to the pet ((NPC*)pet)->SetOwner((Entity*)spawn); // Set the pet type ((NPC*)pet)->SetPetType(PET_TYPE_DUMBFIRE); // Set the spell id used to create this pet ((NPC*)pet)->SetPetSpellID(luaspell->spell->GetSpellData()->id); // Set the spell tier used to create this pet ((NPC*)pet)->SetPetSpellTier(luaspell->spell->GetSpellData()->tier); // Set the pets spawn type to 6 pet->SetSpawnType(6); // Set the pets brain ((NPC*)pet)->SetBrain(new DumbFirePetBrain((NPC*)pet, (Entity*)target, luaspell->spell->GetSpellDuration() * 100)); // Check to see if the pet has a subtitle if (strlen(pet->GetSubTitle()) > 0) { // Add the players name to the front of the sub title string pet_subtitle; pet_subtitle.append(spawn->GetName()).append("'s ").append(pet->GetSubTitle()); LogWrite(PET__DEBUG, 0, "Pets", "Pet Subtitle: '%s'", pet_subtitle.c_str()); // Set the pets subtitle to the new one pet->SetSubTitle(pet_subtitle.c_str()); } // Set the pet as the return value for this function lua_interface->SetSpawnValue(state, pet); return 1; } int EQ2Emu_lua_SpawnMove(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); Spawn* player = lua_interface->GetSpawn(state, 2); float max_distance = lua_interface->GetFloatValue(state, 3); string type = lua_interface->GetStringValue(state, 4); lua_interface->ResetFunctionStack(state); if (!spawn || (spawn && spawn->IsPlayer())) { lua_interface->LogError("%s: LUA SpawnMove command error: first param spawn is not valid or is player", lua_interface->GetScriptName(state)); return 0; } if (!player || !player->IsPlayer()) { lua_interface->LogError("%s: LUA SpawnMove command error: second param is not player", lua_interface->GetScriptName(state)); return 0; } Client* client = ((Player*)player)->GetClient(); if (!client) { lua_interface->LogError("%s: LUA SpawnMove command error: could not find client", lua_interface->GetScriptName(state)); return 0; } //Set max_distance to default if not set or not proper value if (max_distance <= 0) max_distance = 500; PacketStruct* packet = configReader.getStruct("WS_MoveObjectMode", client->GetVersion()); if (packet) { float unknown2_3 = 0; int8 placement_mode = 0; if (type == "wall") { placement_mode = 2; unknown2_3 = 150; } else if (type == "ceiling") placement_mode = 1; packet->setDataByName("placement_mode", placement_mode); packet->setDataByName("spawn_id", ((Player*)player)->GetIDWithPlayerSpawn(spawn)); packet->setDataByName("model_type", spawn->GetModelType()); packet->setDataByName("unknown", 1); //size packet->setDataByName("unknown2", 1); //size 2 packet->setDataByName("unknown2", .5, 1); //size 3 packet->setDataByName("unknown2", 3, 2); packet->setDataByName("unknown2", unknown2_3, 3); packet->setDataByName("max_distance", max_distance); packet->setDataByName("CoEunknown", 0xFFFFFFFF); client->QueuePacket(packet->serialize()); safe_delete(packet); } return 0; } int EQ2Emu_lua_GetItemType(lua_State* state) { if (!lua_interface) return 0; Item* item = lua_interface->GetItem(state); lua_interface->ResetFunctionStack(state); if (!item) { lua_interface->LogError("%s: LUA GetItemType command error: item pointer is not valid", lua_interface->GetScriptName(state)); return 0; } lua_interface->SetInt32Value(state, item->generic_info.item_type); return 1; } int EQ2Emu_lua_GetItemEffectType(lua_State* state) { if (!lua_interface) return 0; Item* item = lua_interface->GetItem(state); lua_interface->ResetFunctionStack(state); if (!item) { lua_interface->LogError("%s: LUA GetItemEffectType command error: item pointer is not valid", lua_interface->GetScriptName(state)); return 0; } lua_interface->SetInt32Value(state, item->effect_type); return 1; } int EQ2Emu_lua_AddTransportSpawn(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); lua_interface->ResetFunctionStack(state); if (!spawn) { lua_interface->LogError("%s: LUA AddTransportSpawn command error: spawn is not valid", lua_interface->GetScriptName(state)); return 0; } if (spawn->GetZone()) spawn->GetZone()->AddTransportSpawn(spawn); return 0; } int EQ2Emu_lua_IsTransportSpawn(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); lua_interface->ResetFunctionStack(state); if (!spawn) { lua_interface->LogError("%s: LUA AddTransportSpawn command error: spawn is not valid", lua_interface->GetScriptName(state)); return 0; } lua_interface->SetBooleanValue(state, spawn->IsTransportSpawn()); return 1; } int EQ2Emu_lua_GetSkillValue(lua_State* state) { if (!lua_interface) return 0; Skill* skill = lua_interface->GetSkill(state); lua_interface->ResetFunctionStack(state); if (!skill) { lua_interface->LogError("%s: LUA GetSkillValue command error: skill is not valid", lua_interface->GetScriptName(state)); return 0; } lua_interface->SetInt32Value(state, skill->current_val); return 1; } int EQ2Emu_lua_GetSkillMaxValue(lua_State* state) { if (!lua_interface) return 0; Skill* skill = lua_interface->GetSkill(state); lua_interface->ResetFunctionStack(state); if (!skill) { lua_interface->LogError("%s: LUA GetSkillMaxValue command error: skill is not valid", lua_interface->GetScriptName(state)); return 0; } lua_interface->SetInt32Value(state, skill->max_val); return 1; } int EQ2Emu_lua_GetSkillName(lua_State* state) { if (!lua_interface) return 0; Skill* skill = lua_interface->GetSkill(state); lua_interface->ResetFunctionStack(state); if (!skill) { lua_interface->LogError("%s: LUA GetSkillName command error: skill is not valid", lua_interface->GetScriptName(state)); return 0; } lua_interface->SetStringValue(state, skill->name.data.c_str()); return 1; } int EQ2Emu_lua_SetSkillMaxValue(lua_State* state) { if (!lua_interface) return 0; Skill* skill = lua_interface->GetSkill(state); int16 value = lua_interface->GetInt16Value(state, 2); lua_interface->ResetFunctionStack(state); if (!skill) { lua_interface->LogError("%s: LUA SetSkillMaxValue command error: skill is not valid", lua_interface->GetScriptName(state)); return 0; } skill->max_val = value; if (skill->max_val < skill->current_val) skill->current_val = skill->max_val; return 0; } int EQ2Emu_lua_SetSkillValue(lua_State* state) { if (!lua_interface) return 0; Skill* skill = lua_interface->GetSkill(state); int16 value = lua_interface->GetInt16Value(state, 2); lua_interface->ResetFunctionStack(state); if (!skill) { lua_interface->LogError("%s: LUA SetSkillValue command error: skill is not valid", lua_interface->GetScriptName(state)); return 0; } if (value > skill->max_val) skill->current_val = skill->max_val; else skill->current_val = value; return 0; } int EQ2Emu_lua_HasSkill(lua_State* state) { if (!lua_interface) return 0; Spawn* player = lua_interface->GetSpawn(state); int32 skill_id = lua_interface->GetInt32Value(state, 2); lua_interface->ResetFunctionStack(state); if (skill_id > 0 && player && player->IsPlayer()) { lua_interface->SetBooleanValue(state, ((Player*)player)->skill_list.HasSkill(skill_id)); return 1; } return 0; } int EQ2Emu_lua_AddSkill(lua_State* state) { if (!lua_interface) return 0; Spawn* player_spawn = lua_interface->GetSpawn(state); int32 skill_id = lua_interface->GetInt32Value(state, 2); int16 current_val = lua_interface->GetInt16Value(state, 3); int16 max_val = lua_interface->GetInt16Value(state, 4); bool more_to_add = lua_interface->GetBooleanValue(state, 5); lua_interface->ResetFunctionStack(state); if (skill_id > 0 && current_val > 0 && max_val > 0) { if (player_spawn && player_spawn->IsPlayer()) { Player* player = (Player*)player_spawn; bool added = false; if (!player->skill_list.HasSkill(skill_id)) { player->AddSkill(skill_id, current_val, max_val, true); added = true; } if (!more_to_add) { //need to send update regardless, even if THIS skill wasn't added, otherwise if you have a list and the last item wasn't added but the previous ones were, it wouldn't send the update Client* client = player->GetClient(); if (client) { EQ2Packet* packet = player->GetSkills()->GetSkillPacket(client->GetVersion()); if (packet) client->QueuePacket(packet); } } if (added) { lua_interface->SetBooleanValue(state, true); return 1; } } else { lua_interface->LogError("%s: LUA AddSkill command error: Given spawn is not a player", lua_interface->GetScriptName(state)); } } else { lua_interface->LogError("%s: LUA AddSkill command error: Required parameters not set", lua_interface->GetScriptName(state)); } lua_interface->SetBooleanValue(state, false); return 1; } int EQ2Emu_lua_RemoveSkill(lua_State* state) { if (!lua_interface) return 0; Spawn* player_spawn = lua_interface->GetSpawn(state); int32 skill_id = lua_interface->GetInt32Value(state, 2); bool more_to_remove = lua_interface->GetBooleanValue(state, 3); lua_interface->ResetFunctionStack(state); if (skill_id > 0) { if (player_spawn && player_spawn->IsPlayer()) { Player* player = (Player*)player_spawn; if (player->skill_list.HasSkill(skill_id)) { player->RemovePlayerSkill(skill_id, true); if (!more_to_remove) { Client* client = player->GetClient(); if (client) { EQ2Packet* packet = player->GetSkills()->GetSkillPacket(client->GetVersion()); if (packet) client->QueuePacket(packet); } } } } else { lua_interface->LogError("%s: LUA RemoveSkill command error: Given spawn is not a player", lua_interface->GetScriptName(state)); } } else { lua_interface->LogError("%s: LUA RemoveSkill command error: skill_id not set", lua_interface->GetScriptName(state)); } return 0; } int EQ2Emu_lua_IncreaseSkillCapsByType(lua_State* state) { if (!lua_interface) return 0; Spawn* player_spawn = lua_interface->GetSpawn(state); int8 skill_type = lua_interface->GetInt8Value(state, 2); int16 amount = lua_interface->GetInt8Value(state, 3); bool more_to_increase = lua_interface->GetBooleanValue(state, 4); lua_interface->ResetFunctionStack(state); if (amount > 0 && skill_type < 100) { if (player_spawn && player_spawn->IsPlayer()) { Player* player = (Player*)player_spawn; player->skill_list.IncreaseSkillCapsByType(skill_type, amount); if (!more_to_increase) { Client* client = player->GetClient(); if (client) { EQ2Packet* packet = player->GetSkills()->GetSkillPacket(client->GetVersion()); if (packet) client->QueuePacket(packet); } } } else { lua_interface->LogError("%s: LUA IncreaseSkillCapsByType command error: Given spawn is not a player", lua_interface->GetScriptName(state)); } } else { lua_interface->LogError("%s: LUA IncreaseSkillCapsByType command error: Invalid parameters", lua_interface->GetScriptName(state)); } return 0; } int EQ2Emu_lua_GetSkill(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); string name = lua_interface->GetStringValue(state, 2); lua_interface->ResetFunctionStack(state); if (!spawn) { lua_interface->LogError("%s: LUA GetSkill command error: spawn is not valid", lua_interface->GetScriptName(state)); return 0; } if (!spawn->IsEntity()) { lua_interface->LogError("%s: LUA GetSkill command error: spawn is not a valid entity", lua_interface->GetScriptName(state)); return 0; } Skill* skill = ((Entity*)spawn)->GetSkillByName(name.c_str()); if (skill) { lua_interface->SetSkillValue(state, skill); return 1; } return 0; } int EQ2Emu_lua_AddProc(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); int8 type = lua_interface->GetInt8Value(state, 2); float chance = lua_interface->GetFloatValue(state, 3); Item* item = lua_interface->GetItem(state, 4); bool use_all_spelltargets = (lua_interface->GetInt8Value(state, 5) == 1); LuaSpell* spell = 0; if (!item) spell = lua_interface->GetCurrentSpell(state); if (!spawn && (!spell || !use_all_spelltargets)) { lua_interface->LogError("%s: LUA AddProc command error: spawn is not valid", lua_interface->GetScriptName(state)); return 0; } if ((!spell || use_all_spelltargets) && spawn && !spawn->IsEntity()) { lua_interface->LogError("%s: LUA AddProc command error: spawn is not a valid entity", lua_interface->GetScriptName(state)); return 0; } if (!item && !spell) { lua_interface->LogError("%s: LUA AddProc command error: can only use with an item provided or inside a spell script", lua_interface->GetScriptName(state)); return 0; } if(spell && spell->resisted) { return 0; } if (spell && spell->caster && spell->caster->GetZone() && use_all_spelltargets) { Spawn* target; spell->MSpellTargets.readlock(__FUNCTION__, __LINE__); for (int8 i = 0; i < spell->targets.size(); i++) { target = spell->caster->GetZone()->GetSpawnByID(spell->targets.at(i)); if (!target || !target->IsEntity()) continue; ((Entity*)target)->AddProc(type, chance, item, spell); } spell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__); } else ((Entity*)spawn)->AddProc(type, chance, item, spell); return 0; } int EQ2Emu_lua_AddProcExt(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); int8 type = lua_interface->GetInt8Value(state, 2); int8 damage_type = lua_interface->GetInt8Value(state, 3); float chance = lua_interface->GetFloatValue(state, 4); int8 hp_ratio = lua_interface->GetInt8Value(state, 5); bool below_health = lua_interface->GetBooleanValue(state, 6); bool target_health = lua_interface->GetBooleanValue(state, 7); Item* item = lua_interface->GetItem(state, 8); bool use_all_spelltargets = (lua_interface->GetInt8Value(state, 9) == 1); bool extended_version = true; LuaSpell* spell = 0; if (!item) spell = lua_interface->GetCurrentSpell(state); if (!spawn && (!spell || !use_all_spelltargets)) { lua_interface->LogError("%s: LUA AddProc command error: spawn is not valid", lua_interface->GetScriptName(state)); return 0; } if ((!spell || use_all_spelltargets) && spawn && !spawn->IsEntity()) { lua_interface->LogError("%s: LUA AddProc command error: spawn is not a valid entity", lua_interface->GetScriptName(state)); return 0; } if (!item && !spell) { lua_interface->LogError("%s: LUA AddProc command error: can only use with an item provided or inside a spell script", lua_interface->GetScriptName(state)); return 0; } if(spell && spell->resisted) { return 0; } if (spell && spell->caster && spell->caster->GetZone() && use_all_spelltargets) { Spawn* target; spell->MSpellTargets.readlock(__FUNCTION__, __LINE__); for (int8 i = 0; i < spell->targets.size(); i++) { target = spell->caster->GetZone()->GetSpawnByID(spell->targets.at(i)); if (!target || !target->IsEntity()) continue; ((Entity*)target)->AddProc(type, chance, item, spell, damage_type, hp_ratio, below_health, target_health, extended_version); } spell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__); } else ((Entity*)spawn)->AddProc(type, chance, item, spell); return 0; } int EQ2Emu_lua_RemoveProc(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); Item* item = lua_interface->GetItem(state, 2); LuaSpell* spell = 0; if (!spawn) { lua_interface->LogError("%s: LUA RemoveProc command error: spawn is not valid", lua_interface->GetScriptName(state)); lua_interface->ResetFunctionStack(state); return 0; } if (!spawn->IsEntity()) { lua_interface->LogError("%s: LUA RemoveProc command error: spawn is not a valid entity", lua_interface->GetScriptName(state)); lua_interface->ResetFunctionStack(state); return 0; } if (!item) spell = lua_interface->GetCurrentSpell(state); lua_interface->ResetFunctionStack(state); if (!item && !spell) { lua_interface->LogError("%s: LUA RemoveProc command error: can only use with an item provided or inside a spell script", lua_interface->GetScriptName(state)); return 0; } if (spell && spell->caster && spell->caster->GetZone()) { Spawn* target; spell->MSpellTargets.readlock(__FUNCTION__, __LINE__); for (int8 i = 0; i < spell->targets.size(); i++) { target = spell->caster->GetZone()->GetSpawnByID(spell->targets.at(i)); if (!target || !target->IsEntity()) continue; ((Entity*)target)->RemoveProc(item, spell); } spell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__); spell->caster->RemoveProc(item, spell); } else ((Entity*)spawn)->RemoveProc(item, spell); return 0; } int EQ2Emu_lua_Knockback(lua_State* state) { if (!lua_interface) return 0; Spawn* target_spawn = lua_interface->GetSpawn(state); Spawn* spawn = lua_interface->GetSpawn(state, 2); int32 duration = lua_interface->GetInt32Value(state, 3); float vertical = lua_interface->GetFloatValue(state, 4); float horizontal = lua_interface->GetFloatValue(state, 5); bool use_heading = lua_interface->GetInt8Value(state, 6) == 1 ? true : false; lua_interface->ResetFunctionStack(state); if (!target_spawn) { lua_interface->LogError("%s: LUA Knockback command error: target_spawn is not valid", lua_interface->GetScriptName(state)); return 0; } if (!spawn) { lua_interface->LogError("%s: LUA Knockback command error: spawn is not valid", lua_interface->GetScriptName(state)); return 0; } if ((vertical != 0 || horizontal != 0)) { if(spawn->IsPlayer()) { Client* client = ((Player*)spawn)->GetClient(); PacketStruct* packet = configReader.getStruct("WS_PlayerKnockback", client->GetVersion()); if (packet) { packet->setDataByName("target_x", target_spawn->GetX()); packet->setDataByName("target_y", target_spawn->GetY()); packet->setDataByName("target_z", target_spawn->GetZ()); packet->setDataByName("vertical_movement", vertical); packet->setDataByName("horizontal_movement", horizontal); if (use_heading) packet->setDataByName("use_player_heading", 1); client->QueuePacket(packet->serialize()); } safe_delete(packet); } else { spawn->SetKnockback(target_spawn, duration, vertical, horizontal); } } return 0; } int EQ2Emu_lua_IsEpic(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); lua_interface->ResetFunctionStack(state); if (!spawn) { lua_interface->LogError("%s: LUA IsEpic command error: spawn is not valid", lua_interface->GetScriptName(state)); return 0; } lua_interface->SetBooleanValue(state, (spawn->GetHeroic() >= 2)); return 1; } int EQ2Emu_lua_ProcDamage(lua_State* state) { if (!lua_interface) return 0; Spawn* caster = lua_interface->GetSpawn(state); Spawn* target = lua_interface->GetSpawn(state, 2); string name = lua_interface->GetStringValue(state, 3); int8 dmg_type = lua_interface->GetInt8Value(state, 4); int32 low_damage = lua_interface->GetInt32Value(state, 5); int32 high_damage = lua_interface->GetInt32Value(state, 6); string success_msg = lua_interface->GetStringValue(state, 7); string effect_msg = lua_interface->GetStringValue(state, 8); lua_interface->ResetFunctionStack(state); if (!caster) { lua_interface->LogError("%s: LUA ProcDamage command error: caster is not a valid spawn", lua_interface->GetScriptName(state)); return 0; } if (!caster->IsEntity()) { lua_interface->LogError("%s: LUA ProcDamage command error: caster is not an entity", lua_interface->GetScriptName(state)); return 0; } if (!target) { lua_interface->LogError("%s: LUA ProcDamage command error: target is not a valid spawn", lua_interface->GetScriptName(state)); return 0; } if (!target->IsEntity()) { lua_interface->LogError("%s: LUA ProcDamage command error: target is not an entity", lua_interface->GetScriptName(state)); return 0; } if (name.length() == 0) { lua_interface->LogError("%s: LUA ProcDamage command error: name is empty", lua_interface->GetScriptName(state)); return 0; } ((Entity*)caster)->ProcAttack(target, dmg_type, low_damage, high_damage, name, success_msg, effect_msg); return 0; } int EQ2Emu_lua_GetSkillIDByName(lua_State* state) { if (!lua_interface) return 0; string name = lua_interface->GetStringValue(state); lua_interface->ResetFunctionStack(state); if (name.length() == 0) { lua_interface->LogError("%s: LUA GetSkillIDByName command error: name param was not set", lua_interface->GetScriptName(state)); return 0; } Skill* skill = master_skill_list.GetSkillByName(name.c_str()); if (!skill) { lua_interface->LogError("LUA GetSkillIDByName command error: skill with name of %s not found", name.c_str()); return 0; } lua_interface->SetInt32Value(state, skill->skill_id); return 1; } int EQ2Emu_lua_IsHeroic(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); lua_interface->ResetFunctionStack(state); if (!spawn) { lua_interface->LogError("%s: LUA IsHeroic command error: spawn is not valid", lua_interface->GetScriptName(state)); return 0; } lua_interface->SetBooleanValue(state, spawn->GetHeroic() == 1); return 1; } int EQ2Emu_lua_LastSpellAttackHit(lua_State* state) { if (!lua_interface) return 0; LuaSpell* luaspell = lua_interface->GetCurrentSpell(state); lua_interface->ResetFunctionStack(state); if (!luaspell) { lua_interface->LogError("%s: LUA LastSpellAttackHit command error: this must be called from a spellscript", lua_interface->GetScriptName(state)); return 0; } lua_interface->SetBooleanValue(state, luaspell->last_spellattack_hit); return 1; } int EQ2Emu_lua_IsBehind(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); Spawn* target = lua_interface->GetSpawn(state, 2); lua_interface->ResetFunctionStack(state); if (!spawn) { lua_interface->LogError("%s: LUA IsBehind command error: spawn is not valid", lua_interface->GetScriptName(state)); return 0; } if (!spawn->IsEntity()) { lua_interface->LogError("%s: LUA IsBehind command error: spawn is not an entity", lua_interface->GetScriptName(state)); return 0; } if (!target) { lua_interface->LogError("%s: LUA IsBehind command error: target is not valid", lua_interface->GetScriptName(state)); return 0; } lua_interface->SetBooleanValue(state, ((Entity*)spawn)->BehindTarget(target)); return 1; } int EQ2Emu_lua_IsFlanking(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); Spawn* target = lua_interface->GetSpawn(state, 2); lua_interface->ResetFunctionStack(state); if (!spawn) { lua_interface->LogError("%s: LUA IsFlanking command error: spawn is not valid", lua_interface->GetScriptName(state)); return 0; } if (!spawn->IsEntity()) { lua_interface->LogError("%s: LUA IsFlanking command error: spawn is not an entity", lua_interface->GetScriptName(state)); return 0; } if (!target) { lua_interface->LogError("%s: LUA IsFlanking command error: target is not valid", lua_interface->GetScriptName(state)); return 0; } lua_interface->SetBooleanValue(state, ((Entity*)spawn)->FlankingTarget(target)); return 1; } int EQ2Emu_lua_InFront(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); Spawn* target = lua_interface->GetSpawn(state, 2); lua_interface->ResetFunctionStack(state); if (!spawn) { lua_interface->LogError("%s: LUA InFrontSpawn command error: spawn is not valid", lua_interface->GetScriptName(state)); return 0; } if (!spawn->IsEntity()) { lua_interface->LogError("%s: LUA InFrontSpawn command error: spawn is not an entity", lua_interface->GetScriptName(state)); return 0; } if (!target) { lua_interface->LogError("%s: LUA InFrontSpawn command error: target is not valid", lua_interface->GetScriptName(state)); return 0; } lua_interface->SetBooleanValue(state, ((Entity*)spawn)->InFrontSpawn(target, spawn->GetX(), spawn->GetZ())); return 1; } int EQ2Emu_lua_GetItemCount(lua_State* state) { if (!lua_interface) return 0; Item* item = lua_interface->GetItem(state); lua_interface->ResetFunctionStack(state); if (!item) { lua_interface->LogError("%s: LUA GetItemCount command error: item not valid", lua_interface->GetScriptName(state)); return 0; } lua_interface->SetInt32Value(state, item->details.count); return 1; } int EQ2Emu_lua_SetItemCount(lua_State* state) { if (!lua_interface) return 0; Item* item = lua_interface->GetItem(state); Spawn* owner = lua_interface->GetSpawn(state, 2); int16 new_count = lua_interface->GetInt32Value(state, 3); lua_interface->ResetFunctionStack(state); if (!item) { lua_interface->LogError("%s: LUA SetItemCount command error: item not valid", lua_interface->GetScriptName(state)); return 0; } if (!owner) { lua_interface->LogError("%s: LUA SetItemCount command error: spawn not valid", lua_interface->GetScriptName(state)); return 0; } if (!owner->IsPlayer()) { lua_interface->LogError("%s: LUA SetItemCount command error: spawn is not a player", lua_interface->GetScriptName(state)); return 0; } if (item->stack_count < new_count) { lua_interface->LogError("%s: LUA SetItemCount command error: new item count cannot be more than max stack count", lua_interface->GetScriptName(state)); return 0; } if (new_count > 0) { item->details.count = new_count; item->save_needed = true; } else if (((Player*)owner)->GetEquipmentList()->GetItem(item->details.slot_id) == item) ((Player*)owner)->GetEquipmentList()->RemoveItem(item->details.slot_id, true); else if (((Player*)owner)->GetPlayerItemList()->GetItemFromUniqueID(item->details.unique_id) == item) ((Player*)owner)->GetPlayerItemList()->RemoveItem(item, true); else { lua_interface->LogError("%s: LUA SetItemCount command error: could not remove item from player", lua_interface->GetScriptName(state)); return 0; } Client* client = ((Player*)owner)->GetClient(); if (!client) return 0; ((Player*)owner)->SendInventoryUpdate(client->GetVersion()); EQ2Packet* app = ((Player*)owner)->GetEquipmentList()->serialize(client->GetVersion(), client->GetPlayer()); if (app) client->QueuePacket(app); return 0; } int EQ2Emu_lua_AddSpellTimer(lua_State* state) { if (!lua_interface) return 0; int32 time = lua_interface->GetInt32Value(state); string function = lua_interface->GetStringValue(state, 2); Spawn* caster = lua_interface->GetSpawn(state, 3); Spawn* target = lua_interface->GetSpawn(state, 4); LuaSpell* spell = lua_interface->GetCurrentSpell(state); lua_interface->ResetFunctionStack(state); if (time == 0) { lua_interface->LogError("%s: LUA AddSpellTimer command error: time must be set", lua_interface->GetScriptName(state)); return 0; } if (function.length() == 0) { lua_interface->LogError("%s: LUA AddSpellTimer command error: function name must be set", lua_interface->GetScriptName(state)); return 0; } if (!spell || (!spell->caster || !spell->caster->GetZone())) { lua_interface->LogError("%s: LUA AddSpellTimer command error: spell not found, AddSpellTimer must be used in a spell script", lua_interface->GetScriptName(state)); return 0; } SpellScriptTimer* timer = new SpellScriptTimer; /* //Google tells me memsetting a string is bad, manually setting just in case - Foof #ifdef WIN32 ZeroMemory(timer, sizeof(SpellScriptTimer)); #else bzero(timer, sizeof(SpellScriptTimer)); #endif*/ timer->caster = 0; timer->deleteWhenDone = false; timer->target = 0; timer->time = Timer::GetCurrentTime2() + time; timer->customFunction = function; timer->spell = spell; if (caster) timer->caster = caster->GetID(); if (target) timer->target = target->GetID(); spell->caster->GetZone()->GetSpellProcess()->AddSpellScriptTimer(timer); return 0; } int EQ2Emu_lua_Resurrect(lua_State* state) { if (!lua_interface) return 0; float hp_perc = lua_interface->GetFloatValue(state); float power_perc = lua_interface->GetFloatValue(state, 2); bool send_window = lua_interface->GetInt32Value(state, 3) == 1; Spawn* target = lua_interface->GetSpawn(state, 4); string heal_name = lua_interface->GetStringValue(state, 5); int8 crit_mod = lua_interface->GetInt32Value(state, 6); bool no_calcs = lua_interface->GetInt32Value(state, 7) == 1; LuaSpell* spell = lua_interface->GetCurrentSpell(state); lua_interface->ResetFunctionStack(state); if (!spell) { lua_interface->LogError("%s: LUA command error: this function must be used in a spellscript", lua_interface->GetScriptName(state)); return 0; } Entity* caster = spell->caster; if (!caster) { lua_interface->LogError("%s: LUA command error: could not find caster", lua_interface->GetScriptName(state)); return 0; } Client* client = 0; PendingResurrection* rez = 0; ZoneServer* zone = spell->caster->GetZone(); if (!target) { spell->MSpellTargets.readlock(__FUNCTION__, __LINE__); if (spell->targets.size() > 0) { vector spell_targets = spell->targets; for (int8 i = 0; i < spell_targets.size(); i++) { target = zone->GetSpawnByID(spell_targets.at(i)); if (!target) continue; if (!target->IsPlayer()) continue; client = ((Player*)target)->GetClient(); if (!client) continue; rez = client->GetCurrentRez(); if (rez->active) continue; client->GetResurrectMutex()->writelock(__FUNCTION__, __LINE__); rez->active = true; rez->caster = caster; rez->expire_timer = new Timer; int32 duration = spell->spell->GetSpellDuration(); rez->expire_timer->Start(duration * 100); rez->hp_perc = hp_perc; rez->mp_perc = power_perc; rez->range = spell->spell->GetSpellData()->range; rez->spell_name = spell->spell->GetName(); if (heal_name.length() > 0) rez->heal_name = heal_name; else rez->heal_name = rez->spell_name; rez->no_calcs = no_calcs; rez->crit_mod = crit_mod; rez->spell_visual = spell->spell->GetSpellData()->spell_visual; if (send_window) client->SendResurrectionWindow(); else { target->GetZone()->ResurrectSpawn(target, client); rez->should_delete = true; } client->GetResurrectMutex()->releasewritelock(__FUNCTION__, __LINE__); } } spell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__); } else { if(!target->IsPlayer()) return 0; client = ((Player*)target)->GetClient(); if (!client) return 0; rez = client->GetCurrentRez(); if (rez->active) return 0; client->GetResurrectMutex()->writelock(__FUNCTION__, __LINE__); rez->active = true; rez->caster = caster; rez->expire_timer = new Timer; int32 duration = spell->spell->GetSpellDuration(); rez->expire_timer->Start(duration * 100); rez->hp_perc = hp_perc; rez->mp_perc = power_perc; rez->range = spell->spell->GetSpellData()->range; rez->spell_name = spell->spell->GetName(); if (heal_name.length() > 0) rez->heal_name = heal_name; else rez->heal_name = rez->spell_name; rez->no_calcs = no_calcs; rez->crit_mod = crit_mod; rez->spell_visual = spell->spell->GetSpellData()->spell_visual; if (send_window) client->SendResurrectionWindow(); else { target->GetZone()->ResurrectSpawn(target, client); rez->should_delete = true; } client->GetResurrectMutex()->releasewritelock(__FUNCTION__, __LINE__); } return 0; } int EQ2Emu_lua_SetVision(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); int32 vision = lua_interface->GetInt32Value(state, 2); LuaSpell* spell = lua_interface->GetCurrentSpell(state); lua_interface->ResetFunctionStack(state); if (!spawn) { lua_interface->LogError("%s: LUA SetVision command error: spawn is not valid", lua_interface->GetScriptName(state)); return 0; } if (!spawn->IsEntity()) { lua_interface->LogError("%s: LUA SetVision command error: spawn is not an entity", lua_interface->GetScriptName(state)); return 0; } if (spell && spell->targets.size() > 0) { ZoneServer* zone = spell->caster->GetZone(); for (int8 i = 0; i < spell->targets.size(); i++) { Spawn* target = zone->GetSpawnByID(spell->targets.at(i)); if (target && target->IsEntity()) { ((Entity*)target)->GetInfoStruct()->set_vision(vision); if (target->IsPlayer()) ((Player*)target)->SetCharSheetChanged(true); } } } else { ((Entity*)spawn)->GetInfoStruct()->set_vision(vision); if (spawn->IsPlayer()) ((Player*)spawn)->SetCharSheetChanged(true); } return 0; } int EQ2Emu_lua_BlurVision(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); float intensity = lua_interface->GetFloatValue(state, 2); LuaSpell* spell = lua_interface->GetCurrentSpell(state); lua_interface->ResetFunctionStack(state); if (!spawn) { lua_interface->LogError("%s: LUA BlurVision command error: spawn is not valid", lua_interface->GetScriptName(state)); return 0; } if (!spawn->IsEntity()) { lua_interface->LogError("%s: LUA BlurVision command error: spawn is not an entity", lua_interface->GetScriptName(state)); return 0; } if (spell && spell->targets.size() > 0) { ZoneServer* zone = spell->caster->GetZone(); for (int8 i = 0; i < spell->targets.size(); i++) { Spawn* target = zone->GetSpawnByID(spell->targets.at(i)); if (target && target->IsEntity()) { ((Entity*)target)->GetInfoStruct()->set_drunk(intensity); if (target->IsPlayer()) ((Player*)target)->SetCharSheetChanged(true); } } } else { ((Entity*)spawn)->GetInfoStruct()->set_drunk(intensity); if (spawn->IsPlayer()) ((Player*)spawn)->SetCharSheetChanged(true); } return 0; } int EQ2Emu_lua_BreatheUnderwater(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); bool breatheUnderwater = lua_interface->GetBooleanValue(state, 2); LuaSpell* spell = lua_interface->GetCurrentSpell(state); lua_interface->ResetFunctionStack(state); if (!spawn) { lua_interface->LogError("%s: LUA BreathUnderwater command error: spawn is not valid", lua_interface->GetScriptName(state)); return 0; } if (!spawn->IsEntity()) { lua_interface->LogError("%s: LUA BreathUnderwater command error: spawn is not en entity", lua_interface->GetScriptName(state)); return 0; } if (spell && spell->targets.size() > 0) { ZoneServer* zone = spell->caster->GetZone(); for (int8 i = 0; i < spell->targets.size(); i++) { Spawn* target = zone->GetSpawnByID(spell->targets.at(i)); if (target && target->IsEntity()) { ((Entity*)target)->GetInfoStruct()->set_breathe_underwater(breatheUnderwater); if (target->IsPlayer()) ((Player*)target)->SetCharSheetChanged(true); } } } else { ((Entity*)spawn)->GetInfoStruct()->set_breathe_underwater(breatheUnderwater); if (spawn->IsPlayer()) ((Player*)spawn)->SetCharSheetChanged(true); } return 0; } int EQ2Emu_lua_GetItemSkillReq(lua_State* state) { if (!lua_interface) return 0; Item* item = lua_interface->GetItem(state); int8 type = lua_interface->GetInt32Value(state, 2); lua_interface->ResetFunctionStack(state); if (!item) { lua_interface->LogError("%s: LUA GetItemSkillReq command error: item not valid", lua_interface->GetScriptName(state)); return 0; } if (type == 1) lua_interface->SetInt32Value(state, item->generic_info.skill_req1); else if (type == 2) lua_interface->SetInt32Value(state, item->generic_info.skill_req2); return 1; } int EQ2Emu_lua_SetSpeedMultiplier(lua_State* state) { if (!lua_interface) return 0; Spawn* target = lua_interface->GetSpawn(state); float val = lua_interface->GetFloatValue(state, 2); LuaSpell* spell = lua_interface->GetCurrentSpell(state); lua_interface->ResetFunctionStack(state); // Added from Gangrenous post if (spell && spell->resisted) return 0; // if its a percentage of 100 its a slow, we want to go at a fraction of the speed if (val > 1.0f) val = 1.0f - (val / 100.0f); if (spell && spell->spell && spell->targets.size() > 0) { ZoneServer* zone = spell->caster->GetZone(); for (int32 i = 0; i != spell->targets.size(); i++) { Spawn* spawn = zone->GetSpawnByID(spell->targets.at(i)); if (spawn && spawn->IsEntity()) { ((Entity*)spawn)->SetSpeedMultiplier(val); if (spawn->IsPlayer()) ((Player*)spawn)->SetCharSheetChanged(true); } } } else { if (target && target->IsEntity()) { ((Entity*)target)->SetSpeedMultiplier(val); if (target->IsPlayer()) ((Player*)target)->SetCharSheetChanged(true); } } return 0; } int EQ2Emu_lua_SetIllusion(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); int16 model = lua_interface->GetInt16Value(state, 2); LuaSpell* spell = lua_interface->GetCurrentSpell(state); lua_interface->ResetFunctionStack(state); if (spell && spell->spell && spell->targets.size() > 0) { ZoneServer* zone = spell->caster->GetZone(); for (int32 i = 0; i < spell->targets.size(); i++) { Spawn* target = zone->GetSpawnByID(spell->targets.at(i)); if (target) target->SetIllusionModel(model); } } else { if (!spawn) { lua_interface->LogError("%s: LUA SetIllusion command error: spawn is not valid", lua_interface->GetScriptName(state)); return 0; } spawn->SetIllusionModel(model); } return 0; } int EQ2Emu_lua_ResetIllusion(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); LuaSpell* spell = lua_interface->GetCurrentSpell(state); lua_interface->ResetFunctionStack(state); if (spell && spell->spell && spell->targets.size() > 0) { ZoneServer* zone = spell->caster->GetZone(); for (int32 i = 0; i < spell->targets.size(); i++) { Spawn* target = zone->GetSpawnByID(spell->targets.at(i)); if (target) target->SetIllusionModel(0); } } else { if (!spawn) { lua_interface->LogError("%s: LUA ResetIllusion command error: spawn is not valid", lua_interface->GetScriptName(state)); return 0; } spawn->SetIllusionModel(0); } return 0; } int EQ2Emu_lua_AddThreatTransfer(lua_State* state) { if (!lua_interface) return 0; Spawn* caster = lua_interface->GetSpawn(state); Spawn* target = lua_interface->GetSpawn(state, 2); float chance = lua_interface->GetFloatValue(state, 3); LuaSpell* spell = lua_interface->GetCurrentSpell(state); lua_interface->ResetFunctionStack(state); if (!caster) { lua_interface->LogError("%s: LUA AddThreatTransfer command error: caster is not a valid spawn", lua_interface->GetScriptName(state)); return 0; } if (!caster->IsEntity()) { lua_interface->LogError("%s: LUA AddThreatTransfer command error: caster is not an entity", lua_interface->GetScriptName(state)); return 0; } if (!target) { lua_interface->LogError("%s: LUA AddThreatTransfer command error: target is not a valid spawn", lua_interface->GetScriptName(state)); return 0; } if (!target->IsEntity()) { lua_interface->LogError("%s: LUA AddThreatTransfer command error: target is not an entity", lua_interface->GetScriptName(state)); return 0; } if (chance <= 0) { lua_interface->LogError("%s: LUA AddThreatTransfer command error: chance must be greater then 0%", lua_interface->GetScriptName(state)); return 0; } if (!spell) { lua_interface->LogError("%s: LUA AddThreatTransfer command error: can only be used in a spell script", lua_interface->GetScriptName(state)); return 0; } if(spell->resisted) { return 0; } if (((Entity*)caster)->GetThreatTransfer()) { return 0; } ThreatTransfer* transfer = new ThreatTransfer; transfer->Target = target->GetID(); transfer->Amount = chance; transfer->Spell = spell; ((Entity*)caster)->SetThreatTransfer(transfer); return 0; } int EQ2Emu_lua_RemoveThreatTransfer(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); LuaSpell* spell = lua_interface->GetCurrentSpell(state); lua_interface->ResetFunctionStack(state); if (!spawn) { lua_interface->LogError("%s: LUA RemoveThreatTransfer command error: spawn is not valid", lua_interface->GetScriptName(state)); return 0; } if (!spell) { lua_interface->LogError("%s: LUA RemoveThreatTransfer command error: can only be used in a spell script", lua_interface->GetScriptName(state)); return 0; } if (((Entity*)spawn)->GetThreatTransfer() && ((Entity*)spawn)->GetThreatTransfer()->Spell == spell) { ThreatTransfer* transfer = ((Entity*)spawn)->GetThreatTransfer(); if(transfer && transfer->Spell != spell) { lua_interface->LogError("%s: LUA RemoveThreatTransfer called, but there was a different spell set for the threat transfer.", lua_interface->GetScriptName(state)); return 0; } ((Entity*)spawn)->SetThreatTransfer(nullptr); } return 0; } int EQ2Emu_lua_CureByType(lua_State* state) { if (!lua_interface) return 0; LuaSpell* spell = lua_interface->GetCurrentSpell(state); int8 cure_count = lua_interface->GetInt8Value(state); int8 cure_type = lua_interface->GetInt8Value(state, 2); string cure_name = lua_interface->GetStringValue(state, 3); int8 cure_level = lua_interface->GetInt8Value(state, 4); Spawn* target = lua_interface->GetSpawn(state, 5); Spawn* caster = lua_interface->GetSpawn(state, 6); // optional lua_interface->ResetFunctionStack(state); if(spell && spell->resisted) { return 0; } if (target) { if (!target->IsEntity()) { lua_interface->LogError("%s: LUA CureByType command error: spawn override must be entity if used", lua_interface->GetScriptName(state)); return 0; } if (((Entity*)target)->GetDetTypeCount(cure_type) > 0) { std::string alternate_name = "item"; if(spell) alternate_name = std::string(spell->spell->GetName()); if(!caster && spell) caster = (Spawn*)spell->caster; ((Entity*)target)->CureDetrimentByType(cure_count, cure_type, cure_name.length() > 0 ? cure_name : alternate_name, (Entity*)caster, cure_level); } } else { ZoneServer* zone = spell->caster->GetZone(); vector targets = spell->targets; vector targets_to_cure; spell->MSpellTargets.readlock(__FUNCTION__, __LINE__); for (int8 i = 0; i < targets.size(); i++) { target = zone->GetSpawnByID(targets.at(i)); if (!target || !target->IsEntity()) continue; if (((Entity*)target)->GetDetTypeCount(cure_type) > 0) { targets_to_cure.push_back((Entity*)target); } } spell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__); vector::iterator itr; for(itr = targets_to_cure.begin(); itr != targets_to_cure.end(); itr++) { ((Entity*)*itr)->CureDetrimentByType(cure_count, cure_type, cure_name.length() > 0 ? cure_name : (string)spell->spell->GetName(), spell->caster, cure_level); } } return 0; } int EQ2Emu_lua_CureByControlEffect(lua_State* state) { if (!lua_interface) return 0; LuaSpell* spell = lua_interface->GetCurrentSpell(state); if (!spell) { lua_interface->LogError("%s: LUA CureByControlEffect command error: can only be used in a spell script", lua_interface->GetScriptName(state)); lua_interface->ResetFunctionStack(state); return 0; } if(spell->resisted) { lua_interface->ResetFunctionStack(state); return 0; } int8 cure_count = lua_interface->GetInt8Value(state); int8 cure_type = lua_interface->GetInt8Value(state, 2); string cure_name = lua_interface->GetStringValue(state, 3); int8 cure_level = lua_interface->GetInt8Value(state, 4); Spawn* target = lua_interface->GetSpawn(state, 5); lua_interface->ResetFunctionStack(state); if (target) { if (!target->IsEntity()) { lua_interface->LogError("%s: LUA CureByControlEffect command error: spawn override must be entity if used", lua_interface->GetScriptName(state)); return 0; } if (((Entity*)target)->GetDetCount() > 0) ((Entity*)target)->CureDetrimentByControlEffect(cure_count, cure_type, cure_name.length() > 0 ? cure_name : (string)spell->spell->GetName(), spell->caster, cure_level); } else { ZoneServer* zone = spell->caster->GetZone(); vector targets = spell->targets; spell->MSpellTargets.readlock(__FUNCTION__, __LINE__); for (int8 i = 0; i < targets.size(); i++) { target = zone->GetSpawnByID(targets.at(i)); if (!target || !target->IsEntity()) continue; if (((Entity*)target)->GetDetCount() > 0) ((Entity*)target)->CureDetrimentByControlEffect(cure_count, cure_type, cure_name.length() > 0 ? cure_name : (string)spell->spell->GetName(), spell->caster, cure_level); } spell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__); } return 0; } int EQ2Emu_lua_CancelSpell(lua_State* state) { if (!lua_interface) return 0; LuaSpell* spell = lua_interface->GetCurrentSpell(state); lua_interface->ResetFunctionStack(state); if (!spell) { lua_interface->LogError("%s: LUA CancelSpell command error: can only be use in a spell script", lua_interface->GetScriptName(state)); return 0; } if (!spell->caster) { lua_interface->LogError("%s: LUA CancelSpell command error: unable to get the caster of the spell", lua_interface->GetScriptName(state)); return 0; } if (!spell->caster->GetZone()) { lua_interface->LogError("%s: LUA CancelSpell command error: unable to get the zone of the caster", lua_interface->GetScriptName(state)); return 0; } spell->caster->GetZone()->GetSpellProcess()->AddSpellCancel(spell); return 0; } int EQ2Emu_lua_RemoveStealth(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); LuaSpell* spell = lua_interface->GetCurrentSpell(state); lua_interface->ResetFunctionStack(state); if (!spell) { lua_interface->LogError("%s: LUA RemoveStealth command error: must be used from spell script", lua_interface->GetScriptName(state)); return 0; } if (spawn && spawn->IsEntity()) ((Entity*)spawn)->RemoveStealthSpell(spell); else { ZoneServer* zone = spell->caster->GetZone(); spell->MSpellTargets.readlock(__FUNCTION__, __LINE__); for (int32 i = 0; i < spell->targets.size(); i++) { spawn = zone->GetSpawnByID(spell->targets.at(i)); if (!spawn || !spawn->IsEntity()) continue; ((Entity*)spawn)->RemoveStealthSpell(spell); } spell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__); } return 0; } int EQ2Emu_lua_RemoveInvis(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); LuaSpell* spell = lua_interface->GetCurrentSpell(state); lua_interface->ResetFunctionStack(state); if (!spell) { lua_interface->LogError("%s: LUA RemoveInvis command error: must be used from spell script", lua_interface->GetScriptName(state)); return 0; } if (spawn && spawn->IsEntity()) ((Entity*)spawn)->RemoveInvisSpell(spell); else { ZoneServer* zone = spell->caster->GetZone(); spell->MSpellTargets.readlock(__FUNCTION__, __LINE__); for (int32 i = 0; i < spell->targets.size(); i++) { spawn = zone->GetSpawnByID(spell->targets.at(i)); if (!spawn || !spawn->IsEntity()) continue; ((Entity*)spawn)->RemoveInvisSpell(spell); } spell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__); } return 0; } int EQ2Emu_lua_StartHeroicOpportunity(lua_State* state) { if (!lua_interface) return 0; Spawn* caster = lua_interface->GetSpawn(state); int8 class_id = lua_interface->GetInt8Value(state, 2); lua_interface->ResetFunctionStack(state); if (!caster) { lua_interface->LogError("%s: LUA StartHeroicOpportunity command error: caster is not valid", lua_interface->GetScriptName(state)); return 0; } if (!caster->IsPlayer()) { lua_interface->LogError("%s: LUA StartHeroicOpportunity command error: caster must be a player", lua_interface->GetScriptName(state)); return 0; } Spawn* target = caster->GetTarget(); if (!target) { lua_interface->LogError("%s: LUA StartHeroicOpportunity command error: target is not valid", lua_interface->GetScriptName(state)); return 0; } Client* client = ((Player*)caster)->GetClient(); if (!client) { lua_interface->LogError("%s: LUA StartHeroicOpportunity command error: unable to get a client for the given caster", lua_interface->GetScriptName(state)); return 0; } HeroicOP* ho = master_ho_list.GetHeroicOP(class_id); if (ho) { ho->SetTarget(target->GetID()); LogWrite(SPELL__ERROR, 0, "HO", "caster: %u", caster->GetID()); LogWrite(SPELL__ERROR, 0, "HO", "target: %u", target->GetID()); if (((Entity*)caster)->GetGroupMemberInfo()) { if (caster->GetZone()->GetSpellProcess()->AddHO(client, ho)) { world.GetGroupManager()->GroupLock(__FUNCTION__, __LINE__); deque::iterator itr; PlayerGroup* group = world.GetGroupManager()->GetGroup(((Entity*)caster)->GetGroupMemberInfo()->group_id); if (group) { group->MGroupMembers.readlock(__FUNCTION__, __LINE__); deque* members = group->GetMembers(); for (itr = members->begin(); itr != members->end(); itr++) { if ((*itr)->client) ClientPacketFunctions::SendHeroicOPUpdate((*itr)->client, ho); } group->MGroupMembers.releasereadlock(__FUNCTION__, __LINE__); } world.GetGroupManager()->ReleaseGroupLock(__FUNCTION__, __LINE__); } else safe_delete(ho); } else { if (caster->GetZone()->GetSpellProcess()->AddHO(client, ho)) { ClientPacketFunctions::SendHeroicOPUpdate(client, ho); } else safe_delete(ho); } } return 0; } int EQ2Emu_lua_SetSpellTriggerCount(lua_State* state) { if (!lua_interface) return 0; LuaSpell* spell = lua_interface->GetCurrentSpell(state); if (!spell) { lua_interface->LogError("%s: LUA SetSpellTriggerCount command error: you must use this function in a spellscript!", lua_interface->GetScriptName(state)); return 0; } int16 triggerCount = lua_interface->GetInt16Value(state); bool cancel_after_triggers = (lua_interface->GetInt8Value(state, 2) == 1); if (!triggerCount) { lua_interface->LogError("%s: LUA SetSpellTriggerCount command error: used trigger value equals zero!", lua_interface->GetScriptName(state)); return 0; } spell->num_triggers = triggerCount; spell->had_triggers = true; spell->cancel_after_all_triggers = cancel_after_triggers; return 0; } int EQ2Emu_lua_GetSpellTriggerCount(lua_State* state) { if (!lua_interface) return 0; LuaSpell* spell = lua_interface->GetCurrentSpell(state); lua_interface->ResetFunctionStack(state); if (!spell) { lua_interface->LogError("%s: LUA GetSpellTriggerCount command error: you must use this function in a spellscript!", lua_interface->GetScriptName(state)); return 0; } lua_interface->SetInt32Value(state, spell->num_triggers); return 1; } int EQ2Emu_lua_RemoveTriggerFromSpell(lua_State* state) { if (!lua_interface) return 0; LuaSpell* spell = lua_interface->GetCurrentSpell(state); if (!spell) { lua_interface->LogError("%s: LUA RemoveTriggerFromSpell command error: you must use this function in a spellscript!", lua_interface->GetScriptName(state)); lua_interface->ResetFunctionStack(state); return 0; } if (!spell->caster || !spell->caster->GetZone()) { lua_interface->LogError("%s: LUA RemoveTriggerFromSpell command error: caster / caster zone must be set!", lua_interface->GetScriptName(state)); lua_interface->ResetFunctionStack(state); return 0; } int16 remove_count = lua_interface->GetInt16Value(state); lua_interface->ResetFunctionStack(state); if (!remove_count) remove_count = 1; if (remove_count >= spell->num_triggers) { spell->num_triggers = 0; if (spell->cancel_after_all_triggers) spell->caster->GetZone()->GetSpellProcess()->AddSpellCancel(spell); } else { spell->num_triggers -= remove_count; Client* client = spell->caster->IsPlayer() ? ((Player*)spell->caster)->GetClient() : nullptr; ClientPacketFunctions::SendMaintainedExamineUpdate(client, spell->slot_pos, spell->num_triggers, 0); } return 0; } int EQ2Emu_lua_CopySpawnAppearance(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); Spawn* copy_spawn = lua_interface->GetSpawn(state, 2); lua_interface->ResetFunctionStack(state); if (!spawn) { lua_interface->LogError("%s: LUA CopySpawnAppearance command error: the first spawn used was not valid!", lua_interface->GetScriptName(state)); return 0; } if (!copy_spawn) { lua_interface->LogError("%s: LUA CopySpawnAppearance command error: the second spawn used was not valid!", lua_interface->GetScriptName(state)); return 0; } spawn->CopySpawnAppearance(copy_spawn); return 0; } int EQ2Emu_lua_HasSpellImmunity(lua_State* state) { Spawn* spawn = lua_interface->GetSpawn(state); int8 type = lua_interface->GetInt8Value(state, 2); lua_interface->ResetFunctionStack(state); if (!spawn) { lua_interface->LogError("%s: LUA HasSpellImmunity command error: spawn does not exist.", lua_interface->GetScriptName(state)); return 0; } else if (!spawn->IsEntity()) { lua_interface->LogError("%s: LUA HasSpellImmunity command error: spawn %s is not an entity.", lua_interface->GetScriptName(state), spawn->GetName()); return 0; } lua_interface->SetBooleanValue(state, ((Entity*)spawn)->IsImmune(type)); return 1; } int EQ2Emu_lua_AddImmunitySpell(lua_State* state) { if (!lua_interface) return 0; LuaSpell* spell = lua_interface->GetCurrentSpell(state); int8 type = lua_interface->GetInt8Value(state); Spawn* spawn = lua_interface->GetSpawn(state, 2); lua_interface->ResetFunctionStack(state); if (!spell) { lua_interface->LogError("%s: LUA AddImmunitySpell command error: This must be used in a spellscript", lua_interface->GetScriptName(state)); return 0; } if(spell->resisted) { return 0; } if (spawn) { if (!spawn->IsEntity()) { lua_interface->LogError("%s: LUA AddImmunitySpell command error: The spawn provided is not an entity", lua_interface->GetScriptName(state)); return 0; } Entity* entity = ((Entity*)spawn); entity->AddImmunity(spell, type); } else if(spell->caster && spell->caster->GetZone()) { spell->MSpellTargets.readlock(__FUNCTION__, __LINE__); for (int8 i = 0; i < spell->targets.size(); i++) { spawn = spell->caster->GetZone()->GetSpawnByID(spell->targets.at(i)); if (!spawn || !spawn->IsEntity()) continue; Entity* entity = ((Entity*)spawn); entity->AddImmunity(spell, type); } spell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__); } return 0; } int EQ2Emu_lua_RemoveImmunitySpell(lua_State* state) { if (!lua_interface) return 0; LuaSpell* spell = lua_interface->GetCurrentSpell(state); int8 type = lua_interface->GetInt8Value(state); Spawn* spawn = lua_interface->GetSpawn(state, 2); lua_interface->ResetFunctionStack(state); if (!spell) { lua_interface->LogError("%s: LUA RemoveImmunitySpell command error: This must be used in a spellscript", lua_interface->GetScriptName(state)); return 0; } if (spawn) { if (!spawn->IsEntity()) { lua_interface->LogError("%s: LUA RemoveImmunitySpell command error: The spawn provided is not an entity", lua_interface->GetScriptName(state)); return 0; } Entity* entity = ((Entity*)spawn); entity->RemoveImmunity(spell, type); } else if(spell->caster && spell->caster->GetZone()) { spell->MSpellTargets.readlock(__FUNCTION__, __LINE__); for (int8 i = 0; i < spell->targets.size(); i++) { spawn = spell->caster->GetZone()->GetSpawnByID(spell->targets.at(i)); if (!spawn || !spawn->IsEntity()) continue; Entity* entity = ((Entity*)spawn); entity->RemoveImmunity(spell, type); } spell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__); } return 0; } int EQ2Emu_lua_SetSpellSnareValue(lua_State* state) { if (!lua_interface) return 0; LuaSpell* spell = lua_interface->GetCurrentSpell(state); if (!spell) { lua_interface->LogError("%s: LUA SetSpellSnareValue command error: This can only be used in a spell script!", lua_interface->GetScriptName(state)); lua_interface->ResetFunctionStack(state); return 0; } if(spell->resisted) { lua_interface->ResetFunctionStack(state); return 0; } float snare = lua_interface->GetFloatValue(state); Spawn* spawn = lua_interface->GetSpawn(state, 2); lua_interface->ResetFunctionStack(state); // convert the val to the speed multipler value (100 - val) float val = 100.0 - snare; val /= 100.0; if (spawn) { if (!spawn->IsEntity()) { lua_interface->LogError("%s: LUA SetSpellSnareValue command error: spawn must be an entity.", lua_interface->GetScriptName(state)); return 0; } ((Entity*)spawn)->SetSnareValue(spell, val); } else if(spell->caster && spell->caster->GetZone()) { spell->MSpellTargets.readlock(__FUNCTION__, __LINE__); for (int8 i = 0; i < spell->targets.size(); i++) { spawn = spell->caster->GetZone()->GetSpawnByID(spell->targets.at(i)); if (!spawn || !spawn->IsEntity()) continue; ((Entity*)spawn)->SetSnareValue(spell, val); } spell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__); } return 0; } int EQ2Emu_lua_CheckRaceType(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); int16 race_id = lua_interface->GetInt16Value(state, 2); lua_interface->ResetFunctionStack(state); if (!spawn) { lua_interface->LogError("%s: LUA CheckRaceType command error: spawn is not valid", lua_interface->GetScriptName(state)); return 0; } if (race_id == 0) { lua_interface->LogError("%s: LUA CheckRaceType command error: race id must be set", lua_interface->GetScriptName(state)); return 0; } lua_interface->SetBooleanValue(state, (race_id == race_types_list.GetRaceType(spawn->GetModelType()) || race_id == race_types_list.GetRaceBaseType(spawn->GetModelType()))); return 1; } int EQ2Emu_lua_GetRaceType(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); lua_interface->ResetFunctionStack(state); if (!spawn) { lua_interface->LogError("%s: LUA GetRaceType command error: spawn is not valid", lua_interface->GetScriptName(state)); return 0; } lua_interface->SetInt32Value(state, race_types_list.GetRaceType(spawn->GetModelType())); return 1; } int EQ2Emu_lua_GetRaceBaseType(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); lua_interface->ResetFunctionStack(state); if (!spawn) { lua_interface->LogError("%s: LUA GetRaceBaseType command error: spawn is not valid", lua_interface->GetScriptName(state)); return 0; } lua_interface->SetInt32Value(state, race_types_list.GetRaceBaseType(spawn->GetModelType())); return 1; } int EQ2Emu_lua_GetSpellName(lua_State* state) { if (!lua_interface) return 0; LuaSpell* spell = lua_interface->GetCurrentSpell(state); lua_interface->ResetFunctionStack(state); if (!spell) { lua_interface->LogError("%s: LUA GetSpellName command error: this function must be used from a spell script!", lua_interface->GetScriptName(state)); return 0; } lua_interface->SetStringValue(state, spell->spell->GetName()); return 1; } int EQ2Emu_lua_GetQuestFlags(lua_State* state) { if (!lua_interface) return 0; Quest* quest = lua_interface->GetQuest(state); lua_interface->ResetFunctionStack(state); if (!quest) { lua_interface->LogError("%s: LUA GetQuestFlags command error: quest is not valid.", lua_interface->GetScriptName(state)); return 0; } lua_interface->SetInt32Value(state, quest->GetQuestFlags()); return 1; } int EQ2Emu_lua_SetQuestFlags(lua_State* state) { if (!lua_interface) return 0; Quest* quest = lua_interface->GetQuest(state); int32 flags = lua_interface->GetInt32Value(state, 2); lua_interface->ResetFunctionStack(state); if (!quest) { lua_interface->LogError("%s: LUA SetQuestFlags command error: quest is not valid.", lua_interface->GetScriptName(state)); return 0; } quest->SetQuestFlags(flags); return 0; } int EQ2Emu_lua_SetQuestTimer(lua_State* state) { if (!lua_interface) return 0; Quest* quest = lua_interface->GetQuest(state); Spawn* player = lua_interface->GetSpawn(state, 2); int32 step = lua_interface->GetInt32Value(state, 3); int32 duration = lua_interface->GetInt32Value(state, 4); string action = lua_interface->GetStringValue(state, 5); lua_interface->ResetFunctionStack(state); if (!quest) { lua_interface->LogError("%s: LUA SetQuestTimer command error: quest is not valid.", lua_interface->GetScriptName(state)); return 0; } if (!player) { lua_interface->LogError("%s: LUA SetQuestTimer command error: player is not a valid spawn.", lua_interface->GetScriptName(state)); return 0; } if (!player->IsPlayer()) { lua_interface->LogError("%s: LUA SetQuestTimer command error: player is not a valid player.", lua_interface->GetScriptName(state)); return 0; } if (step == 0) { lua_interface->LogError("%s: LUA SetQuestTimer command error: step must be set.", lua_interface->GetScriptName(state)); return 0; } if (duration == 0) { lua_interface->LogError("%s: LUA SetQuestTimer command error: duration must be set.", lua_interface->GetScriptName(state)); return 0; } if (action.length() == 0) { lua_interface->LogError("%s: LUA SetQuestTimer command error: failed action must be set.", lua_interface->GetScriptName(state)); return 0; } Client* client = ((Player*)player)->GetClient(); if (!client) { lua_interface->LogError("%s: LUA SetQuestTimer command error: failed to get a valid client pointer for the given player", lua_interface->GetScriptName(state)); return 0; } quest->SetTimerStep(step); quest->AddFailedAction(step, action); quest->SetStepTimer(duration); client->AddQuestTimer(quest->GetQuestID()); return 0; } int EQ2Emu_lua_SetQuestTimerComplete(lua_State* state) { if (!lua_interface) return 0; Quest* quest = lua_interface->GetQuest(state); Spawn* player = lua_interface->GetSpawn(state, 2); lua_interface->ResetFunctionStack(state); if (!quest) { lua_interface->LogError("%s: LUA SetQuestTimerComplete command error: quest is not valid.", lua_interface->GetScriptName(state)); return 0; } if (!player) { lua_interface->LogError("%s: LUA SetQuestTimerComplete command error: player is not a valid spawn.", lua_interface->GetScriptName(state)); return 0; } if (!player->IsPlayer()) { lua_interface->LogError("%s: LUA SetQuestTimerComplete command error: player is not a valid player.", lua_interface->GetScriptName(state)); return 0; } Client* client = ((Player*)player)->GetClient(); if (!client) { lua_interface->LogError("%s: LUA SetQuestTimerComplete command error: failed to get a valid client pointer for the given player", lua_interface->GetScriptName(state)); return 0; } quest->SetTimerStep(0); quest->SetStepTimer(0); client->RemoveQuestTimer(quest->GetQuestID()); return 0; } int EQ2Emu_lua_RemoveQuestStep(lua_State* state) { if (!lua_interface) return 0; Spawn* player = lua_interface->GetSpawn(state); Quest* quest = lua_interface->GetQuest(state, 2); int32 step = lua_interface->GetInt32Value(state, 3); lua_interface->ResetFunctionStack(state); if (!player) { lua_interface->LogError("%s: LUA RemoveQuestStep command error: player is not a valid spawn.", lua_interface->GetScriptName(state)); return 0; } if (!player->IsPlayer()) { lua_interface->LogError("%s: LUA RemoveQuestStep command error: player is not a valid player.", lua_interface->GetScriptName(state)); return 0; } if (!quest) { lua_interface->LogError("%s: LUA RemoveQuestStep command error: quest is not valid.", lua_interface->GetScriptName(state)); return 0; } if (step == 0) { lua_interface->LogError("%s: LUA RemoveQuestStep command error: step must be set.", lua_interface->GetScriptName(state)); return 0; } Client* client = ((Player*)player)->GetClient(); if (!client) { lua_interface->LogError("%s: LUA RemoveQuestStep command error: unable to get a valid client pointer from the given player.", lua_interface->GetScriptName(state)); return 0; } if (quest->RemoveQuestStep(step, client)) { client->QueuePacket(quest->QuestJournalReply(client->GetVersion(), client->GetNameCRC(), (Player*)player, 0, 0, 0, true)); client->GetCurrentZone()->SendQuestUpdates(client); } else lua_interface->LogError("LUA RemoveQuestStep command error: unable to remove the step (%u) from the quest (%s).", step, quest->GetName()); return 0; } int EQ2Emu_lua_ResetQuestStep(lua_State* state) { if (!lua_interface) return 0; Quest* quest = lua_interface->GetQuest(state, 1); int32 step = lua_interface->GetInt32Value(state, 2); string desc = lua_interface->GetStringValue(state, 3); string task_group = lua_interface->GetStringValue(state, 4); lua_interface->ResetFunctionStack(state); if (!quest) { lua_interface->LogError("%s: LUA ResetQuestStep command error: quest is not valid.", lua_interface->GetScriptName(state)); return 0; } if (step == 0) { lua_interface->LogError("%s: LUA ResetQuestStep command error: step must be set.", lua_interface->GetScriptName(state)); return 0; } QuestStep* quest_step = quest->GetQuestStep(step); if (!quest_step) { lua_interface->LogError("%s: LUA ResetQuestStep command error: unable to get a valid quest step.", lua_interface->GetScriptName(state)); return 0; } quest_step->SetStepProgress(0); quest_step->SetTaskGroup(task_group); quest_step->SetDescription(desc); return 0; } int EQ2Emu_lua_AddQuestStepFailureAction(lua_State* state) { if (!lua_interface) return 0; Quest* quest = lua_interface->GetQuest(state); int32 step = lua_interface->GetInt32Value(state, 2); string action = lua_interface->GetStringValue(state, 3); lua_interface->ResetFunctionStack(state); if (!quest) { lua_interface->LogError("%s: LUA AddQuestStepFailureAction command error: quest is not valid.", lua_interface->GetScriptName(state)); return 0; } if (step == 0) { lua_interface->LogError("%s: LUA AddQuestStepFailureAction command error: step must be set.", lua_interface->GetScriptName(state)); return 0; } if (action.length() == 0) { lua_interface->LogError("%s: LUA AddQuestStepFailureAction command error: action must be set.", lua_interface->GetScriptName(state)); return 0; } quest->AddFailedAction(step, action); return 0; } int EQ2Emu_lua_SetStepFailed(lua_State* state) { if (!lua_interface) return 0; Spawn* player = lua_interface->GetSpawn(state); int32 quest_id = lua_interface->GetInt32Value(state, 2); int32 step = lua_interface->GetInt32Value(state, 3); lua_interface->ResetFunctionStack(state); if (!player) { lua_interface->LogError("%s: LUA SetStepFailed command error: player is not a valid spawn.", lua_interface->GetScriptName(state)); return 0; } if (!player->IsPlayer()) { lua_interface->LogError("%s: LUA SetStepFailed command error: player is not a valid player.", lua_interface->GetScriptName(state)); return 0; } if (quest_id == 0) { lua_interface->LogError("%s: LUA SetStepFailed command error: quest_id must be set.", lua_interface->GetScriptName(state)); return 0; } if (step == 0) { lua_interface->LogError("%s: LUA SetStepFailed command error: step must be set.", lua_interface->GetScriptName(state)); return 0; } Quest* quest = ((Player*)player)->GetQuest(quest_id); if (!quest) { lua_interface->LogError("LUA SetStepFailed command error: unable to get a valid quest from the given id (%u).", quest_id); return 0; } quest->StepFailed(step); return 0; } int EQ2Emu_lua_GetQuestCompleteCount(lua_State* state) { if (!lua_interface) return 0; Spawn* player = lua_interface->GetSpawn(state); int32 quest_id = lua_interface->GetInt32Value(state, 2); lua_interface->ResetFunctionStack(state); if (!player) { lua_interface->LogError("%s: LUA GetQuestCompleteCount command error: player is not a valid spawn", lua_interface->GetScriptName(state)); return 0; } if (!player->IsPlayer()) { lua_interface->LogError("%s: LUA GetQuestCompleteCount command error: player is not a valid player", lua_interface->GetScriptName(state)); return 0; } if (quest_id == 0) { lua_interface->LogError("%s: LUA GetQuestCompleteCount command error: quest id is not valid", lua_interface->GetScriptName(state)); return 0; } lua_interface->SetInt32Value(state, ((Player*)player)->GetQuestCompletedCount(quest_id)); return 1; } int EQ2Emu_lua_SetServerVariable(lua_State* state) { if (!lua_interface) return 0; string name = lua_interface->GetStringValue(state); string value = lua_interface->GetStringValue(state, 2); string comment = lua_interface->GetStringValue(state, 3); lua_interface->ResetFunctionStack(state); if (name.length() == 0) { lua_interface->LogError("%s: LUA SetServerVariable command error: name is not valid", lua_interface->GetScriptName(state)); return 0; } if (value.length() == 0) { lua_interface->LogError("%s: LUA SetServerVariable command error: value is not valid", lua_interface->GetScriptName(state)); return 0; } string varname = string("lua_").append(name); Variable* var = variables.FindVariable(varname); if (var) var->SetValue(value.c_str()); else { var = new Variable(varname.c_str(), value.c_str(), comment.c_str()); variables.AddVariable(var); } database.SaveVariable(var->GetName(), var->GetValue(), var->GetComment()); return 0; } int EQ2Emu_lua_GetServerVariable(lua_State* state) { if (!lua_interface) return 0; string name = lua_interface->GetStringValue(state); lua_interface->ResetFunctionStack(state); if (name.length() == 0) { lua_interface->LogError("%s: LUA GetServerVariable command error: name is not valid", lua_interface->GetScriptName(state)); return 0; } string varname = string("lua_").append(name); Variable* var = variables.FindVariable(varname); if (var) lua_interface->SetStringValue(state, var->GetValue()); else lua_interface->SetStringValue(state, "NULL"); return 1; } int EQ2Emu_lua_HasLanguage(lua_State* state) { if (!lua_interface) return 0; Spawn* player = lua_interface->GetSpawn(state); int32 language_id = lua_interface->GetInt32Value(state, 2); lua_interface->ResetFunctionStack(state); if (!player) { lua_interface->LogError("%s: LUA HasLanguage command error: player is not valid", lua_interface->GetScriptName(state)); return 0; } if (!player->IsPlayer()) { lua_interface->LogError("%s: LUA HasLanguage command error: player is not a valid player", lua_interface->GetScriptName(state)); return 0; } lua_interface->SetBooleanValue(state, ((Player*)player)->HasLanguage(language_id)); return 1; } int EQ2Emu_lua_AddLanguage(lua_State* state) { if (!lua_interface) return 0; Spawn* player = lua_interface->GetSpawn(state); int32 language_id = lua_interface->GetInt32Value(state, 2); lua_interface->ResetFunctionStack(state); if (!player) { lua_interface->LogError("%s: LUA AddLanguage command error: player is not valid", lua_interface->GetScriptName(state)); return 0; } if (!player->IsPlayer()) { lua_interface->LogError("%s: LUA AddLanguage command error: player is not a valid player", lua_interface->GetScriptName(state)); return 0; } Language* language = master_languages_list.GetLanguage(language_id); if (language) { ((Player*)player)->AddLanguage(language->GetID(), language->GetName(), true); ((Player*)player)->GetClient()->SendLanguagesUpdate(language->GetID(), 0); } return 0; } int EQ2Emu_lua_IsNight(lua_State* state) { if (!lua_interface) return 0; ZoneServer* zone = lua_interface->GetZone(state); lua_interface->ResetFunctionStack(state); if (!zone) { lua_interface->LogError("%s: LUA IsNight command error: zone is not valid", lua_interface->GetScriptName(state)); return 0; } lua_interface->SetBooleanValue(state, zone->IsDusk()); return 1; } int EQ2Emu_lua_AddMultiFloorLift(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); lua_interface->ResetFunctionStack(state); if (!spawn) { lua_interface->LogError("%s: LUA AddMultiFloorLift command error: spawn is not valid", lua_interface->GetScriptName(state)); return 0; } if (!spawn->IsWidget()) { lua_interface->LogError("%s: LUA AddMultiFloorLift command error: spawn is not a widget", lua_interface->GetScriptName(state)); return 0; } ((Widget*)spawn)->SetMultiFloorLift(true); if (spawn->GetZone()) spawn->GetZone()->AddTransportSpawn(spawn); return 0; } int EQ2Emu_lua_StartAutoMount(lua_State* state) { if (!lua_interface) return 0; Spawn* player = lua_interface->GetSpawn(state); int32 path = lua_interface->GetInt32Value(state, 2); lua_interface->ResetFunctionStack(state); if (!player) { lua_interface->LogError("%s: LUA StartAutoMount command error: spawn is not valid", lua_interface->GetScriptName(state)); return 0; } if (!player->IsPlayer()) { lua_interface->LogError("%s: LUA StartAutoMount command error: spawn is not a player", lua_interface->GetScriptName(state)); return 0; } if (path == 0) { lua_interface->LogError("%s: LUA StartAutoMount command error: path must be greater then zero", lua_interface->GetScriptName(state)); return 0; } Client* client = ((Player*)player)->GetClient(); if (!client) { lua_interface->LogError("%s: LUA StartAutoMount command error: unable to get a client from the given player", lua_interface->GetScriptName(state)); return 0; } client->SendFlightAutoMount(path); return 0; } int EQ2Emu_lua_EndAutoMount(lua_State* state) { if (!lua_interface) return 0; Spawn* player = lua_interface->GetSpawn(state); if (!player) { lua_interface->LogError("%s: LUA EndAutoMount command error: spawn is not valid", lua_interface->GetScriptName(state)); return 0; } if (!player->IsPlayer()) { lua_interface->LogError("%s: LUA EndAutoMount command error: spawn is not a player", lua_interface->GetScriptName(state)); return 0; } Client* client = ((Player*)player)->GetClient(); if (!client) { lua_interface->LogError("%s: LUA EndAutoMount command error: unable to get a client from the given player", lua_interface->GetScriptName(state)); return 0; } client->EndAutoMount(); return 0; } int EQ2Emu_lua_IsOnAutoMount(lua_State* state) { if (!lua_interface) return 0; Spawn* player = lua_interface->GetSpawn(state); lua_interface->ResetFunctionStack(state); if (!player) { lua_interface->LogError("%s: LUA IsOnAutoMount command error: spawn in not valid", lua_interface->GetScriptName(state)); return 0; } if (!player->IsPlayer()) { lua_interface->LogError("%s: LUA IsOnAutoMount command error: spawn is not a player", lua_interface->GetScriptName(state)); return 0; } Client* client = ((Player*)player)->GetClient(); if (!client) { lua_interface->LogError("%s: LUA IsOnAutoMount command error: unable to get a client from the given player", lua_interface->GetScriptName(state)); return 0; } lua_interface->SetBooleanValue(state, client->GetOnAutoMount()); return 1; } int EQ2Emu_lua_SetPlayerHistory(lua_State* state) { if (!lua_interface) return 0; Spawn* player = lua_interface->GetSpawn(state); int32 event_id = lua_interface->GetInt32Value(state, 2); int32 value = lua_interface->GetInt32Value(state, 3); int32 value2 = lua_interface->GetInt32Value(state, 4); lua_interface->ResetFunctionStack(state); if (!player) { lua_interface->LogError("%s: LUA SetPlayerHistory command error: spawn is not valid", lua_interface->GetScriptName(state)); return 0; } if (!player->IsPlayer()) { lua_interface->LogError("%s: LUA SetPlayerHistory command error: spawn is not a player", lua_interface->GetScriptName(state)); return 0; } ((Player*)player)->UpdateLUAHistory(event_id, value, value2); return 0; } int EQ2Emu_lua_GetPlayerHistory(lua_State* state) { if (!lua_interface) return 0; Spawn* player = lua_interface->GetSpawn(state); int32 event_id = lua_interface->GetInt32Value(state, 2); lua_interface->ResetFunctionStack(state); if (!player) { lua_interface->LogError("%s: LUA GetPlayerHistory command error: spawn is not valid", lua_interface->GetScriptName(state)); return 0; } if (!player->IsPlayer()) { lua_interface->LogError("%s: LUA GetPlayerHistory command error: spawn is not a player", lua_interface->GetScriptName(state)); return 0; } LUAHistory* hd = ((Player*)player)->GetLUAHistory(event_id); if (!hd) return 0; lua_interface->SetInt32Value(state, hd->Value); lua_interface->SetInt32Value(state, hd->Value2); return 2; } int EQ2Emu_lua_SetGridID(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); int32 grid = lua_interface->GetInt32Value(state, 2); lua_interface->ResetFunctionStack(state); if (!spawn) { lua_interface->LogError("%s: LUA SetGridID command error: spawn is not valid", lua_interface->GetScriptName(state)); return 0; } if (grid == 0) { lua_interface->LogError("%s: LUA SetGridID command error: grid is not valid", lua_interface->GetScriptName(state)); return 0; } spawn->SetLocation(grid); return 0; } int EQ2Emu_lua_SetRequiredHistory(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); int32 event_id = lua_interface->GetInt32Value(state, 2); int32 value1 = lua_interface->GetInt32Value(state, 3); int32 value2 = lua_interface->GetInt32Value(state, 4); bool private_spawn = (lua_interface->GetInt8Value(state, 5) == 1); int16 flag_override = lua_interface->GetInt16Value(state, 6); lua_interface->ResetFunctionStack(state); if (!spawn) { lua_interface->LogError("%s: LUA SetRequiredHistory command error: spawn is not valid", lua_interface->GetScriptName(state)); return 0; } //Add this quest to the list of required quests for this spawn spawn->SetRequiredHistory(event_id, value1, value2); //If private spawn value set if (private_spawn) { //Set the spawn to be private when not granted access via history spawn->AddAllowAccessSpawn(spawn); spawn->SetPrivateQuestSpawn(true); } //This value will override vis_flags in the vis packet if (flag_override > 0) spawn->SetQuestsRequiredOverride(flag_override); return 0; } int EQ2Emu_lua_GetQuestStepProgress(lua_State* state) { if (!lua_interface) return 0; Spawn* player = lua_interface->GetSpawn(state); int32 quest_id = lua_interface->GetInt32Value(state, 2); int32 step_id = lua_interface->GetInt32Value(state, 3); lua_interface->ResetFunctionStack(state); if (!player) { lua_interface->LogError("%s: LUA GetQuestStepProgress command error: spawn is not valid", lua_interface->GetScriptName(state)); return 0; } if (!player->IsPlayer()) { lua_interface->LogError("%s: LUA GetQuestStepProgress command error: spawn is not a player", lua_interface->GetScriptName(state)); return 0; } lua_interface->SetInt32Value(state, ((Player*)player)->GetStepProgress(quest_id, step_id)); return 1; } int EQ2Emu_lua_SetPlayerLevel(lua_State* state) { if (!lua_interface) return 0; Spawn* player = lua_interface->GetSpawn(state); int8 level = lua_interface->GetInt8Value(state, 2); lua_interface->ResetFunctionStack(state); if (!player) { lua_interface->LogError("%s: LUA SetPlayerLevel command error: spawn is not valid", lua_interface->GetScriptName(state)); return 0; } if (!player->IsPlayer()) { lua_interface->LogError("%s: LUA SetPlayerLevel command error: spawn is not a player", lua_interface->GetScriptName(state)); return 0; } if (level == 0) { lua_interface->LogError("%s: LUA SetPlayerLevel command error: new level can't be 0", lua_interface->GetScriptName(state)); return 0; } Client* client = ((Player*)player)->GetClient(); if (!client) { lua_interface->LogError("%s: LUA SetPlayerLevel command error: unable to get a client from the given spawn", lua_interface->GetScriptName(state)); return 0; } client->ChangeLevel(client->GetPlayer()->GetLevel(), level); return 0; } int EQ2Emu_lua_AddCoin(lua_State* state) { if (!lua_interface) return 0; Spawn* player = lua_interface->GetSpawn(state); int32 amount = lua_interface->GetInt32Value(state, 2); lua_interface->ResetFunctionStack(state); if (!player) { lua_interface->LogError("%s: LUA AddCoin command error: spawn is not valid", lua_interface->GetScriptName(state)); return 0; } if (!player->IsPlayer()) { lua_interface->LogError("%s: LUA AddCoin command error: spawn is not a player", lua_interface->GetScriptName(state)); return 0; } if (amount == 0) { lua_interface->LogError("%s: LUA AddCoin command error: amount must be greater then 0", lua_interface->GetScriptName(state)); return 0; } ((Player*)player)->AddCoins(amount); return 0; } int EQ2Emu_lua_RemoveCoin(lua_State* state) { if (!lua_interface) return 0; Spawn* player = lua_interface->GetSpawn(state); int32 amount = lua_interface->GetInt32Value(state, 2); lua_interface->ResetFunctionStack(state); if (!player) { lua_interface->LogError("%s: LUA RemoveCoin command error: spawn is not valid", lua_interface->GetScriptName(state)); return 0; } if (!player->IsPlayer()) { lua_interface->LogError("%s: LUA RemoveCoin command error: spawn is not a player", lua_interface->GetScriptName(state)); return 0; } if (amount == 0) { lua_interface->LogError("%s: LUA RemoveCoin command error: amount must be greater then 0", lua_interface->GetScriptName(state)); return 0; } lua_interface->SetBooleanValue(state, ((Player*)player)->RemoveCoins(amount)); return 1; } int EQ2Emu_lua_GetPlayersInZone(lua_State* state) { if (!lua_interface) return 0; ZoneServer* zone = lua_interface->GetZone(state); lua_interface->ResetFunctionStack(state); if (!zone) { lua_interface->LogError("%s: LUA GetPlayersInZone command error: zone is not valid", lua_interface->GetScriptName(state)); return 0; } vector players = zone->GetPlayers(); if (players.size() == 0) return 0; lua_createtable(state, players.size(), 0); int newTable = lua_gettop(state); for (int32 i = 0; i < players.size(); i++) { lua_interface->SetSpawnValue(state, players.at(i)); lua_rawseti(state, newTable, i + 1); } return 1; } int EQ2Emu_lua_SpawnGroupByID(lua_State* state) { if (!lua_interface) return 0; ZoneServer* zone = lua_interface->GetZone(state, 1); if (!zone) { lua_interface->LogError("%s: LUA GetPlayersInZone command error: zone is not valid", lua_interface->GetScriptName(state)); return 0; } int32 group_id = lua_interface->GetInt32Value(state, 2); int16 custom_level = lua_interface->GetInt32Value(state, 3); lua_interface->ResetFunctionStack(state); //Map of map* locs = zone->GetSpawnLocationsByGroup(group_id); map::iterator itr; vector group; Spawn* leader = 0; if(locs == nullptr) return 0; for (itr = locs->begin(); itr != locs->end(); itr++) { SpawnLocation* location = zone->GetSpawnLocation(itr->second); if (!location) { lua_interface->LogError("LUA SpawnByLocationID command error: no location found for the given ID (%u)", itr->second); return 0; } Spawn* spawn = 0; if (location->entities[0]) { if (location->entities[0]->spawn_type == SPAWN_ENTRY_TYPE_NPC) spawn = zone->AddNPCSpawn(location, location->entities[0]); else if (location->entities[0]->spawn_type == SPAWN_ENTRY_TYPE_GROUNDSPAWN) spawn = zone->AddGroundSpawn(location, location->entities[0]); else if (location->entities[0]->spawn_type == SPAWN_ENTRY_TYPE_OBJECT) spawn = zone->AddObjectSpawn(location, location->entities[0]); else if (location->entities[0]->spawn_type == SPAWN_ENTRY_TYPE_WIDGET) spawn = zone->AddWidgetSpawn(location, location->entities[0]); else if (location->entities[0]->spawn_type == SPAWN_ENTRY_TYPE_SIGN) spawn = zone->AddSignSpawn(location, location->entities[0]); if(spawn && spawn->IsOmittedByDBFlag()) { LogWrite(SPAWN__WARNING, 0, "Spawn", "Spawn (%u) was skipped due to a missing expansion / holiday flag being met (LUA SpawnGroupByID).", location->entities[0]->spawn_id); safe_delete(spawn); continue; } if (spawn) { if(!leader) leader = spawn; if(leader) leader->AddSpawnToGroup(spawn); spawn->SetSpawnGroupID(group_id); if(custom_level > 0 && custom_level != 0xFFFF) { spawn->SetLevel(custom_level); } const char* script = 0; for (int x = 0; x < 3; x++) { switch (x) { case 0: script = world.GetSpawnEntryScript(location->entities[0]->spawn_entry_id); break; case 1: script = world.GetSpawnLocationScript(location->entities[0]->spawn_location_id); break; case 2: script = world.GetSpawnScript(location->entities[0]->spawn_id); break; } if (script && lua_interface->GetSpawnScript(script) != 0) { spawn->SetSpawnScript(string(script)); break; } } zone->CallSpawnScript(spawn, SPAWN_SCRIPT_SPAWN); lua_interface->SetSpawnValue(state, spawn); group.push_back(spawn); } else { LogWrite(ZONE__ERROR, 0, "Zone", "Error adding spawn by group id to zone %s with location id %u.", zone->GetZoneName(), group_id); safe_delete(spawn); } } } if (!group.empty()) { lua_createtable(state, group.size(), 0); int newTable = lua_gettop(state); for (int32 i = 0; i < group.size(); i++) { lua_interface->SetSpawnValue(state, group[i]); lua_rawseti(state, newTable, i + 1); } } else lua_pushnil(state); return 1; } int EQ2Emu_lua_SetSpawnAnimation(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state, 1); int32 anim_id = lua_interface->GetInt32Value(state, 2); int16 leeway = lua_interface->GetInt16Value(state, 3); lua_interface->ResetFunctionStack(state); if (!spawn) { lua_interface->LogError("%s: LUA SetSpawnAnimation command error: spawn is not valid", lua_interface->GetScriptName(state)); return 0; } if (anim_id == 0) { lua_interface->LogError("%s: LUA SetSpawnAnimation command error: anim_id is not valid", lua_interface->GetScriptName(state)); return 0; } if (leeway == 0) leeway = 5000; spawn->SetSpawnAnim(anim_id); spawn->SetSpawnAnimLeeway(leeway); return 0; } int EQ2Emu_lua_GetClientVersion(lua_State* state) { if (!lua_interface) return 0; Spawn* player = lua_interface->GetSpawn(state); lua_interface->ResetFunctionStack(state); if (!player || !player->IsPlayer()) { return 0; } Client* client = ((Player*)player)->GetClient(); if (!client) { return 0; } lua_interface->SetInt32Value(state, client->GetVersion()); return 1; } int EQ2Emu_lua_GetItemID(lua_State* state) { if (!lua_interface) return 0; Item* item = lua_interface->GetItem(state); lua_interface->ResetFunctionStack(state); if (!item) { lua_interface->LogError("%s: LUA GetItemID command error: item is not valid", lua_interface->GetScriptName(state)); return 0; } lua_interface->SetInt32Value(state, item->details.item_id); return 1; } int EQ2Emu_lua_IsEntity(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); lua_interface->ResetFunctionStack(state); if (!spawn) { lua_interface->LogError("%s: LUA IsEntity command error: spawn is not valid", lua_interface->GetScriptName(state)); return 0; } lua_interface->SetBooleanValue(state, spawn->IsEntity()); return 1; } int EQ2Emu_lua_GetOrigX(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); lua_interface->ResetFunctionStack(state); if (!spawn) { lua_interface->LogError("%s: LUA GetOrigX command error: spawn is not valid", lua_interface->GetScriptName(state)); return 0; } lua_interface->SetFloatValue(state, spawn->GetSpawnOrigX()); return 1; } int EQ2Emu_lua_GetOrigY(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); lua_interface->ResetFunctionStack(state); if (!spawn) { lua_interface->LogError("%s: LUA GetOrigY command error: spawn is not valid", lua_interface->GetScriptName(state)); return 0; } lua_interface->SetFloatValue(state, spawn->GetSpawnOrigY()); return 1; } int EQ2Emu_lua_GetOrigZ(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); lua_interface->ResetFunctionStack(state); if (!spawn) { lua_interface->LogError("%s: LUA GetOrigZ command error: spawn is not valid", lua_interface->GetScriptName(state)); return 0; } lua_interface->SetFloatValue(state, spawn->GetSpawnOrigZ()); return 1; } int EQ2Emu_lua_GetPCTOfHP(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); float pct = lua_interface->GetFloatValue(state, 2); lua_interface->ResetFunctionStack(state); if (!spawn) { lua_interface->LogError("%s: LUA GetPCTOfHP command error: spawn is not valid", lua_interface->GetScriptName(state)); return 0; } if (pct == 0) { lua_interface->LogError("%s: LUA GetPCTOfHP command error: pct is not valid", lua_interface->GetScriptName(state)); return 0; } int32 amount = std::round(spawn->GetTotalHP() * (pct / 100)); lua_interface->SetInt32Value(state, amount); return 1; } int EQ2Emu_lua_GetPCTOfPower(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); float pct = lua_interface->GetFloatValue(state, 2); lua_interface->ResetFunctionStack(state); if (!spawn) { lua_interface->LogError("%s: LUA GetPCTOfPower command error: spawn is not valid", lua_interface->GetScriptName(state)); return 0; } if (pct == 0) { lua_interface->LogError("%s: LUA GetPCTOfPower command error: pct is not valid", lua_interface->GetScriptName(state)); return 0; } int32 amount = std::round(spawn->GetTotalPower() * (pct / 100)); lua_interface->SetInt32Value(state, amount); return 1; } int EQ2Emu_lua_GetBoundZoneID(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); lua_interface->ResetFunctionStack(state); if (!spawn) { lua_interface->LogError("%s: LUA GetBoundZoneID command error: spawn is not valid", lua_interface->GetScriptName(state)); return 0; } if (!spawn->IsPlayer()) { lua_interface->LogError("%s: LUA GetBoundZoneID command error: spawn is not a player", lua_interface->GetScriptName(state)); return 0; } lua_interface->SetInt32Value(state, ((Player*)spawn)->GetPlayerInfo()->GetBindZoneID()); return 1; } int EQ2Emu_lua_Evac(lua_State* state) { if (!lua_interface) return 0; Spawn* target = lua_interface->GetSpawn(state); if (target) { float x = target->GetZone()->GetSafeX(); float y = target->GetZone()->GetSafeY(); float z = target->GetZone()->GetSafeZ(); float h = target->GetZone()->GetSafeHeading(); target->SetX(x); target->SetY(y); target->SetZ(z); target->SetHeading(h); target->SetSpawnOrigX(x); target->SetSpawnOrigY(y); target->SetSpawnOrigZ(z); target->SetSpawnOrigHeading(h); if (target->IsPlayer()) { Client* client = ((Player*)target)->GetClient(); if (client) { client->GetCurrentZone()->ClearHate(client->GetPlayer()); int numargs = lua_interface->GetNumberOfArgs(state); if(numargs == 4) { x = lua_interface->GetFloatValue(state,1); y = lua_interface->GetFloatValue(state,2); z = lua_interface->GetFloatValue(state,3); h = lua_interface->GetFloatValue(state,4); } client->SetReloadingZone(true); target->SetX(x); target->SetY(y); target->SetZ(z); target->SetHeading(h); target->SetSpawnOrigX(x); target->SetSpawnOrigY(y); target->SetSpawnOrigZ(z); target->SetSpawnOrigHeading(h); target->SetAppearancePosition(x,y,z); client->SetZoningCoords(x,y,z,h); PacketStruct* packet = configReader.getStruct("WS_TeleportWithinZone", client->GetVersion()); if (packet) { packet->setDataByName("x", x); packet->setDataByName("y", y); packet->setDataByName("z", z); client->QueuePacket(packet->serialize()); safe_delete(packet); } client->GetCurrentZone()->RemoveSpawn(target, false, false, true, true); client->GetPlayer()->SetSpawnSentState(target, SpawnState::SPAWN_STATE_SENT); } } lua_interface->ResetFunctionStack(state); } else { LuaSpell* spell = lua_interface->GetCurrentSpell(state); if(!spell || !spell->caster || !spell->caster->GetZone()) { lua_interface->ResetFunctionStack(state); return 0; } ZoneServer* zone = spell->caster->GetZone(); float x = spell->caster->GetZone()->GetSafeX(); float y = spell->caster->GetZone()->GetSafeY(); float z = spell->caster->GetZone()->GetSafeZ(); float h = spell->caster->GetZone()->GetSafeHeading(); int numargs = lua_interface->GetNumberOfArgs(state); if(numargs == 4) { x = lua_interface->GetFloatValue(state,1); y = lua_interface->GetFloatValue(state,2); z = lua_interface->GetFloatValue(state,3); h = lua_interface->GetFloatValue(state,4); } lua_interface->ResetFunctionStack(state); spell->MSpellTargets.readlock(__FUNCTION__, __LINE__); for (int32 i = 0; i < spell->targets.size(); i++) { Spawn* target2 = zone->GetSpawnByID(spell->targets.at(i)); if (!target2) continue; if (target2->IsPlayer()) { Client* client = ((Player*)target2)->GetClient(); if (client) { client->GetCurrentZone()->ClearHate(client->GetPlayer()); client->SetReloadingZone(true); target2->SetX(x); target2->SetY(y); target2->SetZ(z); target2->SetHeading(h); target2->SetSpawnOrigX(x); target2->SetSpawnOrigY(y); target2->SetSpawnOrigZ(z); target2->SetSpawnOrigHeading(h); target2->SetAppearancePosition(x,y,z); client->SetZoningCoords(x,y,z,h); PacketStruct* packet = configReader.getStruct("WS_TeleportWithinZone", client->GetVersion()); if (packet) { packet->setDataByName("x", x); packet->setDataByName("y", y); packet->setDataByName("z", z); client->QueuePacket(packet->serialize()); safe_delete(packet); } client->GetCurrentZone()->RemoveSpawn(target2, false, false, true, true); client->GetPlayer()->SetSpawnSentState(target2, SpawnState::SPAWN_STATE_SENT); } } } spell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__); } return 0; } int EQ2Emu_lua_GetSpellTier(lua_State* state) { if (!lua_interface) return 0; LuaSpell* luaspell = lua_interface->GetCurrentSpell(state); lua_interface->ResetFunctionStack(state); if (!luaspell || !luaspell->spell) { lua_interface->LogError("%s: LUA GetSpellTier command error: must be used in a spell script", lua_interface->GetScriptName(state)); return 0; } int8 tier = luaspell->spell->GetSpellTier(); lua_interface->SetInt32Value(state, tier); return 1; } int EQ2Emu_lua_GetSpellID(lua_State* state) { if (!lua_interface) return 0; LuaSpell* luaspell = lua_interface->GetCurrentSpell(state); lua_interface->ResetFunctionStack(state); if (!luaspell || !luaspell->spell) { lua_interface->LogError("%s: LUA GetSpellID command error: must be used in a spell script", lua_interface->GetScriptName(state)); return 0; } int32 spell_id = luaspell->spell->GetSpellID(); lua_interface->SetInt32Value(state, spell_id); return 1; } int EQ2Emu_lua_StartTransmute(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state, 1); lua_interface->ResetFunctionStack(state); if (!spawn) { lua_interface->LogError("%s: Lua StartTransmute command error: no spawn", lua_interface->GetScriptName(state)); return 0; } if (!spawn->IsPlayer()) { lua_interface->LogError("%s: Lua StartTransmute command error: spawn is not a player", lua_interface->GetScriptName(state)); return 0; } ZoneServer* zone = spawn->GetZone(); if (!zone) { return 0; } Client* client = ((Player*)spawn)->GetClient(); if (!client) { return 0; } Transmute::CreateItemRequest(client, static_cast(spawn)); return 0; } int EQ2Emu_lua_CompleteTransmute(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state, 1); lua_interface->ResetFunctionStack(state); if (!spawn) { lua_interface->LogError("%s: Lua CompleteTransmute command error: no spawn", lua_interface->GetScriptName(state)); return 0; } if (!spawn->IsPlayer()) { lua_interface->LogError("%s: Lua CompleteTransmute command error: spawn is not a player", lua_interface->GetScriptName(state)); return 0; } ZoneServer* zone = spawn->GetZone(); if (!zone) { return 0; } Client* client = ((Player*)spawn)->GetClient(); if (!client) { return 0; } Transmute::CompleteTransmutation(client, static_cast(spawn)); return 0; } int EQ2Emu_lua_ProcHate(lua_State* state) { if (!lua_interface) return 0; Spawn* caster = lua_interface->GetSpawn(state); Spawn* target = lua_interface->GetSpawn(state, 2); int32 threat_amt = lua_interface->GetInt32Value(state, 3); string spell_name = lua_interface->GetStringValue(state, 4); lua_interface->ResetFunctionStack(state); if (!caster) { lua_interface->LogError("%s: LUA ProcHate command error: caster is not a valid spawn", lua_interface->GetScriptName(state)); return 0; } if (!caster->IsEntity()) { lua_interface->LogError("%s: LUA ProcHate command error: caster is not an entity", lua_interface->GetScriptName(state)); return 0; } if (!target) { lua_interface->LogError("%s: LUA ProcHate command error: target is not a valid spawn", lua_interface->GetScriptName(state)); return 0; } if (!target->IsEntity()) { lua_interface->LogError("%s: LUA ProcHate command error: target is not an entity", lua_interface->GetScriptName(state)); return 0; } static_cast(target)->AddHate(static_cast(caster), threat_amt); caster->GetZone()->SendThreatPacket(static_cast(caster), target, threat_amt, spell_name.c_str()); return 0; } int EQ2Emu_lua_GiveExp(lua_State* state) { if (!lua_interface) return 0; Spawn* player = lua_interface->GetSpawn(state); int32 amount = lua_interface->GetInt32Value(state, 2); lua_interface->ResetFunctionStack(state); if (player && player->IsPlayer() && amount > 0) { ((Player*)player)->AddXP(amount); } return 0; } int EQ2Emu_lua_DisplayText(lua_State* state) { if (!lua_interface) return 0; Spawn* player = lua_interface->GetSpawn(state); int8 type = lua_interface->GetInt8Value(state, 2); string text = lua_interface->GetStringValue(state, 3); lua_interface->ResetFunctionStack(state); Client* client = 0; if (player && player->IsPlayer()) client = ((Player*)player)->GetClient(); if (!client || text.length() == 0) { lua_interface->LogError("%s: LUA DisplayText required parameters not given", lua_interface->GetScriptName(state)); return 0; } client->SimpleMessage(type, text.c_str()); return 0; } int EQ2Emu_lua_ShowLootWindow(lua_State* state) { if (!lua_interface) return 0; Spawn* player = lua_interface->GetSpawn(state); Spawn* spawn = lua_interface->GetSpawn(state, 2); lua_interface->ResetFunctionStack(state); Client* client = 0; if (player && player->IsPlayer()) client = ((Player*)player)->GetClient(); if (!client || !spawn) { lua_interface->LogError("%s: LUA ShowLootWindow required parameters not given", lua_interface->GetScriptName(state)); return 0; } vector* items = ((Player*)player)->GetPendingLootItems(spawn->GetID()); if (!items) { lua_interface->LogError("%s: LUA ShowLootWindow has no items", lua_interface->GetScriptName(state)); return 0; } client->SendLootResponsePacket(spawn->GetLootCoins(), items, spawn, true); return 0; } int EQ2Emu_lua_GetRandomSpawnByID(lua_State* state) { if (!lua_interface) return 0; Spawn* spawnref = lua_interface->GetSpawn(state); int32 spawn_id = lua_interface->GetInt32Value(state, 2); lua_interface->ResetFunctionStack(state); if (spawn_id > 0 && spawnref) { vector spawns = spawnref->GetZone()->GetSpawnsByID(spawn_id); if (spawns.size() == 0) { lua_interface->LogError("%s: LUA EQ2Emu_lua_GetRandomSpawnByID command error: GetSpawnsByID returned no spawns", lua_interface->GetScriptName(state)); return 0; } Spawn* spawn = 0; int16 index = MakeRandomInt(0, spawns.size()); if (index >= spawns.size() || index < 0) index = 0; spawn = spawns[index]; lua_interface->SetSpawnValue(state, spawn); return 1; } else { lua_interface->LogError("%s: LUA GetRandomSpawnByID required parameters not given", lua_interface->GetScriptName(state)); } return 0; } int EQ2Emu_lua_AddPrimaryEntityCommandAllSpawns(lua_State* state) { Spawn* player = lua_interface->GetSpawn(state); int32 spawn_id = lua_interface->GetInt32Value(state, 2); string name = lua_interface->GetStringValue(state, 3); float distance = lua_interface->GetFloatValue(state, 4); string command = lua_interface->GetStringValue(state, 5); string error_text = lua_interface->GetStringValue(state, 6); int16 cast_time = lua_interface->GetInt16Value(state, 7); int32 spell_visual = lua_interface->GetInt32Value(state, 8); lua_interface->ResetFunctionStack(state); if (spawn_id && player && player->IsPlayer() && name.length() > 0) { if (distance == 0) distance = 10.0f; if (command.length() == 0) command = name; vector spawns = player->GetZone()->GetSpawnsByID(spawn_id); if (spawns.size() == 0) { lua_interface->LogError("%s: LUA AddPrimaryEntityCommandAllSpawns command error: GetSpawnsByID returned no spawns", lua_interface->GetScriptName(state)); return 0; } Spawn* spawn = 0; for (vector::iterator itr = spawns.begin(); itr != spawns.end(); itr++) { spawn = *itr; if (spawn) { spawn->AddPrimaryEntityCommand(name.c_str(), distance, command.c_str(), error_text.c_str(), cast_time, spell_visual); player->GetZone()->SendUpdateDefaultCommand(spawn, command.c_str(), distance); } } } return 0; } int EQ2Emu_lua_InstructionWindowGoal(lua_State* state) { if (!lua_interface) return 0; Client* client = 0; Spawn* player = lua_interface->GetSpawn(state); int8 goal_num = lua_interface->GetInt8Value(state, 2); lua_interface->ResetFunctionStack(state); if (player && player->IsPlayer() && player->GetZone()) client = ((Player*)player)->GetClient(); else{ lua_interface->LogError("LUA InstructionWindowGoal command error: player is not valid"); return 0; } if (client) { PacketStruct* packet = configReader.getStruct("WS_InstructionWindow", client->GetVersion()); if (packet) { packet->setDataByName("goal_num", goal_num); client->QueuePacket(packet->serialize()); safe_delete(packet); } } return 0; } int EQ2Emu_lua_InstructionWindowClose(lua_State* state) { if (!lua_interface) return 0; Client* client = 0; Spawn* player = lua_interface->GetSpawn(state); lua_interface->ResetFunctionStack(state); if (player && player->IsPlayer() && player->GetZone()) client = ((Player*)player)->GetClient(); else { lua_interface->LogError("LUA InstructionWindowClose command error: player is not valid"); return 0; } if (client && client->GetVersion() >= 374) { client->QueuePacket(new EQ2Packet(OP_EqInstructionWindowCloseCmd, 0, 0)); } return 0; } int EQ2Emu_lua_InstructionWindow(lua_State* state) { if (!lua_interface) return 0; Client* client = 0; Spawn* player = lua_interface->GetSpawn(state); float duration = lua_interface->GetFloatValue(state, 2); string text = lua_interface->GetStringValue(state, 3); string voice = lua_interface->GetStringValue(state, 4); int32 voice_key1 = lua_interface->GetInt32Value(state, 5); int32 voice_key2 = lua_interface->GetInt32Value(state, 6); string signal = lua_interface->GetStringValue(state, 7); string goal1 = lua_interface->GetStringValue(state, 8); string task1 = lua_interface->GetStringValue(state, 9); string goal2 = lua_interface->GetStringValue(state, 10); string task2 = lua_interface->GetStringValue(state, 11); string goal3 = lua_interface->GetStringValue(state, 12); string task3 = lua_interface->GetStringValue(state, 13); string goal4 = lua_interface->GetStringValue(state, 14); string task4 = lua_interface->GetStringValue(state, 15); lua_interface->ResetFunctionStack(state); if (!player) { lua_interface->LogError("LUA InstructionWindow command error: spawn is not valid"); return 0; } if (!player->IsPlayer()) { lua_interface->LogError("LUA InstructionWindow command error: spawn is not a player"); return 0; } else client = ((Player*)player)->GetClient(); if (!client) { lua_interface->LogError("LUA InstructionWindow command error: could not find client"); return 0; } if (text.length() == 0) { lua_interface->LogError("LUA InstructionWindow required parameters not given"); return 0; } if (duration >= 0 && duration < 2) duration = 2; PacketStruct* packet = configReader.getStruct("WS_InstructionWindow", client->GetVersion()); if (packet) { packet->setDataByName("open_seconds_max", duration); packet->setDataByName("text", text.c_str()); packet->setDataByName("voice", voice.c_str()); int8 num_goals = 1; if (task2.length() > 0) num_goals++; if (task3.length() > 0) num_goals++; if (task4.length() > 0) num_goals++; packet->setArrayLengthByName("num_goals", num_goals); for (int8 i = 0; i < num_goals; i++) { packet->setSubArrayLengthByName("num_tasks", 1, i); } if (goal1.length() > 0) packet->setArrayDataByName("goal_text", goal1.c_str()); if (goal2.length() > 0) packet->setArrayDataByName("goal_text", goal2.c_str(), 1); if (goal3.length() > 0) packet->setArrayDataByName("goal_text", goal3.c_str(), 2); if (goal4.length() > 0) packet->setArrayDataByName("goal_text", goal4.c_str(), 3); packet->setSubArrayDataByName("task_text", task1.c_str()); if (task2.length() > 0) packet->setSubArrayDataByName("task_text", task2.c_str(), 1); if (task3.length() > 0) packet->setSubArrayDataByName("task_text", task3.c_str(), 2); if (task4.length() > 0) packet->setSubArrayDataByName("task_text", task4.c_str(), 3); packet->setDataByName("complete_sound", "click"); packet->setDataByName("signal", signal.c_str()); packet->setDataByName("voice_key1", voice_key1); packet->setDataByName("voice_key2", voice_key2); client->QueuePacket(packet->serialize()); safe_delete(packet); } return 0; } int EQ2Emu_lua_ShowWindow(lua_State* state) { if (!lua_interface) return 0; Client* client = 0; Spawn* player = lua_interface->GetSpawn(state); string window = lua_interface->GetStringValue(state, 2); int8 show = lua_interface->GetInt8Value(state, 3); lua_interface->ResetFunctionStack(state); if (!player) { lua_interface->LogError("LUA ShowWindow command error: spawn is not valid"); return 0; } if (!player->IsPlayer()) { lua_interface->LogError("LUA ShowWindow command error: spawn is not a player"); return 0; } else client = ((Player*)player)->GetClient(); if (!client) { lua_interface->LogError("LUA ShowWindow command error: could not find client"); return 0; } if (window.length() == 0) { lua_interface->LogError("LUA ShowWindow required parameters not given"); return 0; } PacketStruct* packet = configReader.getStruct("WS_ShowWindow", client->GetVersion()); if (packet) { packet->setDataByName("window", window.c_str()); packet->setDataByName("show", show); client->QueuePacket(packet->serialize()); safe_delete(packet); } return 0; } int EQ2Emu_lua_EnableGameEvent(lua_State* state) { //See GameEvents.txt for options that can be used for this function if (!lua_interface) return 0; Client* client = 0; Spawn* player = lua_interface->GetSpawn(state); string event_name = lua_interface->GetStringValue(state, 2); int8 enabled = lua_interface->GetInt8Value(state, 3); lua_interface->ResetFunctionStack(state); if (!player || !player->IsPlayer()) { lua_interface->LogError("LUA EnableGameEvent error: player is not valid"); return 0; } client = ((Player*)player)->GetClient(); if (!client) { lua_interface->LogError("LUA EnableGameEvent error: could not find client"); return 0; } PacketStruct* packet = configReader.getStruct("WS_EnableGameEvent", client->GetVersion()); if (packet) { packet->setDataByName("event_name", event_name.c_str()); packet->setDataByName("enabled", enabled); client->QueuePacket(packet->serialize()); safe_delete(packet); } return 0; } int EQ2Emu_lua_GetTutorialStep(lua_State* state) { if (!lua_interface) return 0; Spawn* player = lua_interface->GetSpawn(state); lua_interface->ResetFunctionStack(state); if (player && player->IsPlayer()) { lua_interface->SetInt32Value(state, ((Player*)player)->GetTutorialStep()); return 1; } return 0; } int EQ2Emu_lua_SetTutorialStep(lua_State* state) { if (!lua_interface) return 0; Spawn* player = lua_interface->GetSpawn(state); int8 step = lua_interface->GetInt8Value(state, 2); lua_interface->ResetFunctionStack(state); if (player && player->IsPlayer() && step > 0) { ((Player*)player)->SetTutorialStep(step); } return 0; } int EQ2Emu_lua_FlashWindow(lua_State* state) { if (!lua_interface) return 0; Client* client = 0; Spawn* player = lua_interface->GetSpawn(state); string window = lua_interface->GetStringValue(state, 2); float flash_seconds = lua_interface->GetFloatValue(state, 3); lua_interface->ResetFunctionStack(state); if (!player) { lua_interface->LogError("LUA FlashWindow command error: spawn is not valid"); return 0; } if (!player->IsPlayer()) { lua_interface->LogError("LUA FlashWindow command error: spawn is not a player"); return 0; } else client = ((Player*)player)->GetClient(); if (!client) { lua_interface->LogError("LUA FlashWindow command error: could not find client"); return 0; } if (window.length() == 0) { lua_interface->LogError("LUA FlashWindow required parameters not given"); return 0; } PacketStruct* packet = configReader.getStruct("WS_FlashWindow", client->GetVersion()); if (packet) { packet->setDataByName("window", window.c_str()); packet->setDataByName("flash_seconds", flash_seconds); client->QueuePacket(packet->serialize()); safe_delete(packet); } return 0; } int EQ2Emu_lua_CheckLOS(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); Spawn* target = lua_interface->GetSpawn(state, 2); lua_interface->ResetFunctionStack(state); if (spawn && target) return spawn->CheckLoS(target); return 0; } int EQ2Emu_lua_CheckLOSByCoordinates(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); float x = lua_interface->GetFloatValue(state, 2); float y = lua_interface->GetFloatValue(state, 3); float z = lua_interface->GetFloatValue(state, 4); lua_interface->ResetFunctionStack(state); if (spawn) return spawn->CheckLoS(glm::vec3(spawn->GetX(), spawn->GetZ(), spawn->GetY() + 1.0f), glm::vec3(x, z, y+1.0f)); return 0; } int EQ2Emu_lua_SetZoneExpansionFlag(lua_State* state) { if (!lua_interface) return 0; ZoneServer* zone = lua_interface->GetZone(state); int32 xpackFlag = lua_interface->GetInt32Value(state, 2); lua_interface->ResetFunctionStack(state); if (zone) zone->SetExpansionFlag(xpackFlag); return 0; } int EQ2Emu_lua_GetZoneExpansionFlag(lua_State* state) { if (!lua_interface) return 0; ZoneServer* zone = lua_interface->GetZone(state); lua_interface->ResetFunctionStack(state); if (zone) { lua_interface->SetInt32Value(state, zone->GetExpansionFlag()); return 1; } return 0; } int EQ2Emu_lua_SetZoneHolidayFlag(lua_State* state) { if (!lua_interface) return 0; ZoneServer* zone = lua_interface->GetZone(state); int32 holidayFlag = lua_interface->GetInt32Value(state, 2); lua_interface->ResetFunctionStack(state); if (zone) zone->SetHolidayFlag(holidayFlag); return 0; } int EQ2Emu_lua_GetZoneHolidayFlag(lua_State* state) { if (!lua_interface) return 0; ZoneServer* zone = lua_interface->GetZone(state); lua_interface->ResetFunctionStack(state); if (zone) { lua_interface->SetInt32Value(state, zone->GetHolidayFlag()); return 1; } return 0; } int EQ2Emu_lua_SetCanBind(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); bool canbind = lua_interface->GetInt32Value(state, 2); lua_interface->ResetFunctionStack(state); if(!spawn) { lua_interface->LogError("%s: LUA SetCanBind command error: spawn is not valid", lua_interface->GetScriptName(state)); return 0; } ZoneServer* zone = spawn->GetZone(); if (zone) zone->SetCanBind(canbind); return 0; } int EQ2Emu_lua_GetCanBind(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); lua_interface->ResetFunctionStack(state); if(!spawn) { lua_interface->LogError("%s: LUA GetCanBind command error: spawn is not valid", lua_interface->GetScriptName(state)); return 0; } ZoneServer* zone = spawn->GetZone(); if (zone) { lua_interface->SetInt32Value(state, zone->GetCanBind()); return 1; } return 0; } int EQ2Emu_lua_SetCanGate(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); bool cangate = lua_interface->GetInt32Value(state, 2); lua_interface->ResetFunctionStack(state); if(!spawn) { lua_interface->LogError("%s: LUA SetCanGate command error: spawn is not valid", lua_interface->GetScriptName(state)); return 0; } ZoneServer* zone = spawn->GetZone(); if (zone) zone->SetCanGate(cangate); return 0; } int EQ2Emu_lua_GetCanGate(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); lua_interface->ResetFunctionStack(state); if(!spawn) { lua_interface->LogError("%s: LUA GetCanGate command error: spawn is not valid", lua_interface->GetScriptName(state)); return 0; } ZoneServer* zone = spawn->GetZone(); if (zone) { lua_interface->SetInt32Value(state, zone->GetCanGate()); return 1; } return 0; } int EQ2Emu_lua_SetCanEvac(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); bool canevac = lua_interface->GetInt32Value(state, 2); lua_interface->ResetFunctionStack(state); if(!spawn) { lua_interface->LogError("%s: LUA SetCanEvac command error: spawn is not valid", lua_interface->GetScriptName(state)); return 0; } ZoneServer* zone = spawn->GetZone(); if (zone) zone->SetCanEvac(canevac); return 0; } int EQ2Emu_lua_GetCanEvac(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); lua_interface->ResetFunctionStack(state); if(!spawn) { lua_interface->LogError("%s: LUA GetCanEvac command error: spawn is not valid", lua_interface->GetScriptName(state)); return 0; } ZoneServer* zone = spawn->GetZone(); if (zone) { lua_interface->SetInt32Value(state, zone->GetCanEvac()); return 1; } return 0; } int EQ2Emu_lua_AddSpawnProximity(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); int32 spawn_value = lua_interface->GetInt32Value(state, 2); int8 spawn_type = lua_interface->GetInt8Value(state, 3); float distance = lua_interface->GetFloatValue(state, 4); string in_range_function = lua_interface->GetStringValue(state, 5); string leaving_range_function = lua_interface->GetStringValue(state, 6); lua_interface->ResetFunctionStack(state); if (spawn && distance > 0 && in_range_function.length() > 0) spawn->AddLUASpawnProximity(spawn_value, (Spawn::SpawnProximityType)spawn_type, distance, in_range_function, leaving_range_function); return 0; } int EQ2Emu_lua_CanSeeInvis(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); Spawn* target = lua_interface->GetSpawn(state, 2); lua_interface->ResetFunctionStack(state); if (spawn && target) { if (spawn->IsPlayer() && target->IsEntity()) { lua_interface->SetBooleanValue(state, ((Player*)spawn)->CanSeeInvis((Entity*)target)); return 1; } else if (spawn->IsEntity() && target->IsEntity()) { lua_interface->SetBooleanValue(state, ((Entity*)spawn)->CanSeeInvis((Entity*)target)); return 1; } } return 0; } int EQ2Emu_lua_SetSeeInvis(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); bool val = (lua_interface->GetInt8Value(state, 2) == 1); lua_interface->ResetFunctionStack(state); if (spawn && spawn->IsEntity()) { ((Entity*)spawn)->SetSeeInvisSpell(val); if (spawn->IsPlayer()) { Client* client = ((Player*)spawn)->GetClient(); if (client) ((Player*)spawn)->GetZone()->SendAllSpawnsForSeeInvisChange(client); } } return 0; } int EQ2Emu_lua_SetSeeHide(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); bool val = (lua_interface->GetInt8Value(state, 2) == 1); lua_interface->ResetFunctionStack(state); if (spawn && spawn->IsEntity()) { ((Entity*)spawn)->SetSeeHideSpell(val); if (spawn->IsPlayer()) { Client* client = ((Player*)spawn)->GetClient(); if (client) ((Player*)spawn)->GetZone()->SendAllSpawnsForVisChange(client); } } return 0; } int EQ2Emu_lua_SetAccessToEntityCommand(lua_State* state) { if (!lua_interface) return 0; Spawn* player = lua_interface->GetSpawn(state); Spawn* spawn = lua_interface->GetSpawn(state, 2); string command = lua_interface->GetStringValue(state, 3); bool val = (lua_interface->GetInt8Value(state, 4) == 1); lua_interface->ResetFunctionStack(state); if (spawn && player && player->IsPlayer()) { EntityCommand* cmd = spawn->FindEntityCommand(string(command), true); bool res = false; if (cmd) res = spawn->SetPermissionToEntityCommand(cmd, (Player*)player, val); lua_interface->SetBooleanValue(state, res); return 1; } return 0; } int EQ2Emu_lua_SetAccessToEntityCommandByCharID(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); int32 charID = lua_interface->GetInt32Value(state, 2); string command = lua_interface->GetStringValue(state, 3); bool val = (lua_interface->GetInt8Value(state, 4) == 1); lua_interface->ResetFunctionStack(state); if (spawn && charID) { EntityCommand* cmd = spawn->FindEntityCommand(string(command), true); bool res = false; if (cmd) res = spawn->SetPermissionToEntityCommandByCharID(cmd, charID, val); lua_interface->SetBooleanValue(state, res); return 1; } return 0; } int EQ2Emu_lua_RemovePrimaryEntityCommand(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); string command = lua_interface->GetStringValue(state, 2); lua_interface->ResetFunctionStack(state); if (spawn && command.length() > 0) spawn->RemovePrimaryEntityCommand(command.c_str()); return 0; } int EQ2Emu_lua_SendUpdateDefaultCommand(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); float distance = lua_interface->GetFloatValue(state, 2); string command = lua_interface->GetStringValue(state, 3); Spawn* player = lua_interface->GetSpawn(state, 4); lua_interface->ResetFunctionStack(state); if (spawn) { spawn->GetZone()->SendUpdateDefaultCommand(spawn, command.c_str(), distance, player); } return 0; } int EQ2Emu_lua_SendTransporters(lua_State* state) { if (!lua_interface) return 0; LuaSpell* spell = lua_interface->GetCurrentSpell(state); Spawn* spawn = lua_interface->GetSpawn(state); Spawn* player = lua_interface->GetSpawn(state, 2); int32 transport_id = lua_interface->GetInt32Value(state, 3); lua_interface->ResetFunctionStack(state); if (spawn && player && transport_id && player->IsPlayer()) { Client* client = 0; if (player && player->IsPlayer()) client = ((Player*)player)->GetClient(); if (!client) return 0; vector destinations; player->GetZone()->GetTransporters(&destinations, client, transport_id); if (destinations.size()) { client->SetTemporaryTransportID(transport_id); client->ProcessTeleport(spawn, &destinations, transport_id, (spell != nullptr) ? true : false); } else client->Message(CHANNEL_COLOR_RED, "There are no transporters available (ID: %u)", transport_id); } return 0; } int EQ2Emu_lua_SetTemporaryTransportID(lua_State* state) { if (!lua_interface) return 0; Spawn* player = lua_interface->GetSpawn(state); int32 transport_id = lua_interface->GetInt32Value(state, 2); lua_interface->ResetFunctionStack(state); if (player && player->IsPlayer()) { Client* client = 0; if (player && player->IsPlayer()) client = ((Player*)player)->GetClient(); if (!client) return 0; client->SetTemporaryTransportID(transport_id); } return 0; } int EQ2Emu_lua_GetTemporaryTransportID(lua_State* state) { if (!lua_interface) return 0; Spawn* player = lua_interface->GetSpawn(state); lua_interface->ResetFunctionStack(state); if (player && player->IsPlayer()) { Client* client = 0; if (player && player->IsPlayer()) client = ((Player*)player)->GetClient(); if (!client) return 0; lua_interface->SetInt32Value(state, client->GetTemporaryTransportID()); return 1; } return 0; } int EQ2Emu_lua_SetAlignment(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); sint32 alignment = lua_interface->GetSInt32Value(state, 2); LuaSpell* spell = lua_interface->GetCurrentSpell(state); if (!spawn) { lua_interface->LogError("%s: LUA SetAlignment command error: spawn is not valid", lua_interface->GetScriptName(state)); return 0; } if (!spawn->IsEntity()) { lua_interface->LogError("%s: LUA SetAlignment command error: spawn is not an entity", lua_interface->GetScriptName(state)); return 0; } if (alignment < SCHAR_MIN || alignment > SCHAR_MAX) { lua_interface->LogError("%s: LUA SetAlignment command error: alignment value beyond supported min: %i and max: %i", lua_interface->GetScriptName(state), SCHAR_MIN, SCHAR_MAX); return 0; } lua_interface->ResetFunctionStack(state); if (spell && spell->targets.size() > 0) { ZoneServer* zone = spell->caster->GetZone(); for (int8 i = 0; i < spell->targets.size(); i++) { Spawn* target = zone->GetSpawnByID(spell->targets.at(i)); if (target && target->IsEntity()) { ((Entity*)target)->GetInfoStruct()->set_alignment((sint8)alignment); if (target->IsPlayer()) ((Player*)target)->SetCharSheetChanged(true); } } } else { ((Entity*)spawn)->GetInfoStruct()->set_alignment((sint8)alignment); if (spawn->IsPlayer()) ((Player*)spawn)->SetCharSheetChanged(true); } return 0; } int EQ2Emu_lua_GetAlignment(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); lua_interface->ResetFunctionStack(state); if (!spawn) { lua_interface->LogError("%s: LUA GetAlignment command error: spawn is not valid", lua_interface->GetScriptName(state)); return 0; } if (!spawn->IsEntity()) { lua_interface->LogError("%s: LUA GetAlignment command error: spawn is not an entity", lua_interface->GetScriptName(state)); return 0; } lua_interface->SetSInt32Value(state, ((Entity*)spawn)->GetAlignment()); return 1; } int EQ2Emu_lua_GetSpell(lua_State* state) { if (!lua_interface) return 0; int32 spell_id = lua_interface->GetInt32Value(state); int8 spell_tier = lua_interface->GetInt8Value(state, 2); string custom_lua_script = lua_interface->GetStringValue(state, 3); if (spell_id > 0) { if (spell_tier == 0) spell_tier = 1; Spell* spell = master_spell_list.GetSpell(spell_id, spell_tier); if(!spell) { lua_interface->LogError("%s: GetSpell: Failed, spell id %u spell tier %u does not exist.", lua_interface->GetScriptName(state), spell_id, spell_tier); lua_interface->ResetFunctionStack(state); return 0; } LuaSpell* lua_spell = 0; if(custom_lua_script.size() > 0) { // attempt to load the custom script since it isn't already loaded // we will re-obtain the lua_spell further below if((lua_spell = lua_interface->GetSpell(custom_lua_script.c_str())) == nullptr) { LogWrite(LUA__WARNING, 0, "LUA", "GetSpell(%u, %u, '%s'), custom lua script not loaded, attempting to load.", spell_id, spell_tier, custom_lua_script.c_str()); lua_interface->LoadLuaSpell(custom_lua_script); } } else custom_lua_script = spell->GetSpellData()->lua_script; if (!lua_spell && lua_interface) lua_spell = lua_interface->GetSpell(custom_lua_script.c_str()); lua_interface->ResetFunctionStack(state); if (!lua_spell) { LogWrite(LUA__ERROR, 0, "LUA", "GetSpell(%u, %u, '%s') spell could not be loaded.", spell_id, spell_tier, custom_lua_script.c_str()); return 0; } lua_spell->spell = new Spell(spell); lua_interface->AddCustomSpell(lua_spell); lua_interface->SetSpellValue(state, lua_spell); return 1; } return 0; } int EQ2Emu_lua_GetSpellData(lua_State* state) { if (!lua_interface) return 0; LuaSpell* spell = lua_interface->GetSpell(state); string field = lua_interface->GetStringValue(state, 2); lua_interface->ResetFunctionStack(state); if (!spell) { lua_interface->LogError("%s: Spell not given in GetSpellData!", lua_interface->GetScriptName(state)); return 0; } if (!spell->spell || !spell->spell->GetSpellData()) { lua_interface->LogError("%s: Inner Spell or SpellData not given in GetSpellData!", lua_interface->GetScriptName(state)); return 0; } boost::to_lower(field); return spell->spell->GetSpellData(state, field); } int EQ2Emu_lua_SetSpellData(lua_State* state) { if (!lua_interface) return 0; LuaSpell* spell = lua_interface->GetSpell(state); string field = lua_interface->GetStringValue(state, 2); int8 fieldArg = 3; // field value after the initial set if (!spell) { lua_interface->LogError("%s: Spell not given in SetSpellData!", lua_interface->GetScriptName(state)); lua_interface->ResetFunctionStack(state); return 0; } if (!spell->spell || !spell->spell->GetSpellData()) { lua_interface->LogError("%s: Inner Spell or SpellData not given in SetSpellData!", lua_interface->GetScriptName(state)); lua_interface->ResetFunctionStack(state); return 0; } boost::to_lower(field); bool valSet = false; spell->spell->SetSpellData(state, field, fieldArg); lua_interface->ResetFunctionStack(state); return valSet; } int EQ2Emu_lua_SetSpellDataIndex(lua_State* state) { if (!lua_interface) return 0; LuaSpell* spell = lua_interface->GetSpell(state); int8 idx = lua_interface->GetInt32Value(state, 2); if (!spell) { lua_interface->LogError("%s: Spell not given in SetSpellDataIndex!", lua_interface->GetScriptName(state)); lua_interface->ResetFunctionStack(state); return 0; } if (!spell->spell || !spell->spell->GetSpellData()) { lua_interface->LogError("%s: Inner Spell or SpellData not given in SetSpellDataIndex!", lua_interface->GetScriptName(state)); lua_interface->ResetFunctionStack(state); return 0; } if (spell->spell->lua_data.size() <= idx) { lua_interface->LogError("%s: lua_data size %i <= %i (idx passed) SetSpellDataIndex!", lua_interface->GetScriptName(state), spell->spell->lua_data.size(), idx); lua_interface->ResetFunctionStack(state); return 0; } bool setVal = true; LUAData* data = spell->spell->lua_data[idx]; switch (data->type) { case 0: { sint32 value = lua_interface->GetSInt32Value(state, 3); sint32 value2 = lua_interface->GetSInt32Value(state, 4); data->int_value = value; data->int_value2 = value2; break; } case 1: { float value = lua_interface->GetFloatValue(state, 3); float value2 = lua_interface->GetFloatValue(state, 4); data->float_value = value; data->float_value2 = value2; break; } case 2: { bool value = lua_interface->GetBooleanValue(state, 3); data->bool_value = value; break; } case 3: { string value = lua_interface->GetStringValue(state, 3); string value2 = lua_interface->GetStringValue(state, 4); data->string_value = value; data->string_value2 = value2; break; } default: setVal = false; } lua_interface->ResetFunctionStack(state); return setVal; } int EQ2Emu_lua_GetSpellDataIndex(lua_State* state) { if (!lua_interface) return 0; LuaSpell* spell = lua_interface->GetSpell(state); int8 idx = lua_interface->GetInt32Value(state, 2); bool secondfield = lua_interface->GetBooleanValue(state, 3); lua_interface->ResetFunctionStack(state); if (!spell) { lua_interface->LogError("%s: Spell not given in GetSpellDataIndex!", lua_interface->GetScriptName(state)); return 0; } if (!spell->spell || !spell->spell->GetSpellData()) { lua_interface->LogError("%s: Inner Spell or SpellData not given in GetSpellDataIndex!", lua_interface->GetScriptName(state)); return 0; } if (spell->spell->lua_data.size() <= idx) { lua_interface->LogError("%s: lua_data size %i <= %i (idx passed) GetSpellDataIndex!", lua_interface->GetScriptName(state), spell->spell->lua_data.size(), idx); return 0; } bool setVal = true; LUAData* data = spell->spell->lua_data[idx]; switch (data->type) { case 0: { if(!secondfield) lua_interface->SetSInt32Value(state, data->int_value); else lua_interface->SetSInt32Value(state, data->int_value2); break; } case 1: { if (!secondfield) lua_interface->SetFloatValue(state, data->float_value); else lua_interface->SetFloatValue(state, data->float_value2); break; } case 2: { lua_interface->SetBooleanValue(state, data->bool_value); break; } case 3: { if (!secondfield) lua_interface->SetStringValue(state, data->string_value.c_str()); else lua_interface->SetStringValue(state, data->string_value2.c_str()); break; } default: setVal = false; } return setVal; } int EQ2Emu_lua_SetSpellDisplayEffect(lua_State* state) { if (!lua_interface) return 0; LuaSpell* spell = lua_interface->GetSpell(state); int8 idx = lua_interface->GetInt32Value(state, 2); string field = lua_interface->GetStringValue(state, 3); boost::to_lower(field); if (!spell) { lua_interface->LogError("%s: Spell not given in SetSpellDisplayEffect!", lua_interface->GetScriptName(state)); lua_interface->ResetFunctionStack(state); return 0; } if (!spell->spell || !spell->spell->GetSpellData()) { lua_interface->LogError("%s: Inner Spell or SpellData not given in SetSpellDisplayEffect!", lua_interface->GetScriptName(state)); lua_interface->ResetFunctionStack(state); return 0; } if (spell->spell->effects.size() <= idx) { lua_interface->LogError("%s: lua_data size %i <= %i (idx passed) SetSpellDisplayEffect!", lua_interface->GetScriptName(state), spell->spell->lua_data.size(), idx); lua_interface->ResetFunctionStack(state); return 0; } // do we need to lock? eh probably not this should only be used before use of the custom spell SpellDisplayEffect* effect = spell->spell->effects[idx]; if (field == "description") effect->description = string(lua_interface->GetStringValue(state, 4)); else if (field == "bullet") effect->subbullet = lua_interface->GetInt8Value(state, 4); else if (field == "percentage") effect->percentage = lua_interface->GetInt8Value(state, 4); else { // no match lua_interface->ResetFunctionStack(state); return 0; } lua_interface->ResetFunctionStack(state); return 1; } int EQ2Emu_lua_GetSpellDisplayEffect(lua_State* state) { if (!lua_interface) return 0; LuaSpell* spell = lua_interface->GetSpell(state); int8 idx = lua_interface->GetInt32Value(state, 2); string field = lua_interface->GetStringValue(state, 3); lua_interface->ResetFunctionStack(state); boost::to_lower(field); if (!spell) { lua_interface->LogError("%s: Spell not given in GetSpellDisplayEffect!", lua_interface->GetScriptName(state)); return 0; } if (!spell->spell || !spell->spell->GetSpellData()) { lua_interface->LogError("%s: Inner Spell or SpellData not given in GetSpellDisplayEffect!", lua_interface->GetScriptName(state)); return 0; } if (spell->spell->effects.size() <= idx) { lua_interface->LogError("%s: lua_data size %i <= %i (idx passed) GetSpellDisplayEffect!", lua_interface->GetScriptName(state), spell->spell->lua_data.size(), idx); return 0; } // do we need to lock? eh probably not this should only be used before use of the custom spell SpellDisplayEffect* effect = spell->spell->effects[idx]; if (field == "description") lua_interface->SetStringValue(state, effect->description.c_str()); else if (field == "bullet") lua_interface->SetInt32Value(state, effect->subbullet); else if (field == "percentage") lua_interface->SetInt32Value(state, effect->percentage); else // no match return 0; return 1; } int EQ2Emu_lua_CastCustomSpell(lua_State* state) { if (!lua_interface) return 0; LuaSpell* spell = lua_interface->GetSpell(state); Spawn* caster = lua_interface->GetSpawn(state, 2); Spawn* target = lua_interface->GetSpawn(state, 3); lua_interface->ResetFunctionStack(state); if (!target) { lua_interface->LogError("%s: LUA CastCustomSpell command error: target is not a valid spawn", lua_interface->GetScriptName(state)); return 0; } if (!target->IsEntity()) { lua_interface->LogError("%s: LUA CastCustomSpell command error: target (%s) is not an entity", lua_interface->GetScriptName(state), target->GetName()); return 0; } if (!spell) { lua_interface->LogError("%s: LUA CastCustomSpell command error: spell is not valid", lua_interface->GetScriptName(state)); return 0; } if (caster && !caster->IsEntity()) { lua_interface->LogError("%s: LUA CastSpell command error: caster (%s) is not an entity", lua_interface->GetScriptName(state), caster->GetName()); return 0; } target->GetZone()->ProcessSpell(NULL, (Entity*)caster, (Entity*)target, true, false, spell, 0); return 0; } int EQ2Emu_lua_InWater(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); lua_interface->ResetFunctionStack(state); if (spawn) { lua_interface->SetBooleanValue(state, spawn->InWater()); return 1; } return 0; } int EQ2Emu_lua_InLava(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); lua_interface->ResetFunctionStack(state); if (spawn) { lua_interface->SetBooleanValue(state, spawn->InLava()); return 1; } return 0; } int EQ2Emu_lua_DamageSpawn(lua_State* state) { if (!lua_interface) return 0; Spawn* attacker = lua_interface->GetSpawn(state); Spawn* victim = lua_interface->GetSpawn(state, 2); int8 type = lua_interface->GetInt8Value(state, 3); int8 dmg_type = lua_interface->GetInt8Value(state, 4); int32 low_damage = lua_interface->GetInt32Value(state, 5); int32 high_damage = lua_interface->GetInt32Value(state, 6); string spell_name = lua_interface->GetStringValue(state, 7); int8 crit_mod = lua_interface->GetInt8Value(state, 8); bool is_tick = (lua_interface->GetInt8Value(state, 9) == 1); bool no_calcs = (lua_interface->GetInt8Value(state, 10) == 1); bool ignore_attacker = (lua_interface->GetInt8Value(state, 11) == 1); bool take_power = (lua_interface->GetInt8Value(state, 12) == 1); lua_interface->ResetFunctionStack(state); if (!attacker) { lua_interface->LogError("%s: LUA ProcDamage command error: caster is not a valid spawn", lua_interface->GetScriptName(state)); lua_interface->SetBooleanValue(state, false); return 1; } if (!attacker->IsEntity()) { lua_interface->LogError("%s: LUA ProcDamage command error: caster is not an entity", lua_interface->GetScriptName(state)); lua_interface->SetBooleanValue(state, false); return 1; } if (!victim) { lua_interface->LogError("%s: LUA ProcDamage command error: target is not a valid spawn", lua_interface->GetScriptName(state)); lua_interface->SetBooleanValue(state, false); return 1; } if (!victim->IsEntity()) { lua_interface->LogError("%s: LUA ProcDamage command error: target is not an entity", lua_interface->GetScriptName(state)); lua_interface->SetBooleanValue(state, false); return 1; } bool has_damaged = ((Entity*)attacker)->DamageSpawn((Entity*)victim, type, dmg_type, low_damage, high_damage, spell_name.c_str(), crit_mod, is_tick, no_calcs, ignore_attacker, take_power); lua_interface->SetBooleanValue(state, has_damaged); return 1; } int EQ2Emu_lua_IsInvulnerable(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); lua_interface->ResetFunctionStack(state); if (spawn) { lua_interface->SetBooleanValue(state, spawn->GetInvulnerable()); return 1; } return 0; } int EQ2Emu_lua_SetInvulnerable(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); bool invul = lua_interface->GetBooleanValue(state, 2); lua_interface->ResetFunctionStack(state); if (spawn) { spawn->SetInvulnerable(invul); } return 0; } int EQ2Emu_lua_GetRuleFlagBool(lua_State* state) { if (!lua_interface) return 0; string category = lua_interface->GetStringValue(state); string name = lua_interface->GetStringValue(state, 2); lua_interface->ResetFunctionStack(state); Rule *ret = 0; if ((ret = rule_manager.GetGlobalRule(category.c_str(), name.c_str()))) { lua_interface->SetBooleanValue(state, ret->GetBool()); return 1; } lua_interface->LogError("%s: LUA GetRuleFlagBool Unknown rule with category '%s' and type '%s'", lua_interface->GetScriptName(state), category.c_str(), name.c_str()); return 0; } int EQ2Emu_lua_GetRuleFlagInt32(lua_State* state) { if (!lua_interface) return 0; string category = lua_interface->GetStringValue(state); string name = lua_interface->GetStringValue(state, 2); lua_interface->ResetFunctionStack(state); Rule *ret = 0; if ((ret = rule_manager.GetGlobalRule(category.c_str(), name.c_str()))) { lua_interface->SetInt32Value(state, ret->GetInt32()); return 1; } lua_interface->LogError("%s: LUA GetRuleFlagInt32 Unknown rule with category '%s' and type '%s'", lua_interface->GetScriptName(state), category.c_str(), name.c_str()); return 0; } int EQ2Emu_lua_GetRuleFlagFloat(lua_State* state) { if (!lua_interface) return 0; string category = lua_interface->GetStringValue(state); string name = lua_interface->GetStringValue(state, 2); lua_interface->ResetFunctionStack(state); Rule *ret = 0; if ((ret = rule_manager.GetGlobalRule(category.c_str(), name.c_str()))) { lua_interface->SetFloatValue(state, ret->GetFloat()); return 1; } lua_interface->LogError("%s: LUA GetRuleFlagFloat Unknown rule with category '%s' and type '%s'", lua_interface->GetScriptName(state), category.c_str(), name.c_str()); return 0; } int EQ2Emu_lua_GetAAInfo(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); string type = lua_interface->GetStringValue(state, 2); lua_interface->ResetFunctionStack(state); if (spawn) { int res = 1; boost::to_lower(type); if(type == "assigned_aa") lua_interface->SetSInt32Value(state, spawn->GetAssignedAA()); else if ( type == "unassigned_aa") lua_interface->SetSInt32Value(state, spawn->GetUnassignedAA()); else if ( type == "assigned_tradeskill_aa") lua_interface->SetSInt32Value(state, spawn->GetTradeskillAA()); else if ( type == "unassigned_tradeskill_aa") lua_interface->SetSInt32Value(state, spawn->GetUnassignedTradeskillAA()); else if ( type == "assigned_prestige_aa") lua_interface->SetSInt32Value(state, spawn->GetPrestigeAA()); else if ( type == "unassigned_prestige_aa") lua_interface->SetSInt32Value(state, spawn->GetUnassignedPretigeAA()); else if ( type == "assigned_tradeskill_prestige_aa") lua_interface->SetSInt32Value(state, spawn->GetTradeskillPrestigeAA()); else if ( type == "unassigned_tradeskill_prestige_aa") lua_interface->SetSInt32Value(state, spawn->GetUnassignedTradeskillPrestigeAA()); else res = 0; return res; } lua_interface->LogError("%s: LUA GetAAInfo spawn does not exist", lua_interface->GetScriptName(state)); return 0; } int EQ2Emu_lua_SetAAInfo(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); string type = lua_interface->GetStringValue(state, 2); sint32 value = lua_interface->GetSInt32Value(state, 3); lua_interface->ResetFunctionStack(state); if (spawn) { boost::to_lower(type); if(type == "assigned_aa") spawn->SetAssignedAA((sint16)value); else if ( type == "unassigned_aa") spawn->SetUnassignedAA((sint16)value); else if ( type == "assigned_tradeskill_aa") spawn->SetTradeskillAA((sint16)value); else if ( type == "unassigned_tradeskill_aa") spawn->SetUnassignedTradeskillAA((sint16)value); else if ( type == "assigned_prestige_aa") spawn->SetPrestigeAA((sint16)value); else if ( type == "unassigned_prestige_aa") spawn->SetUnassignedPrestigeAA((sint16)value); else if ( type == "assigned_tradeskill_prestige_aa") spawn->SetTradeskillPrestigeAA((sint16)value); else if ( type == "unassigned_tradeskill_prestige_aa") spawn->SetUnassignedTradeskillPrestigeAA((sint16)value); if(spawn->IsPlayer()) ((Player*)spawn)->SetCharSheetChanged(true); } return 0; } int EQ2Emu_lua_AddMasterTitle(lua_State* state) { if (!lua_interface) return 0; string titleName = lua_interface->GetStringValue(state); int8 isPrefix = lua_interface->GetInt8Value(state, 2); lua_interface->ResetFunctionStack(state); sint32 index = database.AddMasterTitle(titleName.c_str(), isPrefix); lua_interface->SetSInt32Value(state, index); return 1; } int EQ2Emu_lua_AddCharacterTitle(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); string titleName = lua_interface->GetStringValue(state, 2); lua_interface->ResetFunctionStack(state); if(!spawn->IsPlayer()) { lua_interface->LogError("%s: LUA AddCharacterTitle command error: player is not valid", lua_interface->GetScriptName(state)); lua_interface->SetSInt32Value(state, -1); return 1; } Player* player = (Player*)spawn; // check if player already has the title, don't need to add twice Title* playerHasTitle = player->GetPlayerTitles()->GetTitleByName(titleName.c_str()); if ( playerHasTitle) { lua_interface->SetSInt32Value(state, playerHasTitle->GetID()); return 1; } Title* title = master_titles_list.GetTitleByName(titleName.c_str()); if(!title) { lua_interface->LogError("%s: LUA AddCharacterTitle command error: title is not valid with name '%s'", lua_interface->GetScriptName(state), titleName.c_str()); lua_interface->SetSInt32Value(state, -1); return 1; } sint32 returnIdx = database.AddCharacterTitle(title->GetID(), player->GetCharacterID(), player); if(returnIdx < 0) { lua_interface->LogError("%s: LUA AddCharacterTitle command error: got invalid index (-1) returned for database.AddCharacterTitle '%s'", lua_interface->GetScriptName(state), titleName.c_str()); } lua_interface->SetSInt32Value(state, returnIdx); player->GetClient()->SendTitleUpdate(); return 1; } int EQ2Emu_lua_SetCharacterTitleSuffix(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); string titleName = lua_interface->GetStringValue(state, 2); lua_interface->ResetFunctionStack(state); if(!spawn->IsPlayer()) { lua_interface->LogError("%s: LUA SetCharacterTitleSuffix command error: player is not valid", lua_interface->GetScriptName(state)); return 0; } Player* player = (Player*)spawn; Title* title = player->GetPlayerTitles()->GetTitleByName(titleName.c_str()); if(!title) { lua_interface->LogError("%s: LUA SetCharacterTitleSuffix command error: title is not valid with name '%s'", lua_interface->GetScriptName(state), titleName.c_str()); return 0; } if(title->GetPrefix()) { lua_interface->LogError("%s: LUA SetCharacterTitleSuffix command error: title with name '%s' is not valid as a suffix, only prefix", lua_interface->GetScriptName(state), titleName.c_str()); return 0; } database.SaveCharSuffixIndex(title->GetID(), player->GetCharacterID()); player->GetClient()->SendTitleUpdate(); return 1; } int EQ2Emu_lua_SetCharacterTitlePrefix(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); string titleName = lua_interface->GetStringValue(state, 2); lua_interface->ResetFunctionStack(state); if(!spawn->IsPlayer()) { lua_interface->LogError("%s: LUA SetCharacterTitlePrefix command error: player is not valid", lua_interface->GetScriptName(state)); return 0; } Player* player = (Player*)spawn; Title* title = player->GetPlayerTitles()->GetTitleByName(titleName.c_str()); if(!title) { lua_interface->LogError("%s: LUA SetCharacterTitlePrefix command error: title is not valid with name '%s'", lua_interface->GetScriptName(state), titleName.c_str()); return 0; } if(!title->GetPrefix()) { lua_interface->LogError("%s: LUA SetCharacterTitlePrefix command error: title with name '%s' is not valid as a prefix, only suffix", lua_interface->GetScriptName(state), titleName.c_str()); return 0; } database.SaveCharPrefixIndex(title->GetID(), player->GetCharacterID()); player->GetClient()->SendTitleUpdate(); return 1; } int EQ2Emu_lua_ResetCharacterTitleSuffix(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); lua_interface->ResetFunctionStack(state); if(!spawn->IsPlayer()) { lua_interface->LogError("%s: LUA ResetCharacterTitleSuffix command error: player is not valid", lua_interface->GetScriptName(state)); return 0; } Player* player = (Player*)spawn; database.SaveCharSuffixIndex(-1, player->GetCharacterID()); player->GetClient()->SendTitleUpdate(); return 1; } int EQ2Emu_lua_ResetCharacterTitlePrefix(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); lua_interface->ResetFunctionStack(state); if(!spawn->IsPlayer()) { lua_interface->LogError("%s: LUA ResetCharacterTitlePrefix command error: player is not valid", lua_interface->GetScriptName(state)); return 0; } Player* player = (Player*)spawn; database.SaveCharPrefixIndex(-1, player->GetCharacterID()); player->GetClient()->SendTitleUpdate(); return 1; } int EQ2Emu_lua_GetInfoStructString(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); string field = lua_interface->GetStringValue(state, 2); lua_interface->ResetFunctionStack(state); if(!spawn || !spawn->IsEntity()) { lua_interface->LogError("%s: LUA GetInfoStructString command error: spawn is not valid, either does not exist or is not an entity", lua_interface->GetScriptName(state)); return 0; } Entity* ent = (Entity*)spawn; lua_interface->SetStringValue(state, ent->GetInfoStructString(field).c_str()); return 1; } int EQ2Emu_lua_GetInfoStructUInt(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); string field = lua_interface->GetStringValue(state, 2); lua_interface->ResetFunctionStack(state); if(!spawn || !spawn->IsEntity()) { lua_interface->LogError("%s: LUA GetInfoStructUInt command error: spawn is not valid, either does not exist or is not an entity", lua_interface->GetScriptName(state)); return 0; } Entity* ent = (Entity*)spawn; lua_interface->SetInt64Value(state, ent->GetInfoStructUInt(field)); return 1; } int EQ2Emu_lua_GetInfoStructSInt(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); string field = lua_interface->GetStringValue(state, 2); lua_interface->ResetFunctionStack(state); if(!spawn || !spawn->IsEntity()) { lua_interface->LogError("%s: LUA GetInfoStructSInt command error: spawn is not valid, either does not exist or is not an entity", lua_interface->GetScriptName(state)); return 0; } Entity* ent = (Entity*)spawn; lua_interface->SetSInt64Value(state, ent->GetInfoStructSInt(field)); return 1; } int EQ2Emu_lua_GetInfoStructFloat(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); string field = lua_interface->GetStringValue(state, 2); lua_interface->ResetFunctionStack(state); if(!spawn || !spawn->IsEntity()) { lua_interface->LogError("%s: LUA GetInfoStructFloat command error: spawn is not valid, either does not exist or is not an entity", lua_interface->GetScriptName(state)); return 0; } Entity* ent = (Entity*)spawn; lua_interface->SetFloatValue(state, ent->GetInfoStructFloat(field)); return 1; } int EQ2Emu_lua_SetInfoStructString(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); string field = lua_interface->GetStringValue(state, 2); string value = lua_interface->GetStringValue(state, 3); lua_interface->ResetFunctionStack(state); if(!spawn || !spawn->IsEntity()) { lua_interface->LogError("%s: LUA SetInfoStructString command error: spawn is not valid, either does not exist or is not an entity", lua_interface->GetScriptName(state)); return 0; } Entity* ent = (Entity*)spawn; bool set_ = ent->SetInfoStructString(field, value); lua_interface->SetBooleanValue(state, set_); return 1; } int EQ2Emu_lua_SetInfoStructUInt(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); string field = lua_interface->GetStringValue(state, 2); int64 value = lua_interface->GetInt64Value(state, 3); lua_interface->ResetFunctionStack(state); if(!spawn || !spawn->IsEntity()) { lua_interface->LogError("%s: LUA SetInfoStructUInt command error: spawn is not valid, either does not exist or is not an entity", lua_interface->GetScriptName(state)); return 0; } Entity* ent = (Entity*)spawn; bool set_ = ent->SetInfoStructUInt(field, value); lua_interface->SetBooleanValue(state, set_); return 1; } int EQ2Emu_lua_SetInfoStructSInt(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); string field = lua_interface->GetStringValue(state, 2); sint64 value = lua_interface->GetSInt64Value(state, 3); lua_interface->ResetFunctionStack(state); if(!spawn || !spawn->IsEntity()) { lua_interface->LogError("%s: LUA SetInfoStructSInt command error: spawn is not valid, either does not exist or is not an entity", lua_interface->GetScriptName(state)); return 0; } Entity* ent = (Entity*)spawn; bool set_ = ent->SetInfoStructSInt(field, value); lua_interface->SetBooleanValue(state, set_); return 1; } int EQ2Emu_lua_SetInfoStructFloat(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); string field = lua_interface->GetStringValue(state, 2); float value = lua_interface->GetFloatValue(state, 3); lua_interface->ResetFunctionStack(state); if(!spawn || !spawn->IsEntity()) { lua_interface->LogError("%s: LUA SetInfoStructFloat command error: spawn is not valid, either does not exist or is not an entity", lua_interface->GetScriptName(state)); return 0; } Entity* ent = (Entity*)spawn; bool set_ = ent->SetInfoStructFloat(field, value); lua_interface->SetBooleanValue(state, set_); return 1; } int EQ2Emu_lua_SetCharSheetChanged(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); bool value = lua_interface->GetBooleanValue(state, 2); lua_interface->ResetFunctionStack(state); if(!spawn || !spawn->IsPlayer()) { lua_interface->LogError("%s: LUA SetCharSheetChanged command error: spawn is not valid, either does not exist or is not a player", lua_interface->GetScriptName(state)); return 0; } ((Player*)spawn)->SetCharSheetChanged(value); return 0; } int EQ2Emu_lua_AddPlayerMail(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); std::string fromName = lua_interface->GetStringValue(state, 2); std::string subjectName = lua_interface->GetStringValue(state, 3); std::string mailBody = lua_interface->GetStringValue(state, 4); int8 mailType = lua_interface->GetInt8Value(state, 5); int32 copper = lua_interface->GetInt32Value(state, 6); int32 silver = lua_interface->GetInt32Value(state, 7); int32 gold = lua_interface->GetInt32Value(state, 8); int32 platinum = lua_interface->GetInt32Value(state, 9); int32 item_id = lua_interface->GetInt32Value(state, 10); int16 stack_size = lua_interface->GetInt32Value(state, 11); int32 expire_time = lua_interface->GetInt32Value(state, 12); int32 sent_time = lua_interface->GetInt32Value(state, 13); lua_interface->ResetFunctionStack(state); if(!spawn || !spawn->IsPlayer()) { lua_interface->LogError("%s: LUA AddPlayerMail command error: spawn is not valid, either does not exist or is not a player", lua_interface->GetScriptName(state)); lua_interface->SetBooleanValue(state, false); return 1; } int32 time_sent = sent_time > 0 ? sent_time : Timer::GetUnixTimeStamp(); ((Player*)spawn)->GetClient()->CreateAndUpdateMail(fromName, subjectName, mailBody, mailType, copper, silver, gold, platinum, item_id, stack_size, time_sent, expire_time); lua_interface->SetBooleanValue(state, true); return 1; } int EQ2Emu_lua_AddPlayerMailByCharID(lua_State* state) { if (!lua_interface) return 0; int32 char_id = lua_interface->GetInt32Value(state); std::string fromName = lua_interface->GetStringValue(state, 2); std::string subjectName = lua_interface->GetStringValue(state, 3); std::string mailBody = lua_interface->GetStringValue(state, 4); int8 mailType = lua_interface->GetInt8Value(state, 5); int32 copper = lua_interface->GetInt32Value(state, 6); int32 silver = lua_interface->GetInt32Value(state, 7); int32 gold = lua_interface->GetInt32Value(state, 8); int32 platinum = lua_interface->GetInt32Value(state, 9); int32 item_id = lua_interface->GetInt32Value(state, 10); int16 stack_size = lua_interface->GetInt32Value(state, 11); int32 expire_time = lua_interface->GetInt32Value(state, 12); int32 sent_time = lua_interface->GetInt32Value(state, 13); lua_interface->ResetFunctionStack(state); int32 time_sent = sent_time > 0 ? sent_time : Timer::GetUnixTimeStamp(); Client::CreateMail(char_id, fromName, subjectName, mailBody, mailType, copper, silver, gold, platinum, item_id, stack_size, time_sent, expire_time); lua_interface->SetBooleanValue(state, true); return 1; } int EQ2Emu_lua_OpenDoor(lua_State* state) { Spawn* widget; if (lua_interface) { widget = lua_interface->GetSpawn(state); bool disable_open_sound = lua_interface->GetBooleanValue(state, 2); lua_interface->ResetFunctionStack(state); if (widget && widget->IsWidget()) { ((Widget*)widget)->OpenDoor(); if(!disable_open_sound && ((Widget*)widget)->IsOpen() && ((Widget*)widget)->GetOpenSound()) widget->GetZone()->PlaySoundFile(0, ((Widget*)widget)->GetOpenSound(), ((Widget*)widget)->GetX(), ((Widget*)widget)->GetY(), ((Widget*)widget)->GetZ()); } else lua_interface->LogError("%s: LUA OpenDoor command error: spawn is not valid, either does not exist or is not a widget", lua_interface->GetScriptName(state)); } return 0; } int EQ2Emu_lua_CloseDoor(lua_State* state) { Spawn* widget; if (lua_interface) { widget = lua_interface->GetSpawn(state); bool disable_close_sound = lua_interface->GetBooleanValue(state, 2); lua_interface->ResetFunctionStack(state); if (widget && widget->IsWidget()) { ((Widget*)widget)->CloseDoor(); if(!disable_close_sound && !((Widget*)widget)->IsOpen() && ((Widget*)widget)->GetCloseSound()) widget->GetZone()->PlaySoundFile(0, ((Widget*)widget)->GetCloseSound(), ((Widget*)widget)->GetX(), ((Widget*)widget)->GetY(), ((Widget*)widget)->GetZ()); } else lua_interface->LogError("%s: LUA CloseDoor command error: spawn is not valid, either does not exist or is not a widget", lua_interface->GetScriptName(state)); } return 0; } int EQ2Emu_lua_IsOpen(lua_State* state) { if (!lua_interface) return 0; Spawn* widget = lua_interface->GetSpawn(state); lua_interface->ResetFunctionStack(state); if (widget && widget->IsWidget()) { lua_interface->SetBooleanValue(state, ((Widget*)widget)->IsOpen()); return 1; } return 0; } int EQ2Emu_lua_MakeRandomInt(lua_State* state) { if (!lua_interface) return 0; sint32 min = lua_interface->GetSInt32Value(state); sint32 max = lua_interface->GetSInt32Value(state, 2); lua_interface->ResetFunctionStack(state); sint32 result = MakeRandomInt(min, max); lua_interface->SetSInt32Value(state, result); return 1; } int EQ2Emu_lua_MakeRandomFloat(lua_State* state) { if (!lua_interface) return 0; float min = lua_interface->GetFloatValue(state); float max = lua_interface->GetFloatValue(state, 2); lua_interface->ResetFunctionStack(state); float result = MakeRandomFloat(min, max); lua_interface->SetFloatValue(state, result); return 1; } int EQ2Emu_lua_AddIconValue(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); int32 value = lua_interface->GetInt32Value(state, 2); lua_interface->ResetFunctionStack(state); if(!spawn) { lua_interface->LogError("%s: LUA AddIconValue command error: spawn is not valid, does not exist", lua_interface->GetScriptName(state)); lua_interface->SetBooleanValue(state, false); return 1; } spawn->AddIconValue(value); lua_interface->SetBooleanValue(state, true); return 1; } int EQ2Emu_lua_RemoveIconValue(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); int32 value = lua_interface->GetInt32Value(state, 2); lua_interface->ResetFunctionStack(state); if(!spawn) { lua_interface->LogError("%s: LUA RemoveIconValue command error: spawn is not valid, does not exist", lua_interface->GetScriptName(state)); lua_interface->SetBooleanValue(state, false); return 1; } spawn->RemoveIconValue(value); lua_interface->SetBooleanValue(state, true); return 1; } int EQ2Emu_lua_GetShardID(lua_State* state) { Spawn* npc = lua_interface->GetSpawn(state); lua_interface->ResetFunctionStack(state); if (npc && npc->IsNPC()) { NPC* shard = (NPC*)npc; int32 shardid = shard->GetShardID(); lua_interface->SetInt32Value(state, shardid); return 1; } lua_interface->SetInt32Value(state, 0); return 1; } int EQ2Emu_lua_GetShardCharID(lua_State* state) { Spawn* npc = lua_interface->GetSpawn(state); lua_interface->ResetFunctionStack(state); if (npc && npc->IsNPC()) { NPC* shard = (NPC*)npc; int32 charid = shard->GetShardCharID(); lua_interface->SetInt32Value(state, charid); return 1; } lua_interface->SetInt32Value(state, 0); return 1; } int EQ2Emu_lua_GetShardCreatedTimestamp(lua_State* state) { Spawn* npc = lua_interface->GetSpawn(state); lua_interface->ResetFunctionStack(state); if (npc && npc->IsNPC()) { NPC* shard = (NPC*)npc; int64 timestamp = shard->GetShardCreatedTimestamp(); lua_interface->SetSInt64Value(state, timestamp); return 1; } lua_interface->SetSInt64Value(state, 0); return 1; } int EQ2Emu_lua_DeleteDBShardID(lua_State* state) { if (!lua_interface) return 0; int32 shardid = lua_interface->GetInt32Value(state); lua_interface->ResetFunctionStack(state); if(shardid < 1) lua_interface->SetBooleanValue(state, false); else lua_interface->SetBooleanValue(state, database.DeleteSpiritShard(shardid)); return 1; } int EQ2Emu_lua_PauseMovement(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); int32 delay_in_ms = lua_interface->GetInt32Value(state, 2); if (spawn) { spawn->PauseMovement(delay_in_ms); } lua_interface->ResetFunctionStack(state); return 0; } int EQ2Emu_lua_StopMovement(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); if (spawn) { spawn->ResetMovement(); } lua_interface->ResetFunctionStack(state); return 0; } int EQ2Emu_lua_GetArrowColor(lua_State* state) { Player* player = (Player*)lua_interface->GetSpawn(state); int8 level = lua_interface->GetInt8Value(state, 2); lua_interface->ResetFunctionStack(state); if (player && player->IsPlayer() && level > 0) { lua_interface->SetInt32Value(state, player->GetArrowColor(level)); return 1; } return 0; } int EQ2Emu_lua_GetTSArrowColor(lua_State* state) { Player* player = (Player*)lua_interface->GetSpawn(state); int8 level = lua_interface->GetInt8Value(state, 2); lua_interface->ResetFunctionStack(state); if (player && player->IsPlayer() && level > 0) { lua_interface->SetInt32Value(state, player->GetTSArrowColor(level)); return 1; } return 0; } int EQ2Emu_lua_GetSpawnByRailID(lua_State* state) { ZoneServer* zone = lua_interface->GetZone(state); sint64 rail_id = lua_interface->GetSInt64Value(state, 2); lua_interface->ResetFunctionStack(state); if (zone) { Spawn* spawn = zone->GetTransportByRailID(rail_id); if (spawn) { lua_interface->SetSpawnValue(state, spawn); return 1; } } return 0; } int EQ2Emu_lua_SetRailID(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); sint64 rail_id = lua_interface->GetSInt64Value(state, 2); lua_interface->ResetFunctionStack(state); bool res = false; if(spawn && spawn->IsTransportSpawn()) { //printf("Set rail id %i for %s\n",rail_id,spawn->GetName()); spawn->SetRailID(rail_id); res = true; } else if (!spawn) { lua_interface->LogError("%s: LUA SetRailID command error: spawn is not valid, does not exist", lua_interface->GetScriptName(state)); } else if(!spawn->IsTransportSpawn()) { lua_interface->LogError("%s: LUA SetRailID command error: spawn %s is not a transport spawn, call AddTransportSpawn(NPC) first", lua_interface->GetScriptName(state), spawn->GetName()); } lua_interface->SetBooleanValue(state, res); return 1; } int EQ2Emu_lua_IsZoneLoading(lua_State* state) { if (!lua_interface) return 0; ZoneServer* zone = lua_interface->GetZone(state); lua_interface->ResetFunctionStack(state); if (zone) { lua_interface->SetBooleanValue(state, zone->IsLoading()); return 1; } return 0; } int EQ2Emu_lua_IsRunning(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); lua_interface->ResetFunctionStack(state); if (spawn) { lua_interface->SetBooleanValue(state, spawn->IsRunning()); return 1; } return 0; } int EQ2Emu_lua_GetZoneLockoutTimer(lua_State* state) { if (!lua_interface) return 0; Spawn* player = lua_interface->GetSpawn(state); int32 zoneID = lua_interface->GetInt32Value(state, 2); bool displayClient = lua_interface->GetInt32Value(state, 3); lua_interface->ResetFunctionStack(state); if (!player || !player->IsPlayer() || !player->GetClient()) { lua_interface->LogError("%s: LUA GetZoneLockoutTimer command error: player is not valid, does not exist", lua_interface->GetScriptName(state)); } else if(!zoneID) { lua_interface->LogError("%s: LUA GetZoneLockoutTimer command error: zoneID is not set."); } else { lua_interface->SetStringValue(state, player->GetClient()->IdentifyInstanceLockout(zoneID, displayClient).c_str()); return 1; } return 0; } int EQ2Emu_lua_SetWorldTime(lua_State* state) { if (!lua_interface) return 0; int16 newYear = lua_interface->GetInt16Value(state, 1); sint32 newMonth = lua_interface->GetInt16Value(state, 2); int16 newHour = lua_interface->GetInt16Value(state, 3); int16 newMinute = lua_interface->GetInt16Value(state, 4); lua_interface->ResetFunctionStack(state); world.MWorldTime.writelock(__FUNCTION__, __LINE__); world.GetWorldTimeStruct()->year = newYear; world.GetWorldTimeStruct()->month = newMonth; world.GetWorldTimeStruct()->hour = newHour; world.GetWorldTimeStruct()->minute = newMinute; world.MWorldTime.releasewritelock(__FUNCTION__, __LINE__); return 0; } int EQ2Emu_lua_GetWorldTimeYear(lua_State* state) { if (!lua_interface) return 0; lua_interface->ResetFunctionStack(state); world.MWorldTime.readlock(__FUNCTION__, __LINE__); lua_interface->SetInt32Value(state, world.GetWorldTimeStruct()->year); world.MWorldTime.releasereadlock(__FUNCTION__, __LINE__); return 1; } int EQ2Emu_lua_GetWorldTimeMonth(lua_State* state) { if (!lua_interface) return 0; lua_interface->ResetFunctionStack(state); world.MWorldTime.readlock(__FUNCTION__, __LINE__); lua_interface->SetSInt32Value(state, world.GetWorldTimeStruct()->month); world.MWorldTime.releasereadlock(__FUNCTION__, __LINE__); return 1; } int EQ2Emu_lua_GetWorldTimeHour(lua_State* state) { if (!lua_interface) return 0; lua_interface->ResetFunctionStack(state); world.MWorldTime.readlock(__FUNCTION__, __LINE__); lua_interface->SetSInt32Value(state, world.GetWorldTimeStruct()->hour); world.MWorldTime.releasereadlock(__FUNCTION__, __LINE__); return 1; } int EQ2Emu_lua_GetWorldTimeMinute(lua_State* state) { if (!lua_interface) return 0; lua_interface->ResetFunctionStack(state); world.MWorldTime.readlock(__FUNCTION__, __LINE__); lua_interface->SetSInt32Value(state, world.GetWorldTimeStruct()->minute); world.MWorldTime.releasereadlock(__FUNCTION__, __LINE__); return 1; } int EQ2Emu_lua_SendTimeUpdate(lua_State* state) { if (!lua_interface) return 0; lua_interface->ResetFunctionStack(state); world.SendTimeUpdate(); return 0; } int EQ2Emu_lua_ChangeFaction(lua_State* state) { bool update_result = false; Faction* faction = 0; Spawn* spawn = lua_interface->GetSpawn(state); int32 faction_id = lua_interface->GetInt32Value(state, 2); sint32 increase = lua_interface->GetInt32Value(state, 3); lua_interface->ResetFunctionStack(state); if(!spawn || !spawn->IsPlayer()) { lua_interface->LogError("LUA ChangeFaction command error: player is not valid"); return 0; } Player* player = (Player*)spawn; Client* client = player->GetClient(); if (faction_id > 0) { bool hasfaction = database.VerifyFactionID(player->GetCharacterID(),faction_id); if(hasfaction == 0) { //they do not have the faction. Lets get the default value and feed it in. sint32 defaultfaction = master_faction_list.GetDefaultFactionValue(faction_id); //add the default faction for the player. player->SetFactionValue(faction_id, defaultfaction); } if(increase >= 0) { update_result = player->GetFactions()->IncreaseFaction(faction_id,increase); faction = master_faction_list.GetFaction(faction_id); if(faction && update_result) client->Message(CHANNEL_FACTION, "Your faction standing with %s got better.", faction->name.c_str()); else if(faction) client->Message(CHANNEL_FACTION, "Your faction standing with %s could not possibly get any better.", faction->name.c_str()); lua_interface->SetBooleanValue(state, true); return 1; } if(increase < 0){ //change the negative to a positive, since thats how decreasefaction() likes it. increase *= -1; update_result = player->GetFactions()->DecreaseFaction(faction_id,increase); faction = master_faction_list.GetFaction(faction_id); if(faction && update_result) client->Message(CHANNEL_FACTION, "Your faction standing with %s got worse.", faction->name.c_str()); else if(faction) client->Message(CHANNEL_FACTION, "Your faction standing with %s could not possibly get any worse.", faction->name.c_str()); lua_interface->SetBooleanValue(state, true); return 1; } } lua_interface->SetBooleanValue(state, false); return 1; } int EQ2Emu_lua_HasCoin(lua_State* state) { bool hascoin = 0; Player* player = (Player*)lua_interface->GetSpawn(state); int32 coins = lua_interface->GetInt32Value(state, 2); lua_interface->ResetFunctionStack(state); if (player && player->IsPlayer()) { hascoin = player->HasCoins(coins); if(hascoin == 0) { lua_interface->SetBooleanValue(state, false); return 1; } if(hascoin == 1) { lua_interface->SetBooleanValue(state, true); return 1; } } return 0; } int EQ2Emu_lua_GetLootTier(lua_State* state) { int32 loot_tier = 0; Spawn* spawn = lua_interface->GetSpawn(state); lua_interface->ResetFunctionStack(state); if (spawn) { loot_tier = spawn->GetLootTier(); lua_interface->SetInt32Value(state, loot_tier); return 1; } return 0; } int EQ2Emu_lua_SetLootTier(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); int32 loot_tier = lua_interface->GetInt32Value(state, 2); lua_interface->ResetFunctionStack(state); if (spawn) { spawn->SetLootTier(loot_tier); lua_interface->SetBooleanValue(state, true); return 1; } lua_interface->SetBooleanValue(state, false); return 1; } int EQ2Emu_lua_GetLootDropType(lua_State* state) { int32 loot_drop_type = 0; Spawn* spawn = lua_interface->GetSpawn(state); lua_interface->ResetFunctionStack(state); if (spawn) { loot_drop_type = spawn->GetLootDropType(); lua_interface->SetInt32Value(state, loot_drop_type); return 1; } return 0; } int EQ2Emu_lua_SetLootDropType(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); int32 loot_drop_type = lua_interface->GetInt32Value(state, 2); lua_interface->ResetFunctionStack(state); if (spawn) { spawn->SetLootDropType(loot_drop_type); lua_interface->SetBooleanValue(state, true); return 1; } lua_interface->SetBooleanValue(state, false); return 1; } int EQ2Emu_lua_DamageEquippedItems(lua_State* state) { if (!lua_interface) return 0; Spawn* spawn = lua_interface->GetSpawn(state); int8 damage_amount = lua_interface->GetInt32Value(state, 2); if(damage_amount > 100) { damage_amount = 100; } if (!spawn) { lua_interface->LogError("%s: LUA DamageEquippedItems command error: spawn is not valid", lua_interface->GetScriptName(state)); lua_interface->ResetFunctionStack(state); return 0; } lua_interface->ResetFunctionStack(state); if (spawn->IsPlayer()) { if (((Player*)spawn)->GetClient() && ((Player*)spawn)->DamageEquippedItems(damage_amount, ((Player*)spawn)->GetClient())) lua_interface->SetBooleanValue(state, true); else lua_interface->SetBooleanValue(state, false); } else { lua_interface->SetBooleanValue(state, false); } return 1; } int EQ2Emu_lua_CreateWidgetRegion(lua_State* state) { ZoneServer* zone = lua_interface->GetZone(state); int32 version = lua_interface->GetInt32Value(state, 2); RegionMap* region_map = world.GetRegionMap(std::string(zone->GetZoneFile()), version); if(region_map == nullptr) { lua_interface->LogError("%s: LUA CreateWidgetRegion command error: region map is not valid for version %u", lua_interface->GetScriptName(state), version); lua_interface->ResetFunctionStack(state); return 0; } string region_name = lua_interface->GetStringValue(state, 3); string env_name = lua_interface->GetStringValue(state, 4); int32 grid_id = lua_interface->GetInt32Value(state, 5); int32 widget_id = lua_interface->GetInt32Value(state, 6); float dist = lua_interface->GetFloatValue(state, 7); region_map->InsertRegionNode(zone, version, region_name, env_name, grid_id, widget_id, dist); lua_interface->ResetFunctionStack(state); lua_interface->SetBooleanValue(state, true); return 1; } int EQ2Emu_lua_RemoveRegion(lua_State* state) { ZoneServer* zone = lua_interface->GetZone(state); int32 version = lua_interface->GetInt32Value(state, 2); RegionMap* region_map = world.GetRegionMap(std::string(zone->GetZoneFile()), version); if(region_map == nullptr) { lua_interface->LogError("%s: LUA RemoveRegion command error: region map is not valid for version %u", lua_interface->GetScriptName(state), version); lua_interface->ResetFunctionStack(state); return 0; } string region_name = lua_interface->GetStringValue(state, 3); region_map->RemoveRegionNode(region_name); lua_interface->ResetFunctionStack(state); lua_interface->SetBooleanValue(state, true); return 1; } int EQ2Emu_lua_SetPlayerPOVGhost(lua_State* state) { Client* client = nullptr; Spawn* player = lua_interface->GetSpawn(state); if (!player) { lua_interface->LogError("LUA SetPlayerPOVGhost command error: spawn is not valid"); lua_interface->SetBooleanValue(state, false); lua_interface->ResetFunctionStack(state); return 1; } if (!player->IsPlayer()) { lua_interface->LogError("LUA SetPlayerPOVGhost command error: spawn is not a player"); lua_interface->SetBooleanValue(state, false); lua_interface->ResetFunctionStack(state); return 1; } client = player->GetClient(); if (!client) { lua_interface->LogError("LUA SetPlayerPOVGhost command error: could not find client"); lua_interface->SetBooleanValue(state, false); lua_interface->ResetFunctionStack(state); return 1; } Spawn* spawn = lua_interface->GetSpawn(state, 2); bool success_sight = client->SetPlayerPOVGhost(spawn); lua_interface->ResetFunctionStack(state); lua_interface->SetBooleanValue(state, success_sight); return 1; } int EQ2Emu_lua_SetCastOnAggroComplete(lua_State* state) { if (!lua_interface) return 0; bool result = false; Spawn* spawn = lua_interface->GetSpawn(state); bool cast_completed = (lua_interface->GetInt8Value(state, 2) == 1); lua_interface->ResetFunctionStack(state); if (!spawn) lua_interface->LogError("%s: LUA SetCastOnAggroComplete error: Could not find spawn.", lua_interface->GetScriptName(state)); else if (!spawn->IsNPC()) lua_interface->LogError("%s: LUA SetCastOnAggroComplete error: spawn %s is not an NPC!.", lua_interface->GetScriptName(state), spawn->GetName()); else { ((NPC*)spawn)->cast_on_aggro_completed = cast_completed; result = true; } lua_interface->SetBooleanValue(state, result); return 1; } int EQ2Emu_lua_IsCastOnAggroComplete(lua_State* state) { if (!lua_interface) return 0; bool result = false; Spawn* spawn = lua_interface->GetSpawn(state); lua_interface->ResetFunctionStack(state); if (!spawn) lua_interface->LogError("%s: LUA IsCastOnAggroComplete error: Could not find spawn.", lua_interface->GetScriptName(state)); else if (!spawn->IsNPC()) lua_interface->LogError("%s: LUA IsCastOnAggroComplete error: spawn %s is not an NPC!.", lua_interface->GetScriptName(state), spawn->GetName()); else { if(((NPC*)spawn)->cast_on_aggro_completed) result = true; } lua_interface->SetBooleanValue(state, result); return 1; } int EQ2Emu_lua_AddRecipeBookToPlayer(lua_State* state) { Client* client = nullptr; Spawn* player = lua_interface->GetSpawn(state); int32 recipe_book_id = lua_interface->GetInt32Value(state, 2); lua_interface->ResetFunctionStack(state); if (!player) { lua_interface->LogError("LUA AddRecipeBookToPlayer command error: spawn is not valid"); lua_interface->SetBooleanValue(state, false); return 1; } if (!player->IsPlayer()) { lua_interface->LogError("LUA AddRecipeBookToPlayer command error: spawn is not a player"); lua_interface->SetBooleanValue(state, false); return 1; } client = player->GetClient(); if (!client) { lua_interface->LogError("LUA AddRecipeBookToPlayer command error: could not find client"); lua_interface->SetBooleanValue(state, false); return 1; } bool result = client->AddRecipeBookToPlayer(recipe_book_id); lua_interface->SetBooleanValue(state, result); return 1; } int EQ2Emu_lua_RemoveRecipeFromPlayer(lua_State* state) { Client* client = nullptr; Spawn* player = lua_interface->GetSpawn(state); int32 recipe_id = lua_interface->GetInt32Value(state, 2); lua_interface->ResetFunctionStack(state); if (!player) { lua_interface->LogError("LUA RemoveRecipeFromPlayer command error: spawn is not valid"); lua_interface->SetBooleanValue(state, false); return 1; } if (!player->IsPlayer()) { lua_interface->LogError("LUA RemoveRecipeFromPlayer command error: spawn is not a player"); lua_interface->SetBooleanValue(state, false); return 1; } client = player->GetClient(); if (!client) { lua_interface->LogError("LUA RemoveRecipeFromPlayer command error: could not find client"); lua_interface->SetBooleanValue(state, false); return 1; } bool result = client->RemoveRecipeFromPlayer(recipe_id); lua_interface->SetBooleanValue(state, result); return 1; } int EQ2Emu_lua_ReplaceWidgetFromClient(lua_State* state) { Client* client = nullptr; Spawn* player = lua_interface->GetSpawn(state); int32 widget_id = lua_interface->GetInt32Value(state, 2); bool delete_widget = (lua_interface->GetInt8Value(state, 3) == 1); // rest are all optional fields float x = lua_interface->GetFloatValue(state, 4); float y = lua_interface->GetFloatValue(state, 5); float z = lua_interface->GetFloatValue(state, 6); int32 grid_id = lua_interface->GetInt32Value(state, 7); lua_interface->ResetFunctionStack(state); if (!player) { lua_interface->LogError("LUA ReplaceWidgetFromClient command error: spawn is not valid"); lua_interface->SetBooleanValue(state, false); return 1; } if (!player->IsPlayer()) { lua_interface->LogError("LUA ReplaceWidgetFromClient command error: spawn is not a player"); lua_interface->SetBooleanValue(state, false); return 1; } if(!player->GetZone()) { lua_interface->LogError("LUA ReplaceWidgetFromClient command error: player is not in a zone"); lua_interface->SetBooleanValue(state, false); return 1; } client = player->GetClient(); if (!client) { lua_interface->LogError("LUA ReplaceWidgetFromClient command error: could not find client"); lua_interface->SetBooleanValue(state, false); return 1; } if(!client->IsReadyForUpdates()) { lua_interface->LogError("LUA ReplaceWidgetFromClient command failed: client has not signaled sys_client_avatar_ready"); lua_interface->SetBooleanValue(state, false); return 1; } client->SendReplaceWidget(widget_id, delete_widget, x, y, z, grid_id); lua_interface->SetBooleanValue(state, true); return 1; } int EQ2Emu_lua_RemoveWidgetFromSpawnMap(lua_State* state) { Client* client = nullptr; Spawn* spawn = lua_interface->GetSpawn(state); int32 widget_id = lua_interface->GetInt32Value(state, 2); lua_interface->ResetFunctionStack(state); if (!spawn) { lua_interface->LogError("LUA RemoveWidgetFromSpawnMap command error: spawn is not valid"); lua_interface->SetBooleanValue(state, false); return 1; } if(!spawn->GetZone()) { lua_interface->LogError("LUA ReplaceWidgetFromClient command error: player is not in a zone"); lua_interface->SetBooleanValue(state, false); return 1; } spawn->AddIgnoredWidget(widget_id); lua_interface->SetBooleanValue(state, true); return 1; } int EQ2Emu_lua_RemoveWidgetFromZoneMap(lua_State* state) { ZoneServer* zone = lua_interface->GetZone(state); int32 widget_id = lua_interface->GetInt32Value(state, 2); lua_interface->ResetFunctionStack(state); if(!zone) { lua_interface->LogError("LUA RemoveWidgetFromZoneMap command error: zone is not valid"); lua_interface->SetBooleanValue(state, false); return 1; } if(!zone->IsLoading()) { lua_interface->LogError("LUA RemoveWidgetFromZoneMap command error: can only be called during zone loading, in preinit_zone_script ZoneScript function"); lua_interface->SetBooleanValue(state, false); return 1; } zone->AddIgnoredWidget(widget_id); lua_interface->SetBooleanValue(state, true); return 1; } int EQ2Emu_lua_SendHearCast(lua_State* state) { if (!lua_interface) return 0; LuaSpell* spell = lua_interface->GetCurrentSpell(state); Spawn* spawn = lua_interface->GetSpawn(state); int32 spell_visual_id = lua_interface->GetInt32Value(state, 2); int16 cast_time = lua_interface->GetInt16Value(state, 3); Spawn* caster = lua_interface->GetSpawn(state, 4); Spawn* target = lua_interface->GetSpawn(state, 5); lua_interface->ResetFunctionStack(state); if(spell && spawn && spawn->IsEntity()) { ZoneServer* zone = spawn->GetZone(); if(zone) { zone->SendCastSpellPacket(spell, caster && caster->IsEntity() ? (Entity*)caster : (Entity*)spawn, spell_visual_id, cast_time > 0 ? cast_time : 0xFFFF); } } else if (spawn) { if (spawn->IsPlayer()) { Client* client = ((Player*)spawn)->GetClient(); if (client) { client->SendHearCast(caster ? caster : client->GetPlayer(), target ? target : client->GetPlayer(), spell_visual_id, cast_time); } } } return 0; } int EQ2Emu_lua_GetCharacterFlag(lua_State* state) { if (!lua_interface) return 0; Spawn* player = lua_interface->GetSpawn(state); sint32 flag_id = lua_interface->GetSInt32Value(state, 2); lua_interface->ResetFunctionStack(state); if (!player) { lua_interface->LogError("%s: LUA HasRecipeBook command error, Spawn is not valid", lua_interface->GetScriptName(state)); return 0; } if (!player->IsPlayer()) { lua_interface->LogError("%s: LUA HasRecipeBook command error, Spawn is not a player", lua_interface->GetScriptName(state)); return 0; } bool ret = ((Player*)player)->get_character_flag(flag_id); lua_interface->SetBooleanValue(state, ret); return 1; } int EQ2Emu_lua_ToggleCharacterFlag(lua_State* state) { if (!lua_interface) return 0; Spawn* player = lua_interface->GetSpawn(state); sint32 flag_id = lua_interface->GetSInt32Value(state, 2); lua_interface->ResetFunctionStack(state); if (!player) { lua_interface->LogError("%s: LUA HasRecipeBook command error, Spawn is not valid", lua_interface->GetScriptName(state)); return 0; } if (!player->IsPlayer()) { lua_interface->LogError("%s: LUA HasRecipeBook command error, Spawn is not a player", lua_interface->GetScriptName(state)); return 0; } ((Player*)player)->toggle_character_flag(flag_id); return 0; } int EQ2Emu_lua_GetSpellInitialTarget(lua_State* state) { LuaSpell* spell = lua_interface->GetSpell(state); if(!spell) { spell = lua_interface->GetCurrentSpell(state); } lua_interface->ResetFunctionStack(state); if (spell) { if(!spell->caster) { lua_interface->LogError("%s: LUA GetSpellTarget command error, caster does not exist.", lua_interface->GetScriptName(state)); return 0; } if(!spell->caster->GetZone()) { lua_interface->LogError("%s: LUA GetSpellTarget command error, zone does not exist.", lua_interface->GetScriptName(state)); return 0; } Spawn* spawn = spell->caster->GetZone()->GetSpawnByID(spell->initial_target); if (spawn) { lua_interface->SetSpawnValue(state, spawn); return 1; } else { lua_interface->LogError("%s: LUA GetSpellTarget command error, could not find initial target %u to map to spawn.", lua_interface->GetScriptName(state), spell->initial_target); } } return 0; }